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New Magic Items

Hammer of the Ram:


Legendary, Requires Attunement.

The head of this Warhammer is carved to look like the lowered head of an angry ram, with horns
curling back along its’ side. It functions as a +1 magic weapon when not attuned to. If attuned to, it
becomes a +3 magic weapon and has 4 charges. It regains 1d4 expended charges at dawn every
second day. As an action, an attuned wielder can expend an amount of charges up to the amount
remaining. When the charges are expended, make a ranged attack roll against 1 target you can see
within 30 feet. A spectral rams head flies from the Hammer that uses the wielders’ bonuses for the
attack roll. On a hit, for every charge expended, the target takes 1d10 force damage and is pushed 5
feet straight away from you. The range of this attack increases to 60 feet and the distance pushed
back doubles to 10 feet when in the mountains. While attuned, the wielder also gains the Mountain
Born trait (is acclimated to high altitudes including above 20,000 feet and adapted to cold climates),
a climb speed equal to their base walking speed, and the Charge trait (if they move 20 feet directly
toward and makes a melee attack, the target takes an extra 2 (1d4) bludgeoning damage on a hit. If
the target is a creature, it must succeed on a STR saving throw (DC 10 +STR Modifier of the wielder)
or be knocked prone). If thrown, it deals an extra 1d8 force damage on a hit.

Lore: The original Hammer of the Ram was created by a Goliath adventurer for his Human wife, so
she could survive in the harsh environment of his homeland and hold her own in the tribe. When
they died in an avalanche, the hammer was thought lost.

Staff of the Serpent:


Legendary, Requires Attunement by an arcane spellcaster of any Non-Good alignment.

This swamp wood staff has a head that is carved to resemble a hissing cobra with a raised hood and
two small emeralds for eyes. If not attuned, it can be used as an arcane focus that doubles the
damage of poison spells and deals piercing damage if used as a quarterstaff. If attuned to, the ‘eyes’
glow faintly in the dark, granting the wielder an extra 30 feet of darkvision if Neutral, or an extra 60
feet if Evil. The staff has 1d4 charges, and regains 1d4 expended charges every second day at dawn.
If in a swamp, the range of its’ attacks is doubled. An attuned wielder also gains resistance to poison
damage (if Neutral), or immunity to poison damage (if Evil) and is not hampered by non-magical
difficult terrain.

If the wielder is Neutral, they may use an action to expend a total of charges up to the amount
remaining to make a ranged attack roll against 1 target within 30 feet. On a hit, the target takes 1d8
poison damage per charge expended and must make a CON Saving throw (DC 10 + charges
expended) or be blinded.

If the wielder is Evil, it deals an equal amount of poison damage to piercing damage on a hit when
used as a quarterstaff. The wielder may use an action to expend a total of charges up to the amount
remaining to make a ranged attack roll against 1 target within 60 feet. On a hit, the target takes 1d10
poison damage per charge expended and must make a CON Saving throw (DC 12 + charges
expended) or be blinded.

Lore: The original Staff of the Serpent was created by a yuan-ti nation that lived in a vast swamp. It
was used as the staff of office for centuries, before the nation eventually fell into ruin. Since then,
the Staff has lain waiting in the ruins of an ancient temple, waiting to be rediscovered.
Cloak of the Shark:
Very Rare, Requires Attunement.

This sharkskin cloak feels damp to the touch, but no moisture can be found on it. While attuned, the
wearer of the Cloak is amphibious, has a swim speed equal to their walking speed, and is adapted to
the pressure of deep water. While underwater, you gain a +1 bonus to AC, and an extra 30 feet of
darkvision. Once a day, an attuned wearer can use an action while underwater to raise the hood and
take the appearance of a shark. This is an illusion, and can be detected with a successful DC 15
Wisdom (Perception) check or a successful DC 15 Intelligence (Investigation) check.

Lore: The first Cloaks of the Shark were created by a band of Sahuagin hunters in order to be able to
follow and get close to their targets in the deep before striking. More cloaks were made as more
hunters joined the band, and when other cloak-wearers fell in battle with their Sahuagin foes. A few
made their way to the surface trades when their bodies were fished up in nets of fishing trawlers.

Gloves of the Eagle:


Rare, Requires Attunement

These feathers on these gloves always seem to be being blown by a wind, even if there is none.
While attuned, the wearer of these gloves has a flying speed equal to their walking speed. This only
works in short bursts though, and if the wearer ends 2 turns in a row aloft, they fall. Attuned wearers
are counted as being one size category smaller when considering weight and have resistance to
falling damage.

Lore: The first Gloves of the Eagle were created by an apprentice wizard attempting to make gloves
that functioned as a ring of feather falling as practice in his studies. It didn’t quite work out the way
he intended, but he liked how they turned out in the end. He ended up selling a lot of them to a local
magic shop to help pay for his apprenticeship.

Mole Gauntlets:
Rare, Requires Attunement by any non-evil creature.

These clawed leather gauntlets always appear to be covered in dust, no matter how clean they are.
An attuned wearer gains an extra 30 feet of darkvision, a burrow speed equal to their walking speed,
and gains tremorsense out to 80 feet when underground. The claws on the gloves can also be used
as a finesse weapon that counts as magical for the purpose of overcoming resistance and immunity
to nonmagical damage. They deal 1d6 slashing damage on a hit if dexterity is used for the attack and
damage, but deal the same amount of bludgeoning damage if strength is used instead. The wearer
does not need to be attuned to use the Mole Gauntlets as a weapon.

Lore: The first Mole Gauntlets were created by a master dwarven craftsman whose name has been
lost to history, in order to better equip his weakening clan for their fight against the denizens of the
Underdark. Despite these new weapons, the clan fell to Duergar assault, and the Mole Gauntlets
were sold in the Underdark trading posts, making their way across the continent.
Beholder Eye:
Legendary, Requires Attunement.

A single staring eye orb on a chain, this necklace hovers just out from the chest of the wielder. This
functions as an arcane focus for all wielders, even non-attuned ones. This orb has 6 charges, and
regains 1d6 expended charges every second day at dawn. Once a day, an attuned wielder can use an
action to cast Antimagic Field at 8th Level, centred on the Beholder Eye, without expending any
charges (this field does not affect the Eye In any way), and lasts for 1 hour, or until dismissed (no
action required). As an action, an attuned wielder may expend a charge to shoot a random eye ray at
a target within 150 feet (Save DC 17).

Lore: The first Beholder Eye was created by an adventuring gnome tinker, inspired by an encounter
with one. Given that it needs the retina from the central eye of a beholder, not many were made.

Spellslinger Wand
Rarity Varies, Requires Attunement.

These wands are inscribed with small runes, that flash with light when the wand is used. Any wielder
(attuned or not) can use a Spellslinger Wand as an arcane focus. There are four varieties, wooden,
iron, steel, and silver, detailed below:

Wooden (Uncommon): While attuned, the wielder has the Magic Initiate feat, but must use the
wand for all castings, including cantrips.

Iron (Rare): While attuned, the wielder has the Magic Initiate feat, but with two 1 st level spells
instead of 1. They must use the wand for all castings, including cantrips.

Steel (Very Rare): While attuned, the wielder has the Magic Initiate feat, but with three cantrips and
two 1st level spells. They must use the wand for all castings, including cantrips.

Silver (Legendary): While attuned, the wielder has the Magic Initiate feat, but with three cantrips,
two 1st level spells, and one 2nd level spell. They must use the wand for all castings, including
cantrips.

Lore: The first Spellslinger Wands were created for use in a war, often used as an officers sidearm,
with wooden wands given to Captains, Iron to Majors, Steel to Colonels, and Silver to Generals. After
the war, most of them disappeared, some looted from the remains of their previous wielder on the
battlefield, others stolen from the living, or taken home in secret by their wartime wielders.

Ring of the Valkyrie:


Legendary, Requires Attunement By a Good-Aligned 15th Level Female Devotion Paladin

This silver ring is engraved with miniature pegasi, mounted by spear wielding women. As an action,
an attuned wielder can summon a Pegasus, as per the Find Greater Steed Spell once a day.

Lore: The Rings of the Valkyrie were created by a battle god for his champions he called Valkyries;
fierce, warlike, women. Some were lost in battle, but the majority stayed with the Valkyries.
Wizards Revenge:
Very Rare, Requires Attunement by an Arcane Spellcaster

This Iron Medallion is engraved with an arcane glyph. When an attuned wielder falls unconscious or
dies, this Medallion shoots a blast of energy at the one who caused it, no matter where they are.
Make an attack roll, (+11 to hit) on a hit, the target takes 2d10 + 5 necrotic damage and the wielder
gains an equal amount of hit points (if unconscious), or has Gentle Repose cast on them at its’ lowest
level (if dead). The Medallion then crumbles into a powder.

Lore: The first Wizards’ Revenge were crafted by War Wizards who sought to stay alive longer in
battle. One day, their quarters were raided while they were on the battlefield, and the few
remaining medallions were sold in the black markets.

Orb of Hilarity:
Cursed Item, Rare, Requires Attunement

This necklace has a grinning face engraved into the surface. If someone holds it to their ear or wears
it, they hear faint laughter. An attuned wielder gains the following personality trait: ‘Everything is a
joke. No, really – Everything’ and the following flaw: ‘I can’t resist playing pranks, even if I get into
trouble’. While attuned, the wielder has disadvantage on any CHA roll (attacks, checks and saves),
and on stealth checks, due to the fact they are almost always giggling. They can use the orb to cast
either Confusion or Tasha’s Hideous Laughter (Save DC 15) once per rest. At the end of a long rest,
anyone attuned to the orb must make a WIS save (DC 10 + number of saves made), or their
alignment shifts one step toward becoming Chaotic Neutral, prioritising the Law/Chaos axis over
Good/Evil. Being a neutral item, anything that Detects or Protects from Evil or Good don’t work on it.
Anyone using Dispel Magic on it must make a CHA Save, or fail to do so, but think they succeeded.

Lore: The Orbs of Hilarity were created by a trickster god and placed in locations where they would
be found by adventurers. Naturally, a lot of Chaos ensued, much to his delight.

Valkyrie Spear:
Legendary, Requires Attunement by a Good-Aligned 15 th Level Female Devotion Paladin

This spear looks completely ordinary, except for a rune made of 3 interlocking triangles engraved in
the head. If attuned, the spear functions as a +3 magic weapon, has 6 charges, and regains 1d6
charges daily at dawn if aboveground. As an action, an attuned wielder can expend any amount of
remaining charges to make a ranged spell attack (+10 to hit) against 1 target within 60 feet. The
target must make a DC 17 DEX save or take 1d10 radiant damage per charge expended on a failure,
or half as much on a success. This spear does double damage against giants, fiends and undead.

Lore: The Valkyrie Spears were created by the one who made the Rings of the Valkyrie. All Valkyrie
Spears are carried by the Valkyries in battle.
Shockamancy Orb:
Very Rare, Requires Attunement by someone with an INT score of 14+

This small iron orb is studded with many rivets and smells of ozone. When attuned to, this orb
crackles with electricity, hovering above the head of its’ wielder, ready to defend them. this orb has
truesight out to 60 feet, and any creature hostile to its’ wielder is attacked. The orb makes attack
rolls (1 target, +12 to hit), dealing 1d10 lightning damage to any hostile creatures that start their turn
within 30 feet of the wielder. If a creature the orb can see makes a ranged attack against its’ wielder,
it makes a DEX check. The DC of this equals the number rolled on the attack roll against its’ wielder.
On a success, the projectile is deflected and misses. Once a day, the orb can stabilize its’ unconscious
wielder by acting as a defibrillator.

Lore: The first Shockamancy Orb was created by a tinkering gnome. A human artificer improved on
the design and fixed the minor malfunctions common to gnomish creations. The original still exists,
but has a 1 in 4 chance of shocking its’ wielder as well when it attacks its’ enemies.

Rhino’s Horn:
Legendary, Requires Attunement by someone with a STR score of 14+

This Maul is shaped like the head and horns of a rhinoceros. When not attuned to, it functions as a
+1 Maul. When attuned to, it functions as a +3 Maul and has 4 charges, regaining 1d4 expended
charges daily at dawn. When an attuned wielder hits a target with the Maul, they may expend up to
the remaining number of charges to deal extra damage. For each charge expended, the target takes
an extra 1d10 bludgeoning damage. If charge/s are expended, the target must make a STR saving
throw (DC 8 + Proficiency bonus + STR Modifier + Number of charges expended) or be either
knocked prone or be knocked 5 feet away per charge expended (wielder’s choice).

Lore: The Rhino’s Horn was created by an Artificer for his Barbarian adventuring companion. The
party was eventually defeated by a goblin army, and the Maul was lost on the battlefield.

Sphere of Warmth:
Common Item

This small orb glows in shifting shades of red. As an action, anyone holding it can place it on the
ground and command it to activate. When activated, it grows into a 5 foot wide sphere and hovers
above the ground. It begins to emit heat and light, acting as a campfire. The one who activated it can
deactivate it as a bonus action, causing it to shrink back to its’ portable size. Anyone who touches
the active orb takes 1 fire damage, and anyone who carries it is considered adapted to cold climates
while they have it on them.

Lore: The first Spheres of Warmth were made by a craftsman living in a northern town, where ice
and snow were a daily occurrence. He made a massive profit selling them to wandering adventurers.
Roar:
Artefact, Requires Attunement by someone of Chaotic and/or Neutral Alignment.

This small medallion is made of pure gold, in the shape of a heraldic lion. Roar is Chaotic Neutral,
Sentient, and can communicate with its attuned wielder through telepathy. Its voice is that of a lion,
speaking in a deep, growling voice. Roar has INT 12 (+1), WIS 18 (+4), and CHA 20 (+5) and darkvision
out to 100 feet. Roar has 5 states of satisfaction with its’ wielder; Angered, Dissatisfied, Indifferent,
Satisfied, and Joyful. In any state, it can be used as an arcane focus. When the wielder first attunes,
Roar is Indifferent to the wielder, waiting until they prove themselves.

In its Indifferent state, Roar grants a +3 to DEX saves and proficiency in Athletics. It makes helpful
suggestions in combat, but otherwise just observes.

In its Satisfied state, Roar also grants the following additional benefits: As a bonus action, the
wielder can manifest claws on their hands and feet. They gain a climbing speed equal to their
walking speed, and can make unarmed attacks with the claws. The claws count as a melee finesse
weapon (the wielder is proficient) and deal 1d8 slashing damage on a hit. They also become
proficient in Intimidation, gain a +2 to Initiative, and become adapted to hot climates. If used as an
Arcane Focus, it grants a +1 to attack rolls

In its Joyful state, Roar also grants the following additional benefits. As an action, the wielder can
Roar. Everyone in a 30-foot cone must make a DC 19 STR Save or take 3d10 thunder damage and be
thrown 20 feet away (Save for half damage and half distance). They must also make a DC 19 WIS
save or be frightened of the wielder. Additionally, they can use their action to Polymorph into a
Giant Lion (Use Lion Stats with Roar WIS and CHA scores, AC 15, +2 to STR, DEX, and CON scores,
Huge size, double HP and damage). The wielder retains their alignment, personality, and INT score.
They can remain in this state for up to an hour. In this form, the wielder retains their class features.
If used as an Arcane Focus, it doubles the damage dealt.

In its Dissatisfied state, Roar only grants Proficiency in Athletics. It makes sarcastic comments and is
unhelpful in combat. If used as an Arcane Focus, it gives a -1 to attack rolls.

In its Angered state, Roar is completely unhelpful and removes all its benefits. It begins to itch and
want to leave. If used as an Arcane Focus, it haves the damage dealt. It becomes rough and deals
1d4 slashing damage per turn in combat as it rubs against its wielder. If not in combat, it increases
the time of rests for the wielder by half an hour for a short rest and 1 hour for a long one.

Feel free to determine what Roar expects from its wielder yourself to shift its state. Being a CN lion
artefact, it will probably have something to do with bravery in combat, but it is entirely up to you.

Lore: Roar was created by Cabaro; a great lion spirit that guards a sacred oasis in the midst of a vast
desert. He imbued it with a fragment of his noble personality in order to explore the world beyond
his desert realm. If the wielder happens to be in this desert, Cabaro always knows their location.
Infused Item:
Common Item

An infused item is a small object no more than 12 inches in any dimension, infused with the power
of a non-damaging, non-healing cantrip. Anyone who holds one can cast the cantrip, using the item
as an arcane focus.

Lore: The first Infused Items were created by a Warlock who saw an opportunity. He sold Light
infused metal balls to commoners to use in place of oil-guzzling lanterns.

Ring of Revitalisation:
Rare, Requires Attunement

This ring is set with a heart shaped stone and never gets dirty. An attuned wielder gains 10 points of
the Lay on Hands ability of a paladin (reset at dawn each day). Once a day, an attuned wielder may
use the ring to cast the Regenerate spell. If not blessed within the year by a priest of a god of
healing, the ring ceases to function. If a non-functional ring is blessed, it reactivates as normal.

Lore: The first Rings of Revitalisation were created for combat medics, reducing the need to carry
around medical supplies on the battlefield. Some were killed in action, and their rings lost. Not
knowing what they were, looters took them and sold them off in markets.

Evoker’s Wand:
Uncommon, Requires Attunement by an Evocation Wizard

This wooden wand is twisted and slightly charred along its length. When the attuned wielder uses it
to cast an Evocation Spell, it gains either a +1 to attack and damage, an extra target, half again
duration, a +1 to save DC, or an extra damage die (casters choice).

Lore: The first Evoker’s Wands were created as part of an experiment on spell school empowerment.
They are all made from the wood of an ash tree that was struck by a bolt of lightning.

Transmuter’s Staff:
Uncommon, Requires Attunement by a Transmutation Wizard

This staff is made from what appears to be simultaneously different materials. Whenever an attuned
wielder uses it to cast a Transmutation spell, that spell gains either a +1 to attack and damage, an
extra target, half again duration, a +1 to save DC, or an extra damage die (casters choice).The staff’s
material keeps changing slowly.

Lore: The first Transmuter’s Staffs were created as part of an experiment on spell school
empowerment. They are all made from naturally petrified wood, but keep shifting material.
Necromancer’s Orb:
Uncommon, Requires Attunement by a Necromancy Wizard

This orb is icy cold to the touch and faintly glows a sickly green at midnight. Whenever an attuned
wielder uses it to cast a necromancy spell, that spell gains either a +1 to attack and damage, an extra
target, half again duration, a +1 to save DC, or an extra damage die (casters choice).

Lore: The first Necromancer’s Orbs were created as part of an experiment on spell school
empowerment. They are all made from the remains of a flameskull encased in amber.

Enchanter’s Crystal:
Uncommon, Requires Attunement by an Enchantment Wizard

This crystal seems to have motes of golden light floating inside it. Whenever an attuned wielder uses
it to cast an Enchantment spell, that spell gains either a +1 to attack and damage, an extra target,
half again duration, a +1 to save DC, or an extra damage die (casters choice).

Lore: The first Enchanter’s Crystals were created as part of an experiment on spell school
empowerment. They are all made from crystals found in the Feywild.

Diviner’s Rod:
Uncommon, Requires Attunement by a Divination Wizard

This rod shivers slightly whenever it is near underground water. When an attuned wielder uses it to
cast a Divination spell, that spell gains either a +1 to attack and damage, an extra target, half again
duration, a +1 to save DC, or an extra damage die (casters choice).

Lore: The first Diviner’s Rods were created as part of an experiment on spell school empowerment.
They are all made from the wood of a hazel tree next to a river.

Conjurer’s Wand:
Uncommon, Requires Attunement by a Conjuration Wizard

This wand appears from nowhere when it is needed. Whenever an attuned wielder uses it to cast a
Conjuration spell, that spell gains either a +1 to attack and damage, an extra target, half again
duration, a +1 to save DC, or an extra damage die (casters choice).

Lore: The first Conjurer’s Wands were created as part of an experiment on spell school
empowerment. They are not made, instead summoned from the very hearts of trees.
Illusionist’s Orb:
Uncommon, Requires Attunement by an Illusion Wizard

This orb appears to be a lidded eye, looking around the area. Whenever an attuned wielder uses it to
cast an Illusion spell, that spell gains either a +1 to attack and damage, an extra target, half again
duration, a +1 to save DC, or an extra damage die (casters choice).

Lore: The first Illusionist’s Orbs were created as part of an experiment on spell school
empowerment. They are all made from solid shadow and smoke, disguised by an illusion of an eye

Abjurer’s Staff:
Uncommon, Requires Attunement by an Abjuration Wizard

This staff is utilitarian iron, robust in design. Whenever an attuned wielder uses it to cast an
Abjuration spell, that spell gains either an extra target, half again duration, or a +1 to save DC(casters
choice). The wielder also gains a +1 to all saves and attack rolls against them have a -1.

Lore: The first Abjurer’s Staffs were created as part of an experiment on spell school empowerment.
They are all made from solid iron, a practical and strong design.

War Wand:
Uncommon, Requires Attunement by a War Wizard

This wand is lightweight and easy to wield. Whenever an attuned wielder uses it to cast an Evocation
or Abjuration spell, that spell gains either a +1 to attack and damage, an extra target, half again
duration, a +1 to save DC, or an extra damage die (casters choice).

Lore: The first War Wands were created as part of an experiment on spell school empowerment.
They are all made from lightweight steel, with a leather grip, allowing fast and practical use.

Apprentice’s Wand:
Common Item

This wand is small, light and low powered. A wielder with any spellcasting ability can use a bonus
action to make an attack with it against 1 target within 100 feet. On a hit, it deals 1d4 damage (type
decided by caster). It cannot be used as an Arcane Focus for spells above 3 rd level, and cannot kill
anyone, but can destroy objects (such as training dummies).

Lore: The Apprentice’s Wands were made for the use of wizarding apprentices in training situations.
The power limitations of the wand make it an ideal weapon for practice duels between the students
and target shooting.
Night Leash:
Very Rare, Requires Attunement by a Spellcaster

This small bracelet looks like a studded dog collar made from dark red leather and iron spikes. An
attuned wielder can summon a Shadow Mastiff with it as an action. The mastiff is under the
summoner’s control and lasts for up to 1 minute. The wielder may also use the bracelet to cast
Dominate Monster spell, targeting only dog creatures (hellhounds, yeth hounds, blink dogs etc.) this
spell uses the wielders save DC. Both properties can be used only once a day, and cannot be active at
the same time.

Lore: The first Night Leashes were created by the Raven Queen. They were spread across the planes
by her shadar-kai agents, for reasons unknown to all but herself.

Antimagic Weapon:
Very Rare, Requires Attunement

These weapons are infused with the power of antimagic. When used by an attuned wielder on a
creation of magic (such as an elemental or a golem) or a spellcaster, it deals double damage and
counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks. If
used on a creature summoned by magic such as the Conjure Fey or similar spell, it may send them
back. On a hit, the summoner of the creature must make a CHA save (DC 15) or lose concentration. If
this is a critical hit, they have disadvantage. Additionally, when used on a spellcaster, it ignores
magical AC boosts (such as a Shield spell) and gives them disadvantage on concentration checks until
the end of the wielders next turn. Anyone who wields an Antimagic weapon (attuned or not) cannot
cast spells, not even through a magic item that allows it.

Lore: The first Antimagic Weapons were created by an Artificer for use by shock troops that targeted
enemy spellcasters on the battlefield. Some were lost in battle, others stolen and sold off.

Antimagic Shield:
Very Rare, Requires Attunement

These shields are infused with the power of antimagic. An attuned wielder has advantage on saving
throws against magic and resistance to damage caused by magic while wielding this shield, has an
additional +1 to AC against magic, and if they make a saving throw that allows them to take half
damage on a success, they take no damage on a success and half damage on a failure. Additionally,
magic effects in a line that include the attuned wielder (such as an Arcane Archer’s Piercing Shot, a
breath weapon or a Javelin of Lightning) can be cancelled if the wielder succeeds on the saving
throw. For example, if an Arcane Archer fired a Piercing Shot through an attuned wielder who
succeeds on their save, the arrow is caught on the shield and stops, but still damages those it has
already passed through.

Lore: The first Antimagic Shields were created by an Artificer for use by shock troops that targeted
enemy spellcasters on the battlefield. Some were lost in battle, others stolen and sold off.

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