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1 Sigil of Dendar. Requires attunement.

A creature attuned to the sigil can choose


to deal an extra 3d10 necrotic damage when they hit with a melee attack. Once this
ability has been used twice, it cannot be used again until the next dawn. Curse.
While a creature is attuned to the sigil, they must make a DC 13 Charisma saving
throw at the end of each long rest, or when they choose to deal necrotic damage
with the amulet. This saving throw is rolled with disadvantage if made due to the
necrotic damage being dealt. On a failed save, an Aspect of Dendar (using the stats
of a Yuan-Ti Nightmare Speaker) appears to the attuned creature, offering
otherworldly power in exchange for servitude. If Dendar is turned down, he becomes
an enemy of the creature for the rest of their mortal life. If his offer is
accepted, the character's next level must be a level in the Warlock Class, using
the Old One Patron subclass.

This studded leather armor is worn by an elite guard of a longstanding alliance


between elves and humans. While you're wearing it, any critical hit against you
becomes a normal hit.

In addition, when a creature you can see hits you with a melee attack while you're
wearing this armor, you can use your reaction or bonus acction to speak its command
word. When you do, a pair of ghostly eagle wings appear from the back of the armor.
The wings beat the air around you and push you back up to 10 feet away from the
attacking creature, without provoking attacks of opportunity. In addition, the
sudden movement takes you out of harms way, reducing the damage you take from the
attack by 2d6. Once this property of the armor has been used, it can't be used
again until the next dawn.

Helm: https://roll20.net/compendium/dnd5e/Helm%20of%20Brilliance#content

Ouroboros Rapier
Weapon (rapier), very rare (requires attunement)
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You gain a +1 bonus to attack and damage rolls you make with this magic weapon.
Whenever you roll an 8 on the damage die for an attack with this weapon, you can
immediately roll another 1d8 and add it to the total. In addition, when you land a
critical hit with the rapier against a creature, it must make a DC 14 Constitution
saving throw. On a failure, the creature is poisoned for 1 minute and takes 3d6
poison damage. On a success, the creature is not poisoned, and the poison damage is
halved.

Staff of the Four Seasons


Staff, very rare (requires attunement by a nature cleric, druid, oath of the
ancients paladin, warlock, wizard, or sorcerer)
___

This magical staff changes with the seasons. You can spend ten minutes
concentrating on the staff to change it to a different season. It remains in this
new form for the next 8 hours before reverting to the current season again.

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack
and damage rolls made with it. In addition, your melee attacks with the staff deal
an extra 1d8 cold (Winter), radiant (Spring), fire (Summer), or necrotic (Autumn)
damage based on the season as long as there is at least one charge remaining on the
staff.

This staff has 8 charges. While holding it, you can expend 1 or more of its charges
to cast one of the following spells from it as an action (depending on the season)
using your spell attack modifier spell save DC:

𝙒𝙞𝙣𝙩𝙚𝙧. Ray of sickness (1 charge), darkvision (2 charges), sleet storm (3 charges)


𝙎𝙥𝙧𝙞𝙣𝙜. Guiding bolt (1 charge), moonbeam (2 charges), plant growth (3 charges)
𝙎𝙪𝙢𝙢𝙚𝙧. Burning hands (1 charge), spike growth (2 charges), fireball (3 charges)
𝘼𝙪𝙩𝙪𝙢𝙣. Inflict wounds (1 charge), pass without trace (2 charges), vampiric touch
(3 charges)

The staff regains 1d6 +2 expended charges daily at dawn. If you expend the last
charge, roll a d20. On a 1, the staff loses all foliage and vitality, becoming a
gnarled, nonmagical quarterstaff.

Frostbitten Buckler
Armor (shield), uncommon
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This icy shield has three charges that recharge each dawn. When a creature you can
see hits you with a melee weapon attack, you can expend a charge using a reaction
(after receiving the damage) to deal 2d4 cold damage back to the attacker, granting
you that same amount of damage as temporary hit points for up to one minute.

Wind Riders
Wondrous item, rare
___

These boots look and feel like pale, dried leaves but are remarkably soft and quiet
to walk in. While wearing these boots, you can move normally in difficult terrain
caused by strong winds.

While wearing these boots, you can use an action to speak their command word to
cast the "gaseous form" spell, transforming yourself into a swirling cloud of vapor
and leaves. This version of the spell lasts for up to 1 minute, but only allows you
to float vertically using your movement speed. Your horizontal movement speed while
in this form is decided by the direction and speed of the wind. A wind of light
speed (between 5 and 10 miles per hour) propels you 10 feet per round, whereas a
wind of moderate or greater speed (at least 10 miles per hour) pushes you 20 feet
instead.

Traveling somewhere while in this form where the swirling leaves are unable to
follow you ends the effect early. Once the boots have been used to cast this spell,
they can't do so again until the next dawn

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