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This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an
amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the
start of your next turn. Choose from the following options:
Bone Cleaver
This dark black iron axe was made by the Grey Dwarves of the
Underdark. Its large and jagged blade is heavy enough to cleave
through bones in a single swing.
-Stats: 1d8+Str Slashing. (Versatile 1d10) 6lbs
-Cleave Bone: When you score a Natural 20 on an attack roll against a
creature that is no more than one size larger than you, you can choose
to cleave through a leg or arm. The creature loses that limb and its
function.
Leg-Movement speed is halved, cannot use the dash action and have a
–5 to Dex and Str Checks that relay on using legs.
Arm-Can't hold any objects or weapons in the chosen hand that is
cleaved off, if main arm is gone have a –2 to all other actions with the
remaining arm and spellcasters must make a DC 12 Dex Check to cast
spells with a Somatic component.
Mithril Armor
A shining set of dwarven made armor.
This is a 22 AC armor set of heavy plate. The wearer has resistance to
piercing and slashing. Additionally, any critical hit made against the
wearer counts as a normal hit.
Boots of Haste
This black leather made boots has thin metal plating along its heels that
have engravings in a swirling and fluent pattern.
-Haste: You can click these boots together as a bonus action to grant
yourself the haste effect for 10 mins. When effect ends you must take a
long rest to use the haste effect again.
Your speed is doubled, gain a +2 to your AC, has advantage on Dex
saves and gains an additional action on each of your turns. This action
can only be used to Attack (one weapon attack only), Dash, Disengage,
Hide or Use an object action.
Headband of Goblinkind
A tight-fitting goblin skin headband with two large ears hanging off the
sides of it and a few scraggly hairs poking from the front. When attuned
to, a creature wearing this headband becomes more like a goblin; they
are more sneaky, more cunning and even learn the goblin tongue.
-Goblinkind: A creature attuned to this device can use disengage or
hide as a bonus action once per short rest. They can also speak and
understand Goblin. However, they cannot speak or understand any
other languages, with the exception of Thieves Cant and the Druidic
language.
Sacrificial Dagger
A wide, black dagger with its blade stained with what seems to be like
blood.
-Sacrifice: This is a +1 dagger. If used to strike a killing blow, the wielder
takes on a unique racial attribute from their target for one hour (DM’s
choice).
Bag of Randomness
This bag is an extremely flamboyant violet color, with a golden question mark on
one side and feels as if it is made with the finest silk. The bag weighs 5 pounds.
Looking inside the bag reveals nothing, you only see an empty bag.
Reaching inside the bag, you also feel nothing, but when you remove your hand from the bag, an
object or creature randomly chosen from the table below is in your hand (in the case of a creature,
the creature falls to the ground, prone and unaware of its surroundings).
Placing an object in the bag results in the bag beginning to shake violently and fall to the ground,
then spit the object back out.
If another object (or the same one) is attempted to be placed in the bag a second time within a
tenday, the bag shakes even more, hitting anyone within 5 ft of the bag for 1d4 bludgeoning damage,
and again the bag spits the object out.
If another object (or the same one) is placed in the bag a third time within a tenday of the second
attempt, the bag devours the object, sending into a void disappearing from existence and the bag
cannot again be used for a tenday. Any additional attempts to store an object in the bag results in
this again, resetting the countdown back to another tenday before its next use.
Once per day, as an action, someone can reach into the bag and remove something from it (roll 1d100 and
use the table below to determine what is removed from the bag). Anything removed from the bag is
permanent to the plane, it will not disappear after a time limit -- it is just like any other item or creature on
the plane. See the Monsters Listing for the creature's statistics.
A creature removed is prone and immediately hostile (as it is scared and confused), but may potentially be
persuaded to be friendly (depending on the creature).
Duskblade
A black onyx and obsidian curved blade with one edge bladed and the
other jagged and crudely sharp. The edges of the blade being a dark
crimson red.
-Greatsword does 2d6+STR Slashing DMG. +3 to ATK and +3 to DMG.
-Lethality: Ignores Slashing resistance
-Bleeding Slash: You slash at the target with the jagged and serrated
edge of your blade. Every attack that you hit, it puts a mark on the
creature. As an action you can activate the ancient carvings within your
sword that has passed on to the marks. For each mark that the target
has it deals 1d6 Slashing Dmg. Can only be done during the times of
6pm to 6am.
Multi-Barrel Pistol
-Stats:(4lb) 1d10 Piercing. Range 30/70. Capacity 4 Rounds. Misfire 3.
Reload
-Misfire: If your natural roll for a gun attack falls at or below the misfire
score of the gun you are using, you suffer a misfire. Your attack misses,
any ammo you used in the attack is expended and your gun is broken.
-Broken: To repair a broken firearm, you may use an action to attempt
a Tinker's Tools ability check with a DC equal to 10+weapon base
misfire score.
-Reload: Reloading replaces your next attack you would make with the
firearm, refilling the ammunition in the gun to its capacity.
-Multi-Mayhem: Due to this gun having 4 barrels with 4 different
triggers, you may shoot more than 1 barrel on an attack. Every extra
barrel used adds +3 to the misfire score. You make one attack roll for
this ability.
Side Notes: Different types of rounds can be created and modifications
made to the gun with DM supervision.
Sword of Vengeance
This mighty 5,5ft long steel greatsword is edged with platinum with a
gold inly of engravings on the blade that read in draconic "Vengeance,
smite those fiends that have wronged the world. Be the light in the
darkness, Lightbringer".
-Stats:(10lbs) 2d6+Str Slashing Dmg, Heavy, 2-handed, +1 to attack &
Dmg Rolls.
-Holy Sword: When fighting fiends or undead the sword becomes +3.
This sword has 1d6 charges (long rest roll d4 to recharge). When you hit
a fiend or undead you can choose to expend a charge to do an extra
1d6 Fire Dmg (goes through resistances)
-Vengeance: Once per day upon successfully striking an evil-aligned
creature with this blade, the wielder can cause the sword to emit a 20-
ft radius burst of holy energy of Bahamut. Deals 4d8 points of Dmg to
each evil creature within the area. 8d8 if they are fiends or undead.
Every evil creature in the area must make a DC 16 Wis Save or be
blinded until the end of their next turn.
Devil Piercer
Looks like a severed Horned Devil Dick mounted on a black onyx like
handle. It is a flaccid dick but it is stable or stiff in a way.
-Blood Drain: The user can have the "weapon" grow thin thorny barbed
vines wrap around the wielders hands and drain the blood from the
user to give the weapon and user power. If at any point you receive
healing in any way except Temp HP you lose the effects of the Blood
Drain
10HP Drained: The weapon grows and hardens, it forms the shape of a
blade that is 24 inches long with a large arrow shaped end or a long
club like weapon with a "Penis Head" at the end of it.
Sword-1d10 Slashing+1d4 Fire
Club-1d8 Bludgening+1d4 Fire
20HP Drained: Grants the user faster speed and reflexes, gaining
advantage on Dex Saving throws and +10ft movement.
30HP Drained: Grants the user greater strength and athletic
capabilities, gaining advantage on Str Saving throws and a jump height
of 15ft and jump distance of 20ft
40HP Drained: At this stage the weapon turns into a crimson red and
starts to hum and vibrate.
Blade-You can an energy wave ability, allowing you to unleash a red
wave of blood energy in a line from the sword swing. In a 5ft line in
front of you reaching a distance up to 120ft. Every creature in the line
must make Con Save to your spell save DC or take 8d8 Necrotic Dmg or
half as much on a save. If they fail by 5 or more they are stunned for
until the end of their next turn.
Club-You can unleash a ground pound ability, allowing you to unleash a
red pulse blast of blood energy in a 15ft radius around you. Every
Creature in the radius must make a Con save to your spell save DC or
take 8d8 Necrotic Dmg or half as much on a save. If they fail by 5 or
more they are pushed back 5ft and knocked prone.
50HP Drained: You feel weak and dizzy as your blood has been drained
from you. At any point when you are reduced to 0HP, they blade
returns 1HP back to you but you don’t gain any of the effects of the
previous blood drains.
The Culling
This menacing looking obsidian Greatsword had glyphs and
inscriptions along its blade that glow a dark blood red. The entire
blade glows a dark dim red when in within 100ft of any good aligned
creature
-Stats: (10lbs) 2d6+Str Slashing
Lamp of Wish
This ornate looking lamp does not look like it comes from the main
continent. Its origin looks like that from a desert like landscape. It has
inscriptions all along the outside of it in Celestial reading, "May the
light of the moon grant you the aid of the being that lies within."
-Stats: Once per day the lamp can turn into a scimitar like sword. 1d6
Slashing, finesse, light. Lasts for 1 hour.
-Moon Light: During a full moon, if the lamp is exposed to its light, a
Djinni will come out of the lamp and do 1 request that is within reason
and the ability of the Djinni for the holder or holders of the lamp. If the
holder requests a wish then the Djinni will grant it but its service to the
holder will then be fulfilled and the lamp will turn to dust.
Giant's Bane
This large double bladed great axe was forged in the depths of
Highforge long ago, during the first generation of dwarves. Some say
even Thalgar himself forged it. The large silver-plated blades having
runic dwarf carving all along the blade. The handle a deep dark black
wood layered with a snow white giant goat hide.
-Stats:(18lbs) +3 to Atk and Dmg, 1d12+Str Slashing+1d4 Thunder,
Heavy, 2-handed. Requires Str Score of 17 to be able to use it
effectively. Attunement.
-Bane of Giants: When you are 1 mile from a giant the axe's blades will
start to glow a faint blue hue. On hit against a Giant the axe does an
extra 2d8 Dmg. The giant must make a DC 15 Str Save or be knocked
prone.
-Executioner of Giants: This Axe has 3 charges that are regained every
long rest. You can choose to expend a charge with the next attack you
hit, the Giant must make a DC 17 Con Save or be stunned until the end
of your next turn. Additionally, the Giant will receive a runic tattoo like
mark on its body. Every hit thereafter made against the Giant with this
Axe it will deal an additional 1d8 and score a Critical Hit on a 19-20.