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Elemental Magic Items V7

This document describes a series of magical items themed around the four classical elements of fire, air, water, and earth. It includes items for a Fire Fighter, Air Monk, Water Rogue, and Earth Barbarian. The first pair of items described are fire-themed weapons that originate from a battle between ancient gold and red dragons - the Corpseblade and Zweihänder of Agrimaugh, which can combine into the powerful Red Death greatsword. Also described are air-themed leg wraps that augment the abilities of a monk, allowing extra unarmed strikes and improved damage.

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0% found this document useful (0 votes)
406 views

Elemental Magic Items V7

This document describes a series of magical items themed around the four classical elements of fire, air, water, and earth. It includes items for a Fire Fighter, Air Monk, Water Rogue, and Earth Barbarian. The first pair of items described are fire-themed weapons that originate from a battle between ancient gold and red dragons - the Corpseblade and Zweihänder of Agrimaugh, which can combine into the powerful Red Death greatsword. Also described are air-themed leg wraps that augment the abilities of a monk, allowing extra unarmed strikes and improved damage.

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Elemental Magic Items

A
series of items intended to build up to four Red Death
complete sets designed to fit thematically with Weapon (greatsword), very rare (requires attunement)
my four elemental archetypes for a Fire Fighter,
Air Monk, Water Rogue and Earth Barbarian. When the Dragonscale Shagreen is wrapped around the
For now I'm building pairs of items that require Corpseblade, the hide seals permanently to the sword's grip
attunement, leaving one slot open to allow for a and the scales gain a bright lustre and the bone pales to a
bit of variety. startling pure white. You gain a +2 to attack and damage rolls
made with this weapon, which deals 3d6 slashing damage.
When you attack a creature with this weapon and roll a 20
Fire on the attack roll, the flaming outline of an Ancient Red
Zweihänder of Agrimaugh Dragon's open maw surrounds you and snaps down on the
creature, dealing an additional 2d10 piercing damage.
Long ago, a foolish Young Red Dragon attempted to hunt in
lands under the protection of an Ancient Gold. Agrimaugh Zweihänder of Agrimaugh
tried to fight the Ancient Dragon, but she was far too small Weapon (greatsword), legendary (requires attunement)
and inexperienced. Horribly wounded, she fled to the Plane of
Fire. The Ancient Gold did not bother to follow her. When the Red Death cuts an Adult Dragon, it begins to glow
Two centuries later, when she returned, spitting fire almost a fiery red. If the dragon is killed within 1 hour, the glow
constantly as she razed town after town, the Ancient Gold resolves into an ashen silhouette of an Ancient Red Dragon
was forced once more to confront her. Though she was less stretched along the full length of the blade and becomes the
than 300 years old, her time in the Plane of Fire had Zweihänder of Agrimaugh. If the dragon survives, the glow
accelerated her growth. Now she outweighed the Ancient fades away.
Gold and her fiery breath was so potent that even the Ancient You gain a +3 to attack and damage rolls made with this
Gold suffered some small harm from it. weapon, which deals 3d6 slashing damage.
A great battle was waged between the two, lasting weeks, When you attack a creature with this weapon and roll a 20
destroying whole cities. Agrimaugh was wearing down the on the attack roll, the flaming outline of an Ancient Red
Ancient Gold, despite being over a millennium younger. Dragon's open maw surrounds you and snaps down on the
However, the Ancient Gold Dragon was beloved by his creature, dealing an additional 2d10 piercing damage.
people, and the Adult Red was a monstrosity attacking their As an action, you can summon the memory of Agrimaugh.
homes. Great heroes of all races came to the Gold's aid, and She appears above you, composed entirely of flames. The
though many died, they were enough to turn the tide of battle dragon roars and beats her wings. Each creature within 15
in the Gold's favour. feet of the you must succeed on a DC 25 Dexterity saving
When Agrimaugh realised her plight, she tried once more throw or take 2d6 + 10 bludgeoning damage and be knocked
to flee. This time, however, the Ancient Gold did not allow it. prone. You can't use this property again until you finish a long
He closed off all attempts she made to access the Plane of rest.
Fire and slew her. His rage was great, and there was little left
of her in the end.
From the scant remains, a great swordsmith crafted a great Return from the Flame
blade and the Ancient Gold himself enchanted a scrap of the (Interaction with my Scorch Knight Martial
Red's hide as a grip. However, the blade was stolen before the Archetype)
grip could be attached, and soon the now almost useless Unlike other Flame Bond weapons, when a
shagreen was abandoned and lost as well. Scorch Knight bonds any part of the Zweihänder of
If the two could finally be united though, the resulting Agrimaugh, it is not lost. The Scorch Knight can
choose to spend a minute focusing on the Flame
weapon could become the stuff of legends. Bond replica, at the end of which the true weapon
emerges. If the part is the Dragonscale Shagreen,
Corpseblade only it returns, wrapped around the flaming replica
Weapon (greatsword), uncommon of its weapon.
When held by the Scorch Knight, the weapon
A huge single-bladed sword, the Corpseblade is a single piece can be unbonded without penalty, though any
of cream-white bone that never needs to be sharpened and weapon other than the Corpseblade wrapped in the
though it stands taller than most humans, is light enough for Dragonscale Shagreen will not return. If dismissed
a Medium creature to wield. It deals 3d6 slashing damage. back to the Plane of Fire, another minute must be
spent when resummoning the true form of the
Dragonscale Shagreen weapon.
Wondrous item, uncommon (requires attunement) Once the Red Death has become the
Zweihänder of Agrimaugh, the Scorch Knight can
This dull red strip of dragon hide wraps perfectly around the choose whether to summon the replica or the true
haft of any weapon, somehow always the right length. When form as a bonus action.
wrapped around the grip of a weapon, you gain a +1 bonus to
attack and damage rolls made with that weapon.
Tamarren Plate Air
Tamar was greatly saddened by the lives lost in his conflict Silk of Lee-Buer
with Agrimaugh. The Ancient Gold Dragon put aside his
reservations, knowing that he shared the same strengths and It was said that the Lee-Buer's legs moved so quickly that he
weaknesses as Red Dragons, and began work crafting a seemed to have clouds in the place of legs. The elven monk
powerful suit of armour. He enchanted it to protect against moved with impossible speed and grace, and for much of his
the deadly flames of Red Dragons. centuries-long life, his legs were bound in strips of cyan silk
enchanted to augment his natural abilities. As he soared
Dragon Plate through the sky, footsteps lighter than the wind itself, patches
Armour (plate), rare of white began to flow across the silken wraps, mimicking the
clouds he was said to dance across.
This mithral armour is ridged and scaled in a manner The silk, now lost, is rumoured to carry within it some
reminiscent of a dragon's hide. The helm is crudely fashioned portion of the extraordinary monk's power.
into the form of a dragon's skull. While wearing this armour,
you gain a +1 bonus to AC. Foot Wraps of the Flurry
Wondrous item, uncommon (requires attunement by a monk)
Molten Undershirt
Wondrous item, uncommon (requires attunement) Two lengths of pale blue silk curl around your legs when
attuned. When you use Flurry of Blows as a bonus action you
A hooded undershirt and leggings that appear to be formed of make three unarmed strikes.
liquid gold. While wearing these clothes, you have resistance
to fire damage and advantage on saving throws against the Calf Wraps of the Gale
breath weapons of dragons. Wondrous item, uncommon (requires attunement)
Golden Dragon Plate Two lengths of white silk that curl around your legs when
Armour (plate), very rare attuned, this item allows you to make stronger unarmed
attacks with your legs. Unarmed strikes made with your legs
When you first wear the Dragon Plate over the Molten use a d4 for damage. You gain a +1 bonus to attack and
Undershirt, the golden colour from the undershirt seeps out damage rolls made with unarmed strikes.
from the gaps in the Dragon Plate, covering it entirely. As it
gains the golden sheen, the details in the armour sharpen Leg Wraps of the Cyclone
and the crude helm gains the short whisker-like spines and Wondrous item, very rare (requires attunement by a monk)
back-swept horns of a Gold Dragon.
The bonus to AC from the armour increases to +2, and you When worn together, the Foot Wraps of the Flurry and Calf
have advantage on saving throws against the Frightful Wraps of the Gale merge into two lengths of silk, the pale
Presence of dragons as long as you wear the two items blue of the Foot Wraps bleeding a few inches up the Calf
together. Wraps.
You gain a +2 bonus to attack and damage rolls made with
Tamarren Plate unarmed strikes. Additionally, when you use Flurry of Blows
Armour (plate), legendary (requires attunement) as a bonus action you make three unarmed strikes.
While wearing the Golden Dragon Plate and Molten Silk of Lee-Buer
Undershirt, if you take 50 or more fire damage at once Wondrous item, legendary (requires attunement by a monk)
(before reductions from resistance or a successful saving
throw) you instead take no damage and the straps of the If you absorb the damage of a single fall of 150 feet or more
Golden Dragon Plate are burned to ash. The armour adheres with your Slow Fall feature while wearing the Leg Wraps of
to the Molten Undershirt and the details of the helm sharpen; the Cyclone, the cyan and white swirl together completely,
the horns and whiskers lengthen to become a perfect replica resembling pristine clouds floating across a clear blue sky.
of Tamar's head. While you wear the helm, it is animated and The bandages lengthen and curl upwards to encase your
matches your facial expressions. The Golden Dragon Plate thighs as the Silk of Lee-Buer fully accepts you.
and Molten Undershirt have merged to become the Tamarren You gain a +3 bonus to attack and damage rolls made with
Plate. unarmed strikes.
As an action, you can dismiss the plate. The armour Additionally, you can attack three times, instead of twice,
appears to melt, merging with the undershirt. As an action, whenever you take the Attack action on your turn. When you
you can cause the plate to re-emerge. In both forms, you gain use Flurry of Blows as a bonus action you make three
a +3 bonus to AC, you have advantage on saving throws unarmed strikes.
against the Frightful Presence and breath weapons of
dragons, and you have immunity to fire damage.
When you fail a saving throw against a physical effect, you
can summon the protection of Tamar to instead succeed. His
form expands from your armour, folding his wings forwards
to cocoon you in his embrace. You can't use this property
again until you finish a long rest.
Arms of Chan-Ja'ie While you wear this item, you gain a +3 bonus to AC and
saving throws if you are wearing no armour and using no
Most monks live ascetic lives, ignoring worldly pleasures in shield. You cannot be disarmed and when you make a
favour of spiritual betterment. While the rest of the monks Strength (Athletics) or Dexterity (Acrobatics) check to avoid
used their training to meditate and reach for enlightenment, falling, your proficiency bonus is doubled.
Chan-Ja'ie was drinking his weight in rice wine and getting in Additionally, when a hostile creature misses you with a
fights. Despite barely being able to stand, Chan-Ja'ie always melee attack, you can use your reaction to force that creature
emerged victorious. to repeat the same attack against another creature (other
Later in life, the perpetually drunk Chan-Ja'ie had a than itself) of your choice. If it hits, you add your proficiency
reputation for protecting the weak and innocent, though no modifier to the damage roll.
one was ever sure if he was doing it on purpose. He died from
his wounds after a great battle with an Ancient Green
Dragon, having refused to learn how to focus his ki against Water
poison for fear that he would no longer be able to enjoy his Vice and Virtue
wine.
The bandages he was swaddled in for those final days are Lughren Ansel was the greatest metalsmith of his time,
lauded as holy relics, symbols of how even the least pious perhaps of any time. Unfortunately, he lacked even the
man can be a great force for good. slightest magical talent so was forced to rely on his sorcerous
daughter for all his enchantments. This might not have been
Fist of Warding such a problem, were it not for the untamed nature of her
Wondrous item, uncommon (requires attunement) wild magics.
While most of their work was exemplary, and found its way
Pristine white bandages wrap around your right arm from into the higher echelons of nobility and in the hands of the
knuckles to elbow on attunement, guiding your arm to push greatest adventurers, a few of the enchantments went very
away attacks and pull you away from harm. While you wear wrong. Most were identified and disposed of, but one great
this item, you gain a +1 bonus to AC and saving throws if you mistake crept out into the world.
are wearing no armour and using no shield. The noble scimitar, Courage, lent great strength to its
users. The sword was filled with virtue and passed that virtue
Palm of Grasping to its wielder. However, while virtue filled Courage, vice snuck
Wondrous item, uncommon into the workshop, centring on a simple dagger. Thus Envy
was born.
Fraying black bandages wrap around your left arm from
knuckles to elbow, strengthening you grip and focusing your Envy
agility. While you wear this item, you cannot be disarmed of a Weapon (dagger), uncommon
weapon held in your left hand and when you make a Strength
(Athletics) or Dexterity (Acrobatics) check to avoid falling, Made of blue-tinged steel, this dagger seems to shine very
your proficiency bonus is doubled. softly when you are holding another weapon in your other
hand. If you are wielding another weapon in your other hand,
Hands of the Drunken Master Envy moves of its own accord to further damage your
Wondrous item, very rare (requires attunement) enemies. When you hit with an attack using this weapon, the
target takes an extra 1d4 slashing damage.
When worn together, the Fist of Warding and Palm of Additionally, if you attack with another weapon before
Grasping extend up your arms to merge at the nape of your attacking with Envy on your turn, you make the attack with
neck, becoming the Hands of the Drunken Master. Your disadvantage as Envy jerks about, unbalancing you.
hands are a confusing blur that nudges attacks aside and
pulls attackers off balance. Courage
While you wear this item, you gain a +2 bonus to AC and Weapon (scimitar), rare (requires attunement)
saving throws if you are wearing no armour and using no
shield. You cannot be disarmed and when you make a This enchanted silver sword wants to be used, granting some
Strength (Athletics) or Dexterity (Acrobatics) check to avoid small skill to even the least trained wielders. If you are
falling, your proficiency bonus is doubled. proficient with any type of sword, you are proficient with
Additionally, when a hostile creature misses you with a Courage. If you are not proficient with any swords, you may
melee attack, you can use your reaction to force that creature add half your proficiency bonus to attack rolls with this
to repeat the same attack against another creature (other sword.
than itself) of your choice. You gain a +1 bonus to attack and damage rolls made with
this magic weapon. Additionally, this sword fills you with
Arms of Chan-Ja'ie bravery. You are immune to the frightened condition.
Wondrous item, legendary (requires attunement)
When you cause a creature to kill its ally using the Hands of
the Drunken Master, the bandages spread to cover your
entire upper torso. The frayed black and pristine white
bandages lose their individuality, sections of bandage
darkening and fraying or lightening and reknitting at random.
Growing Envy Cloak of Assassins
Weapon (sabre), very rare Wondrous item, uncommon (requires attunement)
When you attune to Courage, water condenses and freezes This black cloak seems to drown the light around it,
onto Envy's blade, lengthening the dagger into a sabre. wreathing you in shadows. While you wear this cloak,
Growing Envy reverts to Envy if you unattune Courage. You Wisdom (Perception) checks made to see you have
gain a +2 bonus to attack and damage rolls made with this disadvantage and you have advantage on Dexterity (Stealth)
magic weapon. When you hit with an attack using this checks made to hide, as the cloak's shadows shift to obscure
weapon, the target takes an extra 1d8 cold damage. This you.
weapon has the light property.
Additionally, if you attack with another weapon before Shadow Coat
attacking with Growing Envy on your turn, you make the Wondrous item, uncommon
attack with disadvantage as Growing Envy jerks about, This shadowy coat billows around you, even when there is no
unbalancing you. wind, making it hard to identify where exactly your body is. If
you aren't wearing armour, your base Armour Class is 13 +
Sabre your Dexterity modifier.
The sabre is a finesse martial melee weapon
dealing 1d8 slashing damage. It costs 25 gp and Hooded Coat of the Shadowstriker
weighs 2 lb. If you are proficient with the rapier, Wondrous item, very rare (requires attunement)
you are also proficient with the sabre.
When you wear Cloak of Assassins over the Shadow Coat
while attuned to the former, silver threads writher from
within the black clothes, diving in and out of the cloak and
Eroding Envy, Enduring Courage coat, sewing them together. They have combined to form the
Weapons (sabre and scimitar), legendary (requires Hooded Coat of the Shadowstriker.
attunement) While you wear this coat, Wisdom (Perception) checks
made to see you have disadvantage and you have advantage
When you kill a creature with legendary actions with either on Dexterity (Stealth) checks, as the cloak's shadows shift to
Courage or Growing Envy, both blades seem to glow, though obscure you.
only you can see it. When you fight with them, both blades Additionally, if you aren't wearing armour, your base
are led by pale shadows of themselves that seem to guide Armour Class is 14 + your Dexterity modifier.
your attacks.
Eroding Envy. You gain a +3 bonus to attack and damage Kaldor Coat
rolls made with this magic weapon. When you hit with an Wondrous item, legendary (requires attunement)
attack using this weapon, the target takes an extra 1d8 cold
damage. This weapon has the light property. When the faerie fire spell is cast on you while wearing the
Additionally, if you attack with another weapon before Hooded Coat of the Shadowstriker, you do not make a saving
attacking with Eroding Envy on your turn, you make the throw and instead of being outlined in light, the light is
attack with disadvantage as Eroding Envy jerks about, absorbed by the coat. The fae stitching of the coat glows
unbalancing you. softly, revealing a complex design that draws the eye and
Enduring Courage. If you are proficient with any type of mesmerises all who look at it. The Kaldor Coat has finally
sword, you are proficient with Enduring Courage. If you are been reborn.
not proficient with any swords, you may add half your While you wear this coat with the silver filigree glowing,
proficiency bonus to attack rolls with this sword. Wisdom (Insight) checks made to spot your duplicity have
You gain a +3 bonus to attack and damage rolls made with disadvantage and you have advantage on Persuasion
this magic weapon. If you land a Sneak Attack with Eroding (Charisma) checks, as the cloak's complex designs entrance
Envy, your next successful attack with Enduring Courage everyone who can see you. If you are trying to conceal
deals an additional 1d6 slashing damage. yourself, the fae stitching fades to black. Wisdom
Additionally, this sword fills you with bravery. You are (Perception) checks made to see you have disadvantage and
immune to the frightened condition. you have advantage on Dexterity (Stealth) checks, as the
cloak's shadows shift to obscure you. You are immune to the
Kaldor Coat effects of faerie fire.
Woven from shreds of shade from the Shadowfell and silver Additionally, if you aren't wearing armour, your base
thread from the Feywild, the Kaldor Coat has been worn by Armour Class is 15 + your Dexterity modifier.
many people, assassins, spies, thieves, good and evil. The
creation of the coat has been attributed to many great mages,
some even claiming it to be the work of a god.
Whatever its origin, the coat was eventually sundered in a
battle between an archlich and a small group of heroes. In the
rush from the collapsing crypt, the fragments of the coat were
lost. It is only a matter of time, though, until such a powerful
artefact re-emerges.
Earthbreaker's Staff
Earth Weapon (quarterstaff/greatclub), very rare
Earthbreaker's Bands and Staff When attuned to the Belt of the Earth Elemental, the Staff of
The young gnomish wizard Lilli Pock was far too the Brute feels light in your hands, becoming the
inexperienced to survive in mountains rife with Stone and Earthbreaker's Staff. You gain a +1 bonus to attack and
Frost Giants. Thus, when she found herself trapped in a turf damage rolls made with this magic weapon. It can be struck
war between dozens of each, she should have died. against the ground as a bonus action to become a Large
However, fate smiled on her that day and as one of the greatclub that deals 2d8 bludgeoning damage. The greatclub
Stone Giants tried to tear up chunk of rock with which to is formed of the same material as the ground it was struck
crush her, it instead found itself holding the arm of an against.
enormous Earth Elemental, none too happy at having been Additionally, you can choose to throw the earthen cladding
awoken. of the greatclub as a ranged attack. When attacking this way,
The Earth Elemental attacked the Giants with no warning, treat the weapon as a thrown greatclub with a range of 20/60.
huge arms battering back and forth in crushing blows. Lilli Using this attack reverts the greatclub to a quarterstaff.
scurried away as the walking rock slew Giant after Giant.
However the Giants did not allow these attacks to go Earthbreaker's Bands
unanswered, and even as they died they chipped away at the Wondrous item, legendary (requires attunement)
Elemental. Lilli watched as the incredible creature was finally
brought low by the last Giant still standing, a gigantic Frost When you slay a Giant with the Earthbreaker's Staff, the Belt
Giant bleeding and barely standing on battered bones. of the Earth Elemental grows and splits into five sections.
In a sudden moment of bravery, Lilli stepped out from her One remains wrapped around your waist while the others
hiding place and pressed her thumbs together, spraying forth slide up your body to form two crossed sashes across your
flame at the unsuspecting Giant's back. Though weak, Lilli's torso and two bracelets around your biceps. They have
spell was enough to finish off the wounded Giant. become the Earthbreaker's Bands.
She collected pieces of the broken Elemental's body and Your Strength score increases by 4, as does your maximum
took them with her, swearing to enchant them so that she for that score. You can wield heavy weapons one size larger
would never be weak and helpless again. than you without disadvantage. You can speak, read and write
Thus she created the Earthbreaker's Bands and Staff with Terran and you have advantage on Charisma checks made to
which to defend herself. interact with earth elementals.
Additionally, as an action you can punch the ground to
Staff of the Brute cause it to shatter, throwing rocks forwards in a 20-foot cone.
Weapon (quarterstaff/greatclub), uncommon Each creature in the cone must make a Dexterity saving
throw. A creature takes 6d6 bludgeoning damage on a failed
This staff is a smooth and sturdy cylinder of granite. It can be save, or half as much damage on a successful one. The DC
struck against the ground as a bonus action to become a for this saving throw equals 8 + your Strength modifier + your
Large greatclub that deals 2d8 bludgeoning damage. The proficiency bonus. You can't use this property again until you
greatclub is formed of the same material as the ground it was finish a long rest.
struck against.
Rage's Banner
Large Weapons When her prince died beside her Neppa, his standard bearer,
Medium creatures have disadvantage on attack was filled with an unquenchable rage. Even as the last of the
rolls with Large heavy weapons. A Large heavy once proud human army was routed by the brutal orc tribes,
weapon’s size and bulk make it too large for a Neppa took the banner from her standard and wrapped it
Medium creature to use effectively. Large weapons around her shoulders, tearing away a shred to bandage a cut
deal an additional 1d4 damage or if the medium on her brow and keep her eyes clear.
equivalent already uses two dice to determine She attacked with a ferocity that shocked the orcs, cutting
damage, increase both dice by one dice size. a swathe through them and ignoring seemingly deadly
wounds. While all logic should have seen her weakening, still
she attacked, swirling from enemy to enemy in a blur of blood
Belt of the Earth Elemental
and steel. Likewise, with each new slash and tear, the banner
Wondrous item, rare (requires attunement) around her shoulders seemed to glow brighter and clearer,
filling the remaining humans with strength and courage.
When attuned, this spiral of granite animates and curls Though greatly outnumbered and on the point of flight, the
around your waist. Your Strength score increases by 2, as humans rallied and swarmed towards Neppa. Shocked and
does your maximum for that score. You can wield heavy unable to comprehend the sudden font of strength that their
weapons one size larger than you without disadvantage. enemies were drawing from, the orcs began to fall back
Additionally, you can speak, read and write Terran and you before the onslaught.
have advantage on Charisma checks made to interact with Finally, as their numbers were steadily hacked down, a
earth elementals. single warchief sounded a retreat. The lone horn was soon
joined by others, and most of the orcs fled, leaving the brave
few remaining to be cut down.
When the final orc was slain, Neppa at last slowed down. She Additionally, your rage is contagious, affecting all allies
stumbled back through the hundreds of bodies, ignoring her within 30 feet of you. When they make a melee weapon
comrades shouts of support. Returning to her prince's side, attack, they gain a bonus to the damage roll equal to your
she sank to her knees, smiled, and fell dead. Rage Damage. Their anger fuels your own, and whenever an
ally within 30 feet of you scores a critical hit on a melee
Bloody Bandana weapon attack, you may add your Brutal Critical dice to your
Wondrous item, uncommon next successful melee weapon attack.
This blood-stained bandana is made of faded red and black
cloth, tightening snuggly around your head when you attune Nature
to it. Bloody Bandana is fuelled by anger and allows you to Arnœdiad Faradil
cloak your mind in rage. While raging, you have resistance to
psychic damage. Akkala was the smartest elf in her clan. Probably the
smartest in the entire forest. She was also extremely
Broken Standard forgetful. After having to beg for food from her friends for the
Wondrous item, rare (requires attunement) third night in a row because she forgot either her bow or her
arrows on her hunts, she set to work creating a quiver that
This faded and torn red and black banner still has two clasps would always be full and a bow that was impossible to forget.
that once attached it to a standard, allowing it to be worn as a Ever the overachiever, Akkala ended up going far beyond
cape. When worn like this, the Broken Standard causes your what was needed, enchanting a virtual arsenal in her once
rages to last twice as long. simple quiver. As a result of her extraordinary efforts, she
Additionally, if you cannot reach and attack a hostile began enchanting the equipment of other hunters in
creature on your turn while raging, you can Dash towards the exchange for food and clothing, rarely using the quiver she
nearest hostile creature as a bonus action. had spent so much time improving.
Bolstering Banner Faron
Wondrous item, very rare (requires attunement) Weapon (longbow), uncommon
When the Bloody Bandana and Broken Standard are worn This ancient longbow appears to be crudely made, its surface
together, they regain some of their lost lustre and the banner covered in whorls and knots, the wood dry and cracked.
releases itself from your neck, instead re-joining with the However, the positioning of those imperfections fits your
bandana, becoming the Bolstering Banner. hand perfectly and makes stringing the bow easy, taking an
The Bolstering Banner is fuelled by anger and allows you action to string and a bonus action to unstring.
to cloak your mind in rage. Your rages last twice as long and, Despite its appearance, the bow responds perfectly to your
while raging, you have resistance to psychic damage. actions. You gain a +1 bonus to attack and damage rolls made
If you cannot reach and attack a hostile creature on your with this magic weapon.
turn while raging, you can Dash towards the nearest hostile
creature as a bonus action. Meldis
Additionally, your rage is contagious, affecting all allies Wondrous item, rare (requires attunement)
within 30 feet of you. When they make a melee weapon
attack, they gain a bonus to the damage roll equal to your This beautiful leather quiver has two compartments. Elvish
Rage Damage. runes outline the mouths of both, spelling out nonsense
words that are different every time you read them.
Rage's Banner The larger compartment is always full of arrows, though if
Wondrous item, legendary (requires attunement) they are removed they disappear six seconds after leaving
your hand. When fired by you, these arrows are +1 arrows.
When you first successfully pass a DC 20 Constitution saving The smaller compartment appears large enough to hold
throw using your Relentless Rage class feature to ignore five arrows, but any mundane arrows placed inside are
grievous wounds, the Bolstering Banner fully regains its pushed back out by an unseen force. However, any magical
colour, flapping out behind you even without wind. You have arrows placed inside can only be removed by you. After your
fully awakened Rage's Banner. first long rest attuned to Meldis, you find a single arrow in the
Rage's Banner is fuelled by anger and allows you to cloak smaller compartment with the elvish for 'poison' painted on
your mind in rage. Your rages last twice as long and, while the fletching. If you fire this arrow, a new identical one
raging, you have resistance to psychic damage and cannot be appears after your next long rest.
knocked below 1 hit point by psychic damage.
If you cannot reach and attack a hostile creature on your Saving Throw DC
turn while raging, you can Dash towards the nearest hostile
creature as a bonus action. DC for all saving throws is 14 or your highest spell save DC if
you have one.
Faradil
Wondrous item, very rare (requires attunement) Arrows
The effects of the arrows mentioned above:
The first time you awake from a long rest while attuned to Poison: target must make a Constitution saving throw,
Meldis and in possession of Faron, you find that Faron has taking 4d12 extra poison damage and becoming poisoned for
affixed itself to the side of Meldis and there is a new pouch on
the side of the quiver. Meldis has become Faradil. 1 minute on a failed save, or half as much extra damage with
The larger compartment is always full of arrows, though if no additional effects on a successful one.
they are removed they disappear six seconds after leaving Flame: target takes 3d6 extra fire damage, all creatures
your hand. When fired by you, these arrows are +1 arrows. within 10 feet must succeed on a Dexterity saving throw or
The smaller compartment appears large enough to hold take the same damage.
five arrows, but any mundane arrows placed inside are Ice: target must make a Constitution saving throw, taking
pushed back out by an unseen force. However, any magical 6d6 extra cold damage and becoming restrained for 1 round
arrows placed inside can only be removed by you. After your on a failed save, or half as much extra damage with no
first long rest attuned to Faradil, you find a second arrow
alongside the poison arrow with the elvish for 'flame' painted additional effects on a successful one.
on the fletching. If you fire these arrows, new identical ones Acid: target takes 4d4 extra acid damage and must spend
appear after your next long rest. The nonsense runes around their next action brushing the acid away or any nonmagical
the smaller compartment are now instructions. You whisper armour is destroyed and they take an additional 2d4 damage.
two of the following words to change the two arrows that are Lightning: target takes an additional 2d8 lightning damage
in your quiver after your next long rest: poison, flame, ice, and 1d8 thunder damage and must succeed on a Strength
acid, lightning. saving throw or be knocked prone, all creatures within 10 feet
Only you can remove Faron from Faradil, and if you are
disarmed of Faron or drop it, instead of falling it snaps back must succeed a Constitution saving throw or take the same
to the quiver. thunder damage and be pushed 10 feet away from the target.
In the pouch are four bowstrings: brass, bronze, copper, Shadow: when you use this arrow, it leaves behind a shadow
silver. The bowstrings cause special effects with particular of itself nocked and ready. Make three additional attacks
magical arrows. These bowstrings will snap and disintegrate against the same target. Alternatively, if you have the Volley
if strung to any bow other than Faron, reappearing in Faradil Ranger feature, when you use the Volley action make an
after your next long rest. additional attack against every creature you targeted.
Travel: when you draw this arrow, you can use your bonus
Arnœdiad Faradil
Wondrous item, legendary (requires attunement) action any time in the next minute to teleport instantly to the
arrow's location. This ability fails if there are no unoccupied
When you have created all four special effects with the four spaces adjacent to the arrow.
bowstrings, the nonsense runes around the larger
compartment resolve to reveal Faradil's true name, Arnœdiad
Faradil. A new arrow immediately appears in the smaller Arrows and Bowstrings
compartment with the elvish for 'travel' on the fletching. When used in the following combinations, the bowstrings
The larger compartment is always full of arrows, though if change the above arrows' effects:
they are removed they disappear six seconds after leaving
your hand. When fired by you, these arrows are +2 arrows. Brass + Flame = Sleep: the target must succeed on a
The smaller compartment appears large enough to hold Constitution saving throw or fall unconscious for 10 minutes.
five arrows, but any mundane arrows placed inside are This effect ends for a creature if the creature takes damage or
pushed back out by an unseen force. However, any magical someone uses an action to wake it.
arrows placed inside can only be removed by you. After every Bronze + Lightning = Repulsion: the target must succeed on
long rest attuned to Faradil, you find three arrows in the a Strength saving throw. On a failed save, the creature is
compartment. If you fire these arrows, new identical ones pushed 60 feet away from you.
appear after your next long rest. Elvish runes around the Copper + Acid = Slowing: the target must succeed on a
compartment instruct you to whisper three of the following
words to change the three arrows that are in your quiver after Constitution saving throw. On a failed save, the creature can't
your next long rest: poison, flame, ice, acid, lightning, shadow, use reactions, its speed is halved, and it can't make more than
travel. one attack on its turn. In addition, the creature can use either
Only you can remove Faron from Arnœdiad Faradil, and if an action or a bonus action on its turn, but not both. These
you are disarmed of Faron or drop it, instead of falling it effects last for 1 minute. The creature can repeat the saving
snaps back to the quiver. throw at the end of each of its turns, ending the effect on
In the pouch are four bowstrings: brass, bronze, copper, itself with a successful save.
silver. The bowstrings cause special effects with all arrows.
These bowstrings will snap and disintegrate if strung to any Silver + Ice = Paralysing: the target must succeed on a
bow other than Faron, reappearing in Arnœdiad Faradil after Constitution saving throw or be paralysed for 1 minute. A
your next long rest. creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Awakened Bowstrings
Additionally, you gain the following benefits based on the
colour of your armour:
Below are the additional effects of the bowstrings after
Arnœdiad Faradil's true name is revealed. You choose whether Colours of Silk
or not you will apply the effects before making the attack.
The properties of the 8 colours of silk:
Brass: all attacks deal additional fire damage equal to the
Black: you are immune to acid damage.
highest of your mental ability modifiers (Intelligence, Wisdom
Grey: you have resistance to necrotic damage and advantage
or Charisma)
on Charisma saving throws.
Bronze: all successful attacks push the target 10 feet away
White: you have resistance to cold damage and
from you in a straight line.
automatically succeed on saving throws to endure extreme
Copper: once per round, a successful attack prevents the
cold.
target from using reactions until the start of your next turn.
Gold: you are immune to radiant damage.
Silver: once per round, a successful attack causes the target
Red: you have resistance to fire damage and automatically
to have disadvantage on Strength and Dexterity saving throws
succeed on saving throws to endure extreme heat.
until the start of your next turn.
Green: you have resistance to poison damage and are
immune to the poisoned condition.
Tortharhovanye Lûth Blue: you have resistance to thunder and lightning damage.
So busy creating magical items for others, Akkala had time Purple: you have resistance to force and psychic damage.
for only one project for herself. Though it took her almost a
century, when her armour was finally completed it outshone Tortharhovanye Lûth
all her other works. Armour (studded leather), legendary (requires attunement)
Fanharhovan When you have used Tiriarhovanye Lûth to negate spell
Armour (studded leather), rare attacks of four different damage types, the gloves glow and
empower your weapon.
This leather armour is covered in patchwork silk of various Seven of the following eight elven words are stitched on
shades of green. While wearing this armour, you gain a +1 your gloves in their respective colours: Black, Grey, White,
bonus to AC. You have advantage on saving throws against Gold, Red, Green, Blue, Purple. There is a blank space
poison, and you have resistance against poison damage. instead of the current colour of your armour.
Additionally, you have advantage on Dexterity (Stealth) If you touch your lips to the glove and whisper a colour, all
checks made in predominantly green environments. the other colours disappear. After you awake from your next
long rest, the silk of Tortharhovanye Lûth will have changed
Tirialûth to match the spoken colour. On the gloves, the chosen colour
Wondrous item, rare (requires attunement) is no longer visible.
These long black silken gloves seem to almost meld into your While wearing this armour, you gain a +3 bonus to AC. You
hands when you don them. When a ranged spell attack hits have advantage on Dexterity (Stealth) checks made in
you while you're wearing them, you can use your reaction to environments that predominantly match your armour's
reduce the damage by 1d10 + your Wisdom modifier. colour.
When a ranged spell attack hits you, you can use your
Tiriarhovanye Lûth
reaction to reduce the damage by 1d10 + your Wisdom
Armour (studded leather), very rare (requires attunement) modifier + your character level. If you reduce the damage to 0,
your next attack, if it hits, deals an additional 2d6 damage of
When you wear Fanharhovan with Tirialûth, the tops of the the same type as the spell attack. If the spell attack dealt
gloves seal to the silken hem of the armour. Seven elven multiple types of damage, you choose which to use.
words appear on your gloves, sewn in their respective Additionally, you gain the above benefits based on the
colours: Black, Grey, White, Gold, Red, Blue, Purple. There is colour of your armour.
a blank space as though a colour is missing.
If you touch your lips to the glove and whisper a colour, all Radiant
the other colours disappear. After you awake from your next
long rest, the silk of Tiriarhovanye Lûth will have changed to Smightiest Defender
match the spoken colour. On the gloves, the spoken colour is While some paladins try to finesse their way through difficult
no longer visible and in the previously blank space is the problems, there will always be those who simply want to
word 'Green'. brute force their way through. For the latter, the enchanted
While wearing this armour, you gain a +2 bonus to AC. You Defender protects them as they wade through their enemies,
have advantage on Dexterity (Stealth) checks made in glowing with divine light.
environments that predominantly match your armour's
colour.
When a ranged spell attack hits you, you can use your
reaction to reduce the damage by 1d10 + your Wisdom
modifier + your character level.
Smighty Additionally, when you use the Divine Smite feature using
Weapon (longsword), uncommon this weapon, you may also force the creature to make a
Dexterity saving throw. On a failure, it is outlined in radiant
This sword appears to be a simple weapon to those without a light, suffering from the effects of the faerie fire spell for a
strong connection to the gods, however those that are minute. You do not need to concentrate to maintain the effect.
granted divine magic from a deity see that god's likeness You can't use this property again until you finish a long rest.
carved in fine detail up the full length of the blade.
You gain a +1 bonus to attack and damage rolls made with Distjagal Perrita
this magic weapon. None know the name of the Oathbreaker's name, nor even
Additionally, when you use your Divine Smite feature using his original allegiance. All that is recalled is the terror he
this weapon, you may also force the creature to make a spread as he turned against his oaths until he was finally
Dexterity saving throw. On a failure, it is outlined in radiant felled, his once powerful armour rusting and weakening,
light, suffering from the effects of the faerie fire spell for a allowing the hero who stood against him to halt his rampage
minute. You do not need to concentrate to maintain the effect. at the end of a pike.
You can't use this property again until you finish a long rest. His ruined armour was buried with him in an unmarked
grave, distinctive only because no living thing deigned to
Defender grow upon the cursed ground.
Armour (shield), rare (requires attunement)
While holding this shield, you can speak its command word Soulleje
as a bonus action to cause it to animate. The shield leaps into Armour (plate), rare
the air and hovers in your space to protect you as if you were Though tarnished and even rusted in places, this steel plate is
wielding it, leaving your hands free. The shield remains tough and functional. While wearing this armour, you gain a
animated for 1 minute, until you use a bonus action to end +1 bonus to AC.
this effect, or until you are incapacitated or die, at which When worn by a Good aligned paladin, much of the armour
point the shield falls to the ground or into your hand if you reverts to shining steel and in the deeply rusted areas, the
have one free. renewed steel bulges out to display your deity's holy symbol
If you have the Protection fighting style, you can use this embossed upon it. The only parts of the armour to be
feature as if you were wielding the shield while it is hovering. unchanged are the gauntlets.
Smightier Minnettutti Pelsteet
Weapon (greatsword), very rare Wondrous item, rare (requires attunement by a paladin of
When you activate Defender and wield Smighty two-handed, good alignment)
it grows to become Smightier, a greatsword. Your deity's When you attune to these gauntlets, the previously blank
visage gains some colour and is visible to others. backs bulge outwards to display your deity's holy symbol
You gain a +2 bonus to attack and damage rolls made with embossed upon them. A silvery mist swirls from the ground
this magic weapon. When you use the Divine Smite feature beneath your feet to encase them up to your ankles. Your Lay
using this weapon, the damage dice increase from d8s to on Hands healing pool increases to your paladin level x 6.
d10s. Additionally, your speed increases by 5 feet.
Additionally, when you use the Divine Smite feature using
this weapon, you may also force the creature to make a Distjagal
Dexterity saving throw. On a failure, it is outlined in radiant Armour (plate), very rare (requires attunement by a paladin of
light, suffering from the effects of the faerie fire spell for a good alignment)
minute. You do not need to concentrate to maintain the effect.
You can't use this property again until you finish a long rest. The Minnettutti Pelsteet bond to Soulleje when they are
worn together, the last traces of rust burning away in radiant
Smightiest light as Distjagal is finally cleansed of the Oathbreaker's taint.
Weapon (greatsword), legendary While wearing this armour, you gain a +2 bonus to AC.
When you kill a truly deserving foe illuminated by your Your Lay on Hands healing pool increases to your paladin
radiant faerie fire with Smightier, a giant image of your deity level x 6. The silvery mist around your feet extends up to your
flares up around you for a moment and your sword glows calves, your speed increases by 5 feet.
with radiant light, becoming Smightiest. You can illuminate Additionally, if an ally you can see is reduced to 0 hit points,
or darken Smightiest at will as though casting the light you can use your reaction to cause the silvery mist to engulf
cantrip. you. You teleport up to 60 feet to an unoccupied space that
You gain a +3 bonus to attack and damage rolls made with you can see as close as possible to your unconscious or dead
this magic weapon. The additional damage dice from the ally. You can't use this property again until you finish a long
Divine Smite and Improved Divine Smite features using this rest.
weapon increase from d8s to d10s.
Distjagal Perrita
Armour (plate), legendary (requires attunement by a paladin
of good alignment) Psychic Strike
Abjuration cantrip
When you stabilise or revive three allies within 1 minute of Casting Time: 1 action
each other, silvery mist begins to seep from every gap in the Range: 60 feet
plate armour at all times. Distjagal Perrita has fully bonded to Components: S, M (a gold coin)
you. When you are not wearing the armour, you can use your Duration: Instantaneous
action to summon it onto your body. The armour does not
need to be close to you, or even on the same plane for this You attempt to summon a bundle of psychic
ability to work. While wearing this armour, you gain a +3 energy in the mind of a creature within range. Make
bonus to AC. a ranged spell attack against the target. On a hit,
Your Lay on Hands healing pool increases to your paladin the target takes psychic damage equal to 1d6 +
your spellcasting ability modifier.
level x 7. Your speed increases by 10 feet. You can create more than one bundle when you
Additionally, if an ally you can see is reduced to 0 hit points, reach higher levels: two bundles at 5th level, three
you can use your reaction to cause the silvery mist to engulf bundles at 11th level, and four bundles at 17th
you. You teleport up to 60 feet to an unoccupied space that level. You can summon the bundles on the same
you can see as close as possible to your unconscious or dead target or on different ones. Make a separate attack
ally. Once you have used this ability a number of times equal roll for each bundle.
to your Charisma modifier (minimum of once), you can't use
this property again until you finish a long rest.
Mask of the Ancestors
Psychic Wondrous item, very rare (requires attunement by a wizard,
Mask of Sublime Focus eldritch knight or arcane trickster)
Hundreds of years ago, two mothers, an elf and a human, When worn together, the Focusing Spectacles and Circlet of
gave birth to two siblings. Both grew up obsessed with Ancient Knowledge melt into each other to form a mask
becoming even greater wizards than their absentee father, the adorned with a few swirling arcane symbols. While attuned to
centuries old Ganthax. this mask you can cast the psychic strike cantrip.
Older by only a few weeks, the half-elf Arthur An'Kaldin When you are concentrating on a spell, you can concentrate
was a master of splitting his focus, able to maintain multiple on a second spell at the same time for one round. On
spells at once. As he aged, he married and had children. subsequent rounds, you must pass an Intelligence saving
Though he taught them all he knew, even his gifted youngest throw to maintain both spells. On a failure, you must choose
daughter could not match him, so he constructed a beautiful which spell ends. The DC = 10 + spell level of the first spell +
mask to gather his many years of learning so that he might spell level of the second spell.
impart them to his greatest student. Additionally, when making an Intelligence check to recall
Through each generation of An'Kaldins, the vast learning of or apply knowledge, you can call upon the ancient wisdom
the greatest wizard of the generation was distilled into the held in the circlet to gain a +10 bonus to the roll. Once you
mask until it was stolen by a party of elite Drow raiders and use this property, you can’t use it again until you finish a long
lost forever. rest.
Focusing Spectacles Mask of Sublime Focus
Wondrous item, rare (requires attunement) Wondrous item, very rare (requires attunement by a wizard,
eldritch knight or arcane trickster)
While wearing these ornate silver spectacles, you mind
focuses instead of your eyes. When you are concentrating on When you succeed at three consecutive saving throws to
a spell, you can concentrate on a second spell at the same maintain two concentration spells including a spell of at least
time for one round before choosing which spell ends. 7th level, the lenses of the Mask of the Ancestors shimmer as
prismatic colours swirl across your vision and your mind
Circlet of Ancient Knowledge hardens with iron focus. While attuned to this mask you can
Wondrous item, rare (requires attunement by a wizard, cast the psychic strike cantrip.
eldritch knight or arcane trickster) When you are concentrating on a spell, you can concentrate
on a second spell at the same time for one round. On
When you attune to this simple silver band, the metal feels subsequent rounds, you must pass an Intelligence saving
warm against your skin. Your mind is graced with new throw with advantage to maintain both spells. On a failure,
knowledge and memories. While attuned to this circlet you you must choose which spell ends. The DC = 10 + spell level
can cast the psychic strike cantrip. of the first spell + spell level of the second spell.
Additionally, when making an Intelligence check to recall Additionally, when making an Intelligence check to recall
or apply knowledge, you can call upon the ancient wisdom or apply knowledge, you can call upon the ancient wisdom
held in the circlet to gain a +5 bonus to the roll. Once you use held in the circlet to gain a +15 bonus to the roll. Once you
this property, you can’t use it again until you finish a long rest. use this property, you can’t use it again until you finish a long
rest.
Robe of the Archmage Orreiya Robe of the Archmage Orreiya
Wondrous item, legendary (requires attunement by a wizard,
Hundreds of years ago, two mothers, an elf and a human, eldritch knight or arcane trickster)
gave birth to two siblings. Both grew up obsessed with
becoming even greater wizards than their absentee father, the When you maintain concentration on a spell after taking over
centuries old Ganthax. 50 points of damage from a single source, the turquoise inner
Younger by only a few weeks, the elf Orreiya continued to lining of the Robe of the Sharpened Mind leaks through to
grow more and more powerful as the decades and centuries reveal hundreds of tiny arcane symbols that swirl about the
passed. As she watched her brother grow old, and then her surface of the Robe of the Archmage Orreiya.
nieces and nephews, and generation after generation, she The robe shimmers with arcane power whenever you are
continued to protect them. attacked, drawing on your magical knowledge to defend you.
She constructed a robe to armour her and over the years You have advantage on saving throws against spells and other
imbued it with each new enchantment she learned or created. magical effects. If you aren't wearing armour, your base
Eventually she surpassed her father, eclipsing him with her Armour Class is 10 + your Dexterity modifier + your
own vast powers focused entirely on the survival of her Intelligence modifier.
brother's line. The sash quiets the distractions of your body to help you
Even with the magics she employed to extend her life, after think more clearly. Your Intelligence score increases by 4, as
a little over a millennium, Orreiya left her robe to her does your maximum for that score.
favourite of her brother's descendants, a young half-elf whose Additionally, your body's needs are reduced to allow your
penchant for mischief was matched only by his razor sharp mind to focus. You need to eat and drink half as often. When
intellect. you take damage while concentrating on a spell, the
Constitution saving throw to maintain your concentration is
Robe of Intelligent Armour against a DC equal to 10 or one quarter of the damage you
Wondrous item, uncommon (requires attunement by a take, whichever number is higher.
wizard, eldritch knight or arcane trickster)
This pale blue silk robe shimmers with arcane power Beast
whenever you are attacked, drawing on your magical Living Focus
knowledge to defend you. If you aren't wearing armour, your
base Armour Class is 10 + your Dexterity modifier + your The Sentient Yew was a meeting point for many druids, a
Intelligence modifier. gathering place to exchange news and teach the next
generation of guardians. When the deer population in the
Sash of Enlightenment forest was hunted to near extinction for sport, the bodies left
Wondrous item, rare (requires attunement by a wizard, to rot uneaten, the Yew called upon the wandering druids,
eldritch knight or arcane trickster) bringing them to it to protect the forest.
The druids crafted magical gloves from the bodies of the
This wide turquoise sash wraps eagerly around your waist slain deer to grant them power as they hunted the hunters.
when attuned, quieting the distractions of your body to help Though the battle was fierce, and many druids fell, the forest
you think more clearly. Your Intelligence score increases by 2, was reclaimed from the menace of so-called civilisation. One
as does your maximum for that score. young druid chose to remain with the tree while his fellows
Additionally, your body's needs are reduced to allow your returned to their roaming.
mind to focus. You need to eat and drink half as often. When the hunters returned, the boy was alone, his gloves
not enough to protect him. So the Sentient Yew granted him
Robe of the Sharpened Mind one of its branches. It became a staff, fuelling his magic and
Wondrous item, very rare (requires attunement by a wizard, offering healing fruit. Instead of fighting, the boy collected
eldritch knight or arcane trickster) many of the tree's fruit and used his augmented magic to
When worn together, belt loops sprout from the Robe of sneak into the hunters' camp, using the healing fruits'
Intelligent Armour to bind the Sash of Enlightenment to it. poisonous cores to fell the brutish killers.
The turquoise of the sash leaks up the inside of the robe, When they final met in battle, the hunters were greatly
darkening it, becoming the Robe of the Sharpened Mind. weakened and the boy filled with nature's power. Alone he
The robe shimmers with arcane power whenever you are fought them, bolstered by the staff's healing fruit. His bravery
attacked, drawing on your magical knowledge to defend you. roused the slumbering spirits of the forest and soon the battle
If you aren't wearing armour, your base Armour Class is 10 + became a slaughter.
your Dexterity modifier + your Intelligence modifier. None of the hunters escaped, and none who venture into
The sash quiets the distractions of your body to help you those forests with dark thoughts emerge.
think more clearly. Your Intelligence score increases by 2, as Gloves of the Beast
does your maximum for that score. Wondrous item, rare
Additionally, your body's needs are reduced to allow your
mind to focus. You need to eat and drink half as often. When These soft doeskin gloves are always warm, keeping your
you take damage while concentrating on a spell, the hands fully functional in even the coldest of climes. They are
Constitution saving throw to maintain your concentration is plain apart from three interlocking circles neatly
against a DC equal to 10 or one third of the damage you take, embroidered into the backs of both gloves.
whichever number is higher.
When you use Wild Shape to transform into a beast or Berries can be removed from the staff and eaten to regain
elemental, if you choose to absorb the Gloves of the Beast, 15 hit points, but if they are not eaten within six seconds of
whatever creature you become has large distinctive markings being picked they rot and lose their healing properties. You or
matching the designs on the gloves somewhere on your form. another creature can eat a berry as an action or a bonus
Your Wild Shape's natural weapons have a +2 bonus to attack action. When a creature eats a berry, they must make a
and damage rolls. Wisdom (Survival) check (DC 15) to correctly separate the
Additionally, you do not automatically revert to your normal fruit from the seed. On a failure, you are poisoned until the
form when you are unconscious unless you drop to 0 hit end of your next turn. On a success they have learned to
points or you die. correctly eat the fruit and no longer risk poison when eating a
berry.
Staff of the Wise This staff can be wielded as a magic quarterstaff that
Staff, uncommon (requires attunement by a druid) grants a +3 bonus to attack and damage rolls made with it.
While holding it, you have a +3 bonus to spell attack rolls and
This yew staff is warm to the touch, registering as alive to to the saving throw DCs of your druid spells.
anyone in tune with nature. This staff can be wielded as a When you use Wild Shape to transform into a beast or
magic quarterstaff that grants a +1 bonus to attack and elemental that is Small or larger the staff coils around an
damage rolls made with it. While holding it, you have a +1 exposed limb, continuing to grant the +3 bonus to spell attack
bonus to spell attack rolls. rolls and to the saving throw DCs of your druid spells. It can
Additionally, when you cast the shillelagh cantrip on this also continue to act as a druidic focus in this form.
staff, the duration of the spell is 24 hours and it only ends if Additionally, when you cast the shillelagh cantrip on this
you cast the spell again. staff, the duration of the spell is 24 hours and it only ends if
you cast the spell again.
Undying Branch
Staff, very rare (requires attunement by a druid) Butterfly's Barken Barding
When you hold the Staff of the Wise while wearing the The heads of the Hrummir clan were always a Ranger and a
Gloves of the Beast, it awakens, becoming the Undying Druid. Deeply in touch with nature, both leaders had good
Branch. Each dawn, three berries sprout from the staff, any relationships with the animals of the jungle, though each
uneaten berries from the previous day falling to the ground Ranger would soul bond with a single true companion,
and rotting in six seconds. linking their lives.
Berries can be removed from the staff and eaten to regain To protect the Ranger and their companion, one Elder
10 hit points, but if they are not eaten within six seconds of Druid crafted barding for the more vulnerable wolf of his
being picked they rot and lose their healing properties. You or fellow leader, enchanting it with a portion of his life-force in
another creature can eat a berry as an action or a bonus the form of a butterfly.
action. When a creature eats a berry, they must make a In each subsequent generation, the Elder Druids would
Wisdom (Survival) check (DC 15) to correctly separate the add their own power to the barding, altering it to fit the new
fruit from the seed. On a failure, you are poisoned until the Master Ranger's companion. Eventually, the barding would
end of your next turn. On a success they have learned to change on its own, fitting itself like a second skin to the beast
correctly eat the fruit and no longer risk poison when eating a it protected.
berry. The barding was passed from generation to generation
This staff can be wielded as a magic quarterstaff that until a Master Ranger rose to power who did not have an
grants a +2 bonus to attack and damage rolls made with it. animal companion. Instead she soul bonded to her mate, who
While holding it, you have a +2 bonus to spell attack rolls and ascended to the role of Elder Druid soon after. He wore the
to the saving throw DCs of your druid spells. barding and patrolled with her in various animal forms, the
Additionally, when you cast the shillelagh cantrip on this barding learning to change quickly, fuelled by the same magic
staff, the duration of the spell is 24 hours and it only ends if that fuelled the Druid.
you cast the spell again. For many decades after this, the Elder Druid and Master
Ranger protected their people. However in a great battle with
Living Focus a massive Orcish warband, both were lost, their bodies never
Staff, legendary (requires attunement by a druid) recovered.
When you have proved yourself truly devoted to protecting Amber of Warding
the natural world, such as by curing a forest of an unnatural Wondrous item, uncommon
blight or repelling greedy hunters or lumberjacks, the
Undying Branch becomes an extension of your body, a Living A black and white butterfly is suspended in a disc of amber
Focus, pulsing in time with your heartbeat. Each dawn, five hanging from a hempen thong that is always long or short
berries sprout from the staff, any uneaten berries from the enough to fit comfortably around its owner's neck. This
previous day falling to the ground and rotting in six seconds. necklace grants a +1 bonus to saving throws to its wearer.
Natural Half-Plate
Armour (half-plate), rare (requires attunement by a druid)
Necrotic
Staff of the Ghostly Killer
This ebony half-plate is enchanted to be harder than any Though once a simple wooden staff, this arcane focus was
mundane metal. While wearing this armour, you gain a +1 tainted and consumed by the lives it took until all that
bonus to AC. remains are two pieces of the original staff held together by
When you attune to this armour, the light plates cling more the necrotic energies of lives cut short.
closely to your form and bend to give you a full range of And with each life taken, the staff granted its user greater
motion. This armour does not impose disadvantage on power to take the next.
Dexterity (Stealth) checks.
Additionally, when you use Wild Shape to transform into a
beast or elemental, the armour changes shape, growing or Rod of Sequential Casting
shrinking to accommodate your new form, acting as +1 half- Rod, uncommon (requires attunement by a warlock)
plate barding, retaining all its bonuses. The only distinctive feature of this cylinder of charred ebony
is a ring of abyssal text around the base, however only the top
Arboreal Carapace half of the letters are visible, as though the rod is cut from a
Armour (half-plate), very rare (requires attunement by a larger length of metal. While holding it, you have a +1 bonus
druid) to spell attack rolls and to the saving throw DCs of your
When worn over the ebony Natural Half-Plate, the Amber of warlock spells.
Warding fuses to the centre of the breastplate. While wearing Additionally, when you use the eldritch blast cantrip, you
the Arboreal Carapace, you gain a +2 bonus to AC and saving resolve each beam sequentially, choosing each target after
throws. the previous beam hits or misses.
When you attune to this armour, the light plates cling more
closely to your form and bend to give you a full range of Rod of Silent Focus
motion. This armour does not impose disadvantage on Rod, rare (requires attunement by a warlock)
Dexterity (Stealth) checks. The only distinctive feature of this cylinder of polished ash is
Additionally, when you use Wild Shape to transform into a a ring of abyssal text around the top, however only the bottom
beast or elemental, the armour changes shape, growing or half of the letters are visible, as though the rod is cut from a
shrinking to accommodate your new form, acting as +2 half- larger length of metal.
plate barding, retaining all its bonuses. The rod muffles the verbal components of all of your spells,
making them inaudible to everyone but you. Your eldritch
Butterfly's Barken Barding blast is also completely silent.
Armour (half-plate), legendary (requires attunement by a Additionally, when you are concentrating on the hex spell,
druid) you add your Charisma modifier to any Constitution saving
When fight a beast of CR 4 or higher, you feel an throws to maintain concentration.
overwhelming urge to turn into the same beast. If you defeat
it in matching form, the amber centrepiece of the Arboreal Staff of Two Halves
Carapace begins to glow and the butterfly within comes to Staff, very rare (requires attunement by a warlock)
life. You have awakened the Butterfly's Barken Barding. When you attune to both rods, the broken abyssal texts
While wearing this armour, you gain a +3 bonus to AC and crackle with eldritch energy and snap together. The text reads
saving throws. "Now we are one". While holding the Staff of Two Halves, you
When you attune to this armour, the light plates cling more have a +2 bonus to spell attack rolls and to the saving throw
closely to your form and bend to give you a full range of DCs of your warlock spells.
motion. This armour does not impose disadvantage on Whenever you make a conscious decision to harm another
Dexterity (Stealth) checks. creature, the staff lengthens in readiness, a bar of crackling
Rough bark grows from the ebony armour, taking damage eldritch force between the two rods, allowing the staff to be
for you. You have temporary hit points equal to your wielded as a magic quarterstaff that grants a +2 bonus to
proficiency bonus. The bark and your temporary hit points attack and damage rolls made with it and deals an additional
regenerate after you have taken no damage for 1 minute. 2d6 necrotic damage on a hit.
Additionally, when you use Wild Shape to transform into a The staff muffles the verbal components of all of your
beast or elemental, the armour changes shape, growing or spells, making them inaudible to everyone but you. Your
shrinking to accommodate your new form, acting as +3 half- eldritch blast is also completely silent and when you use the
plate barding, retaining all its bonuses. eldritch blast cantrip, you resolve each beam sequentially,
choosing each target after the previous beam hits or misses.
Barding Additionally, when you are concentrating on the hex spell,
Barding is armour constructed to fit animals.
you add your Charisma modifier to any Constitution saving
Barding grants the same AC bonuses and has the
throws to maintain concentration.
same Strength and Dexterity limitations and Stealth
drawbacks as its humanoid equivalent.
Staff of the Ghostly Killer Cloak of the Damned
Staff, legendary (requires attunement by a warlock) Wondrous item, very rare (requires attunement by a sorcerer
or warlock)
When seven creatures have died while under the effect of a
single casting of your hex spell, the staff fades, becoming Worn together, the Tattered Robe and Cowl of Death merge
completely invisible outlined only by black text. The text into the Cloak of the Damned. If you aren't wearing armour,
moves about on the surface of the staff, spelling out the true you can add your Charisma bonus to your Armor Class.
names of every creature you have killed in their native The cloak inches ever closer to the edge of death, further
language. While holding the Staff of the Ghostly Killer, you protecting you. Your Constitution score increases by 2, as
have a +3 bonus to spell attack rolls and to the saving throw does your maximum for that score.
DCs of your warlock spells. You are immune to necrotic damage, however your
Whenever you make a conscious decision to harm another proximity to undeath makes you vulnerable to radiant
creature, the staff lengthens in readiness, the names of your damage. You are proficient in death saving throws.
victims growing to fill the space, allowing the staff to be
wielded as a magic quarterstaff that grants a +3 bonus to Necrotic Shroud
attack and damage rolls made with it and deals an additional Wondrous item, legendary (requires attunement by a sorcerer
3d6 necrotic damage on a hit. or warlock)
The staff muffles the verbal components of all of your When you ignore more than a total of 70 necrotic damage
spells, making them inaudible to everyone but you. Your over the course of 1 minute, the Cloak of the Damned begins
eldritch blast is also completely silent, the beams are invisible to absorb the dark energy, becoming the Necrotic Shroud. If
and when you use the eldritch blast cantrip, you resolve each you aren't wearing armour, you can add your Charisma bonus
beam sequentially, choosing each target after the previous to your Armor Class.
beam hits or misses. The shroud sits on the line between life and death with a
Additionally, your first casting of the hex spell after a long foot in each, drawing life from death. Your Constitution score
rest does not consume a spell slot and when you are increases by 4, as does your maximum for that score.
concentrating on the hex spell, you automatically pass any You are healed by necrotic damage, however your
Constitution saving throws to maintain concentration. proximity to undeath makes you vulnerable to radiant
Necrotic Shroud damage. You are proficient in death saving throws and if you
roll a natural 19 or 20 on a death saving throw you regain 1
Worn by a warrior who returned from the dead more times hit point.
than any could count, this tattered cloak became saturated
with the energies that pulse along the border of life and
death. Rather than weakening him, each successive return Mirth
from the Beyond seemed to toughen him. Ethereal Orchestra
With each return, he sought greater challenges, so that his
growing power was not enough to keeping from dying again. No one remembers who the first minstrel to wield the
When he eventually fell for the final time, no allies left to Ethereal Orchestra was. Even the earliest holder of the blade
bring him back, the robe absorbed his life energy to fuel it was able to summon over a dozen additional instruments for
further. brief periods of time. After a few years of wielding the blade, a
musician's favoured instrument joins the orchestra in
Tattered Robe readiness for its next conductor.
Wondrous item, rare (requires attunement by a sorcerer or Conductors of the Ethereal Orchestra have almost without
warlock) exception done great things. Wars have been averted, blood
feuds ended, prejudices melted, monstrous invasions diverted,
This shredded shadowy robe moves unnaturally, ignoring the all without bloodshed. The true power of the blade answers
wind or lack thereof, fuelled by your spellcasting prowess. only to a wielder of pure intentions.
The true location of your body is hard to discern beneath the
billowing strips of shredded fabric. If you aren't wearing Conductor's Baton
armour, you can add your Charisma bonus to your Armor Weapon (rapier), uncommon
Class.
This dull steel rapier is little more than a piece of metal that
Cowl of Death comes to a sharp point. In the hands of a bard, however, it
Wondrous item, uncommon (requires attunement by a shines bright, the discordant clash of battle turning musical.
sorcerer or warlock) You gain a +1 bonus to attack and damage rolls made with
this magic weapon.
When you wear this cowl, even with the hood down and in
bright light, your face appears shadowed. The cowl pulls you Empty Song
to the edge of death, paradoxically making you harder to kill. Rod, rare (requires attunement by a bard)
Your Constitution score increases by 2, as does your
maximum for that score. This hollow wooden rod is closed at one end, the barest echo
You have resistance to necrotic damage, however your of a tune you cannot place emerging from the open end if you
proximity to undeath makes you vulnerable to radiant hold it close. While holding it, you have a +1 bonus to spell
damage. attack rolls and to the saving throw DCs of your bard spells.
When you are holding this rod, you can form an image of an All of your allies within 100 feet of you add your Charisma
instrument you are proficient with in your mind and a matrix modifier (a minimum of one) to every d20 rolled. When any
of solid light will form around the rod matching your vision creature within 100 feet would roll one of your Bardic
for up to an hour. You can use this instrument as your arcane Inspiration dice, they instead use the highest number
focus and you have advantage on any Charisma possible for the die. Once you use this property, you can’t use
(Performance) checks made to play the instrument. it again for 7 days.
Wielder's Quartet Fool's Wit
Weapon (rapier), very rare (requires attunement by a bard of Once a simple outfit worn by an unassuming fool of no
non-evil alignment) particular note, it became a symbol of greatness for jesters
When you hold the Conductor's Baton while attuned to far and wide when the fool accidentally saved a beautiful
Empty Song, you feel compelled to sheathe the rapier in the princess from an efreeti. Though the fool is now long
rod. You can feel the magic transferring into the sword as the forgotten, the coat and hat have gone on to clothe far more
Empty Song becomes a mundane sheath. notable jesters for generations, each adding to the once
You gain a +2 bonus to attack and damage rolls made with mundane outfit's capabilities.
this magic weapon. While holding it, you have a +2 bonus to One forward thinking young minstrel enchanted the cap so
spell attack rolls and to the saving throw DCs of your bard that it could be retrieved from one of the coat's magical
spells. pockets, though how exactly to do this has long since been
When you are holding this sword, you can form an image of obfuscated by rumour and mistold tales.
an instrument you are proficient with in your mind and a
matrix of solid light will form around the sword matching Coat of Many Pockets
your vision for up to an hour. You can use this instrument as Wondrous item, rare (requires attunement by a bard)
your arcane focus and you have advantage on any Charisma This short baggy blue and white striped coat is made mostly
(Performance) checks made to play the instrument, even if of pockets. Most of the pockets are mundane, but eight have
another effect would cause you to have disadvantage. special properties. Five of the pockets shuffle their contents.
When you form the sword into an instrument, three Whenever you or another creature places an item in one of
complementary instruments appear beside you, the pockets, roll 1d4 to determine in which other pocket the
accompanying you when you play. The range of your Bardic item appears. One pocket is a Bag of Holding. One refuses to
Inspiration and Cutting words features increases to 100 feet. open. The last pocket contains just the item you need...
Ethereal Orchestra maybe. Once per day you can roll use an action to retrieve an
Weapon (rapier), legendary (requires attunement by a bard of item, rolling on the following table to determine what you get:
good alignment) d100 Item
When you perform with the Wielder's Quartet for at least 50 1-45 Potion of healing
creatures that can hear with Intelligence scores of at least 6, 46-50 A white rabbit
new solid light instruments materialise around you. The
entire Ethereal Orchestra is now at your disposal. 51-60 Spell scroll (1st level)
You gain a +3 bonus to attack and damage rolls made with 61-70 Potion of fire breath
this magic weapon. While holding it, you have a +3 bonus to 71-77 Potion of invisibility
spell attack rolls and to the saving throw DCs of your bard
spells. 78-80 A beholder soft toy
When you are holding this sword, you can form an image of 81-86 Potion of flying
an instrument you are proficient with in your mind and a
matrix of solid light will form around the rod matching your 87-90 Underwear embroidered with cute owlbears
vision for up to an hour. You can use this instrument as your 91-99 Potion of superior healing
arcane focus and you have advantage on any Charisma 00 Horned Cap
(Performance) checks made to play the instrument, even if
another effect would cause you to have disadvantage. If you do not use a potion or scroll before taking a long rest,
When you form the sword into an instrument, twenty the potion becomes water, the scroll becomes blank.
complementary instruments appear within 10 feet of you, Additionally, while it is attuned, this coat appears mundane
accompanying you when you play. The range of your Bardic to all attempts to discern its nature, include the detect magic
Inspiration and Cutting words features increases to 100 feet. and identify spells.
Additionally, as an action you can begin to perform a Song
of the Masters. The song lasts for 5 minutes and can only be
stopped if you are incapacitated. When you do this, you
become a being of pure light for the duration of the song and
scores more instruments fill the area around and above you.
You use your action every round to play the song. You are
immune to all damage except psychic damage, have
advantage on all saving throws and any silence spell that
includes you in its area fails.
Horned Cap Fool's Wit
Wondrous item, uncommon Wondrous item, legendary (requires attunement by a bard)
Four blue and white prongs droop from this jester's cap. When hit by a damaging spell of 7th level or higher, the
While wearing this cap, the questionable sanity of unopening pocket of the Jester's Garb opens wide in front of
generations of court fools fills your mind. When a creature you, swallowing the spell and leaving you unharmed. Your
attempts to charm you, the effect is reversed and they must Jester's Garb lengthens to your ankles, gaining yet more
save against their own spell save DC or become charmed by pockets, becoming the Fool's Wit. While wearing this coat,
you. you gain a +2 bonus to AC and saving throws.
Additionally, when a creature would frighten you, you Most of the pockets are mundane, but eight have special
automatically pass the saving throw and are filled with foolish properties. Five of the pockets shuffle their contents.
courage. You have advantage on attack rolls against the Whenever you or another creature places an item in one of
creature until the end of your next turn. the pockets, roll 1d4 to determine in which other pocket the
item appears. One pocket is a Bag of Holding from which you
Jester's Garb can use a bonus action to retrieve an item. One can swallow a
Wondrous item, very rare (requires attunement by a bard) damaging spell as a reaction causing you to take no damage,
once you use this property, you can’t use it again until you
When you wear the Horned Cap with the Coat of Many finish a long rest. The last pocket contains just the item you
Pockets, the coat lengthens to your knees and gains more need... maybe. Once per day you can roll use an action or
pockets, becoming the Jester's Garb. While wearing this coat, bonus action to retrieve an item, rolling on the following table
you gain a +1 bonus to AC and saving throws. to determine what you get:
Most of the pockets are mundane, but eight have special
properties. Five of the pockets shuffle their contents. d100 Item
Whenever you or another creature places an item in one of 1-45 Potion of greater healing
the pockets, roll 1d4 to determine in which other pocket the
item appears. One pocket is a Bag of Holding from which you 46-50 A white rabbit
can use a bonus action to retrieve an item. One refuses to 51-60 Spell scroll (3rd level)
open. The last pocket contains just the item you need... 61-70 Potion of fire breath
maybe. Once per day you can roll use an action or bonus
action to retrieve an item, rolling on the following table to 71-77 Potion of invisibility
determine what you get: 78-80 A beholder soft toy
d100 Item 81-86 Potion of flying
1-45 Potion of greater healing 87-90 Underwear embroidered with cute owlbears
46-50 A white rabbit 91-00 Potion of superior healing
51-60 Spell scroll (2nd level)
If you do not use a potion or scroll before taking a long rest,
61-70 Potion of fire breath the potion becomes water, the scroll becomes blank.
71-77 Potion of invisibility Additionally, while it is attuned, this coat appears mundane
78-80 A beholder soft toy
to all attempts to discern its nature, include the detect magic
and identify spells. The Bag of Holding pocket cannot be
81-86 Potion of flying ruptured, have a Bag of Holding/Portable Hole put in it or be
87-90 Underwear embroidered with cute owlbears accessed by anyone else while you are attuned to it. The coat
cannot be put in a Bag of Holding/Portable Hole.
91-00 Potion of superior healing

If you do not use a potion or scroll before taking a long rest,


the potion becomes water, the scroll becomes blank.
Additionally, while it is attuned, this coat appears mundane
to all attempts to discern its nature, include the detect magic
and identify spells. The Bag of Holding pocket cannot be
ruptured, have a Bag of Holding/Portable Hole put in it or be
accessed by anyone else while you are attuned to it. The coat
cannot be put in a Bag of Holding/Portable Hole.
You gain a +3 bonus to attack and damage rolls made with
Health this magic weapon. You can use this weapon as a spellcasting
focus for your cleric spells, when you do so you have a +3
The Eternal Balance bonus to spell attack rolls, the saving throw DCs of your
Between life and death, a balance must be struck. The price cleric spells and your healing spells.
of life is death, yet death exists only as a shadow of life. The chain wraps itself around your forearm when you draw
the weapon and will support it if you drop the weapon to cast
Mace of Death a spell or because you are disarmed, returning it to your hand
Weapon (mace), uncommon automatically as part of your next melee weapon attack.
When you hit an enemy with less than their maximum hit
This otherwise unremarkable mace reeks of a mixture of points with this weapon, they take an additional 2d4 necrotic
radiant and necrotic energies. You gain a +1 bonus to attack damage. The damage is 6d4 radiant damage if the target is
and damage rolls made with this magic weapon. an undead.
When you hit an enemy with less than their maximum hit When you reduce an enemy to 0 hit points, you can use
points with this weapon, they take an additional 1d4 necrotic your bonus action on the same turn to cast cure wounds or
damage. healing word at 5th level on an ally within range without
consuming a spell slot.
Living Chain Additionally, when you use your Channel Divinity: Turn
Wondrous item, rare (requires attunement by a cleric) Undead feature, an undead takes 6d4 radiant damage on a
failed save, or half as much damage on a successful one.
When connected to a one handed melee weapon, this chain
wraps itself around your forearm when you draw the weapon True Wealth
and will support it if you drop the weapon to cast a spell or
because you are disarmed, returning it to your hand An object's true worth is its ability to preserve life.
automatically as part of your next melee weapon attack.
When you reduce an enemy to 0 hit points, you can use Stubborn Half-Plate
your bonus action on the same turn to cast cure wounds or Armour (half-plate), rare (requires attunement by a cleric)
healing word at 1st level on an ally within range without
consuming a spell slot. This gold- and electrum-threaded platinum half-plate is
enchanted to be harder than it component metals. While
Mace of Life and Death wearing this armour, you gain a +1 bonus to AC.
Weapon (mace), very rare (requires attunement by a cleric) When you are reduced to 0 hit points you can use a spell
slot of a level equal to your current level of exhaustion to drop
When you attach the Living Chain to the Mace of Death they to 1 hit point and gain 1 level of exhaustion instead.
become the Mace of Life and Death. You gain a +2 bonus to
attack and damage rolls made with this magic weapon. You Assistive Joints
can use this weapon as a spellcasting focus for your cleric Wondrous item, uncommon
spells, when you do so you have a +2 bonus to spell attack
rolls, the saving throw DCs of your cleric spells and your These copper and silver pieces of plate armour are almost
healing spells. sentient, supporting your movements, allowing you to retain
The chain wraps itself around your forearm when you draw most of your mobility in armour that would normally restrict
the weapon and will support it if you drop the weapon to cast you. When attached to half-plate armour, it becomes plate
a spell or because you are disarmed, returning it to your hand armour that requires medium armour proficiency to wear. If
automatically as part of your next melee weapon attack. you are proficient with heavy armour, your speed increases by
When you hit an enemy with less than their maximum hit 10 feet and the armour does not impose disadvantage on
points with this weapon, they take an additional 1d4 necrotic Dexterity (Stealth) checks.
damage. The damage is 3d4 radiant damage if the target is
an undead. Walking Plate
When you reduce an enemy to 0 hit points, you can use Armour (plate), very rare (requires attunement by a cleric)
your bonus action on the same turn to cast cure wounds or When the Assistive Joints are attached to the Stubborn Half-
healing word at 3rd level on an ally within range without Plate, threads of each metal pour outwards to create a
consuming a spell slot. complex webbing of all five bound together to form a singular
The Eternal Balance
whole. This plate armour requires medium armour
Weapon (mace), legendary (requires attunement by a cleric) proficiency to wear. If you are proficient with heavy armour,
your speed increases by 10 feet and the armour does not
When you kill at least four creatures and stabilise or revive at impose disadvantage on Dexterity (Stealth) checks. While
least two others within the same day, the Mace of Life and wearing this armour, you gain a +2 bonus to AC.
Death recognises you as an avatar of The Eternal Balance.
The awakened mace flares in battle, surrounded by the
competing radiant and necrotic energies that fuel it.
When you are reduced to 0 hit points you can use a spell slot The rod can be dismissed with a thought and summoned
of at least 1 level higher than your current level of exhaustion back with your object interaction. You cannot be disarmed of
to drop to 1 hit point and gain 1 level of exhaustion instead. If the rod. It disappears if you are incapacitated. The rod
you were reduced to 0 hit points by a creature, that creature provides bright light in a 5 foot radius and dim light for an
takes a number of d6 radiant damage equal to the spell slot additional 10 feet.
expended. You cannot be killed by exhaustion and can keep
gaining levels of exhaustion past 6. Manual of the Storm Lord
Wondrous item, rare
True Wealth
Armour (plate), legendary (requires attunement by a cleric) This book contains the mad creations of the Storm Lord,
spells he devised to channel the powers of the storm's heart,
When you use the Walking Plate to remain conscious, most unknown to the wider world. It also contains details
increasing your exhaustion to 7th level, a large diamond about manipulating the heart of a storm.
bulges from the centre of your breastplate. You are now If you spend 48 hours over a period of 6 days or fewer
wearing True Wealth. This plate armour requires medium studying the book's contents and practicing its guidelines, you
armour proficiency to wear. If you are proficient with heavy learn all of its spells, listed below, and they don’t count
armour, your speed increases by 10 feet and the armour does against your number of spells known. The manual is then
not impose disadvantage on Dexterity (Stealth) checks. While consumed by lightning, burning to ashes.
wearing this armour, you gain a +3 bonus to AC.
When you are reduced to 0 hit points you can use a spell Manual of the Storm Lord
slot of at least 1 level higher than your current level of The new spells use the same statistics as those in the Player's
exhaustion to drop to 1 hit point and gain 1 level of
exhaustion instead. If you were reduced to 0 hit points by a Handbook and Elemental Evil Player's Companion unless it is
creature, that creature takes a number of d6 radiant damage specifically stated otherwise. A few of the spells are not new
equal to the spell slot expended. You cannot be killed by but are not normally sorcerer spells. These spells count as
exhaustion and can keep gaining levels of exhaustion past 6. sorcerer spells for you.
Additionally, you can use the diamond in your armour in Spells
the place of the diamond component of any resurrection spell. New Spell Original Spell
Doing so causes the diamond to crack. You cannot use this spark spray burning hands
property again until the diamond heals, which takes a day for
every 100gp the spell should have cost. call lightning N/A
concentrated lightning fireball
Thunder and Lightning stormy step misty step
Heart of the Storm delayed concentrated lightning delayed blast fireball
Obsessed with storms and creating spells that controlled or control weather N/A
simulated them, the self-styled Storm Lord was as mad as he storm of vengeance N/A
was clever. He studied alone on a storm-ridden isle with no
other land in sight. Impossibly powerful, he not only created Spark spray replaces the fire damage of burning hands with
new spells, he also learned to manipulate spells normally lightning damage.
reserved for the wardens of nature with his innate magic.
As his memory waned, charred away by a few too many Concentrated lightning replaces the fire damage of fireball
lightning strikes, he began to note down his inventions in a with lightning damage, deals an additional 1d6 of damage and
manual meant to instruct his son, having forgotten that his does not spread around corners.
wife had fled from him with his child. Stormy step is a 5th level spell that requires an action to
Through a mixture of courage, foolishness, genius and no cast. In addition to the effects of misty step, each creature
small amount of luck, the Storm Lord ventured out into a within 5 feet of you both before and after you teleport must
congregation of summoned storms, forging at their very heart make a Dexterity saving throw. A creature takes 3d10
a bolt of pure lightning that he could hold in his hands.
Having noted down his discoveries, he decided to hunt lightning damage on a failed save, or half as much damage on
down an even bigger bolt, perhaps also a jar of thunder. a successful one. Damage increases by 1d10 per spell level.
However, he had finally pushed his nature too far and when When you cast this spell using a spell slot of 6th or higher
nature pushed back, he found the most beautiful bolt of level, the damage increases by 1d10 for each slot level above
lightning he could have imagined. And was incinerated by it. 5th.
Delayed concentrated lightning replaces the fire damage of
Lightning Rod delayed blast fireball with lightning damage, deals an additional
Rod, uncommon (requires attunement by a sorcerer) 1d6 of damage and does not spread around corners.
This rod appears to be a cylinder of clear blue glass. However,
when you attune to it, the glass shatters, leaving you holding a
crackling bolt of lightning about a foot long. While holding it,
you have a +1 bonus to spell attack rolls and to the saving
throw DCs of your sorcerer spells.
Lightning Staff Whenever you cast a spell of 4th level or higher that deals
Staff, very rare (requires attunement by a sorcerer) lightning or thunder damage, you regain 1 sorcerer point. You
may not exceed your maximum number of sorcerer points in
When you have read and absorbed the teachings of the this way.
Manual of the Storm Lord, the knowledge allows you to
enhance the Lightning Rod into the Lightning Staff. While Storm's Ward
holding it, you have a +2 bonus to spell attack rolls and to the Terrified of what her husband had become, and unable to
saving throw DCs of your sorcerer spells. both stop him and protect her son, Jaina Cuvaen chose her
This staff can be wielded as a magic quarterstaff that son. Leaving her mad husband, now the Storm Lord, she
grants a +2 bonus to attack and damage rolls made with it. forged a path to the mainland, taming the rough seas to ease
The staff deals 2d8 lightning damage and you can use your her journey.
spellcasting ability instead of Strength for the attack and Almost as brilliant as her husband, and with a mind
damage rolls of melee attacks using this weapon. unclouded by madness, Jaina set her talents to creating a
The staff can be dismissed with a thought and summoned ward against her husband in case he should ever try to
back with your object interaction. You cannot be disarmed of reclaim his child. She forged copper mesh and simple ear
the staff. It disappears if you are incapacitated. The staff coverings to shield both herself and her son from the power
provides bright light in a 5 foot radius and dim light for an of storms.
additional 10 feet. Cloaked thusly, she was confident that she had naught to
Spells you cast ignore resistance to thunder and lightning fear from her unhinged former love.
damage. In addition, when you roll damage for a spell you
cast that deals thunder or lightning damage, you can treat any Lightning Cloak
1 on a damage die as the maximum possible result for that Wondrous item, rare
die.
This copper webbing can be activated with a bonus action to
Overwhelming Storm
become a maze of lightning fuelled by your sorcerous power,
limited by your physical resilience. While you are wearing no
The DM may choose to have a Draconic sorcerer armour and not wielding a shield, your Armor Class equals
make a DC 15 Charisma saving throw when 10 + your Constitution modifier + your Charisma modifier.
bonding to the Lightning Rod. On a failure, the
sorcerer's Draconic Bloodline becomes Bronze or
You can dismiss the lightning with a bonus action.
Blue.
The saving throw can be repeated on using the Headband of Dampening
Manual of the Storm Lord, upgrading to the Wondrous item, uncommon (requires attunement by a
Lightning Staff and unleashing the Heart of the sorcerer)
Storm
A strip of white cloth worn over the ears, this simple covering
protects you from harmful noises while allowing you to hear
normally. While wearing this headband, you are resistant to
Heart of the Storm thunder damage, cannot be deafened and have advantage on
Staff, legendary (requires attunement by a sorcerer) saving throws against spells that require you to hear.
When you have successfully used five of the spells learned Vengeful Lightning
from the Manual of the Storm Lord, the Lightning Staff Wondrous item, very rare (requires attunement by a sorcerer)
sparks violently in your hands. You have unleashed the Heart
of the Storm. While holding it, you have a +3 bonus to spell When you wear the Headband of Dampening with the
attack rolls and to the saving throw DCs of your sorcerer Lightning Cloak, threads of copper burst from the headband,
spells. meshing with the cloak at the nape of your neck. When it is
This staff can be wielded as a magic quarterstaff that activated as a bonus action, Vengeful Lightning creates a
grants a +3 bonus to attack and damage rolls made with it. crown of lightning as well as igniting the cloak.
The staff deals 3d8 lightning damage and you can use your While you are wearing no armour and not wielding a shield,
spellcasting ability instead of Strength for the attack and your Armor Class equals 10 + your Constitution modifier +
damage rolls of melee attacks using this weapon. your Charisma modifier and you gain a +1 bonus to AC and
The staff can be dismissed with a thought and summoned saving throws. You can dismiss the lightning with a bonus
back with your object interaction. You cannot be disarmed of action.
the staff. It disappears if you are incapacitated. The staff While wearing the headband, you are resistant to thunder
provides bright light in a 5 foot radius and dim light for an damage, cannot be deafened and have advantage on saving
additional 10 feet. throws against spells that require you to hear.
Spells you cast ignore resistance to thunder and lightning When you are hit with a lightning spell, you can use your
damage. In addition, when you roll damage for a spell you reaction to attempt to redirect half of the incoming damage to
cast that deals thunder or lightning damage, you can treat any an adjacent creature. Make a melee spell attack against a
1 on a damage die as the maximum possible result for that creature within 5 feet of you. On a hit, the damage against
die. you is halved and the adjacent creature takes the other half.
Storm's Ward
Wondrous item, legendary (requires attunement by a
sorcerer)
When you successfully kill an enemy by redirecting a
lightning spell, the copper mesh of Vengeful Lightning burns
away, leaving you wreathed in pure lightning. The Storm's
Ward is fully powered.
The Storm's Ward is activated automatically whenever an
effect would cause you harm, potentially causing the effect to
fail.
While you are wearing no armour and not wielding a shield,
your Armor Class equals 10 + your Constitution modifier +
your Charisma modifier and you gain a +2 bonus to AC and
saving throws. You can dismiss the lightning with a bonus
action.
While wearing the headband, you are immune to thunder
damage, cannot be deafened and have advantage on saving
throws against spells that require you to hear.
When you are hit with a lightning spell, you can use your
reaction to attempt to redirect half of the incoming damage to
a nearby creature. Make a melee spell attack against a
creature within 5 feet of you with advantage, or a ranged spell
attack against a creature within 30 feet of you. On a hit, the
damage against you is halved and the nearby creature takes
the other half.
Any creature takes lightning damage equal to your
Charisma modifier if it hits you with a melee attack from
within 5 feet of you or if it touches you.

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