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Accuser’s Handheld Pyre.................................4 Lachrymatory Vial ..........................................

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Agamon, The Scourge of the Mists..............4 Life-Hunt Scythe ...............................................22
Alchemical Attache of the Doom Chicken. 5 Long Arm of the Law......................................22
Animal Skull of Instinctual Fear ................... 5 Lover’s eye ......................................................... 23
Arachne .................................................................. 5 Loviatar’s Shackles of Pain.......................... 23
Belladonna Eye Drops........................................6 Mace of Divine Bearing .................................24
Blade of the Corpse-Star................................6 Magician’s Mirror............................................24
Bleakwood Thorn ................................................6 Mantle of Shadow ........................................... 25
Bleeding Heart Stone Sword .........................7 Meatlover’s Fork..............................................26
Bloodletter Greatsword .................................7 Meteoric Bracer ..............................................26
Blood Knight’s Blade ...........................................7 The Mightiest Quill ..........................................27
Bloodthirster’s Plate......................................... 8 Mirror of Inverse Reflection.....................27
Bob and Dave ........................................................ 8 Mirror of Projection .....................................27
Boots of the Wild Hunt.....................................9 Moonslicer .......................................................... 28
Bottled Miasma ....................................................9 Mummy Brown Paint Set.............................. 28
Cackling Devil’s Crown ................................. 10 Organ Grinder’s Dyskinesia Actuator ....30
Calidan’s Last Stand ....................................... 10 Quicksilver Bodkins .........................................30
Canopic Jar.......................................................... 11 Sacrificial Sickle ............................................... 31
The Casket of Amun’Karr ............................. 11 Scholar’s Prison ................................................ 31
Chalice of Mists.................................................12 Sharpened Emissary of the
Cnámharlach, the Grim Carapace ...........12 Dark Powers...................................................... 32
Couatl Bow .......................................................... 13 Silvered Curtain Call..................................... 32
The Crimson-Horned Crown .......................14 Snowdrop Ward .............................................. 33
The Crow King’s Crown.................................14 Soul-Render........................................................ 33
Cuirass of the Templar ................................. 15 Spectre Blade .................................................... 33
Death Mask.......................................................... 15 Terror of Drath.............................................. 34
Decanter of Failing Reminiscence.............. 15 Thorned Kiss of the Last Rose.................... 35
Ensnaring Mirror ............................................ 16 Tiyet’s Canopic Jar .......................................... 35
The Forbidden Key of Neferkamin............ 16 Tome of Warding ............................................ 35
Gertruda’s Ghostly Gown ............................17 Troll-Fang Shroud ........................................... 36
Gravelord’s Armor ......................................... 18 Velvet-Covered Mirror
of Messaging ...................................................... 36
Gravelord’s Blade ............................................ 18
Wand of Swarms ............................................ 36
Gravelord’s Helm ............................................. 18
Whale Bone Corset of Deep Diving .......... 37
Glittering Blade of the Bards......................19
The Wishkeeper’s Bowl ................................. 37
Greataxe of the Blighted ..............................19
Witch Bane ..........................................................38
Heart- Reaver....................................................19
Wood Scythe ......................................................38
Helm of Vael Amsgraf .................................. 20
Yorka, the Biting Shield ................................. 39
Hourglass of Grave Dirt ...............................21
Zuleika’s Jawline.............................................. 40
Hunter’s Breastplate.......................................21
Hunter’s Headdress of the Deep Forest .21

2
DARREN KENNY NATHAN DOYLE
Team Lead, Writer, Layout Designer Writer
Darren Kenny is an Irish TTRPG Designer with a background Nathan Doyle is a writer and roleplaying enthusiast who has
in Software Development and Web Design. He has been making been playing AD&D since 2nd edition when his older half-
games for the last five years, best known for his enormous brother introduced him to the game while Nathan was just 8
collection of player options, the new Awakened Blades magic years old. He later got heavily into 3rd edition and took a break
item system and his conversions of other media (such as comic from the game for a while before coming back for 5th edition
books and anime) into lore friendly D&D content. Darren is and has been writing on the DMsGuild since December of 2019.
launching his first ever original TTRPG, Fallen Worlds, this Follow @deficitdragons on Twitter.
year. Follow him @DarkenCreations to keep up to date with his
new content!
STICKYHUNTER
FREDERIC WALKER Writer, Artist
Writer, Editor Stephanie Farrow, also known as StickyHunter is a freelance
artist with a Bachelor's degree in Games Development. Their
Frederic Walker, who also works as Kor-Artificer, is a disabled recent works include being the art lead for the three-volume
game designer from London. His work is inspired by his Odyssey Anthology series, Blood of the Ice an Eldritch mystery
interests in history, particularly Ancient Greek history and set in Icewind Dale, and Sidekick Class: The Mount which
literature, maritime history, mythology, and paleontology. His provides new rules to manage animal companions as sidekicks.
recent work includes leading the three-volume Odyssey You can find their work on DMs Guild, and on Twitter as
Anthology series, a compilation of 30 short 5e adventures @TheStickyHunter.
inspired by Ancient Greek mythology, culture and literature.
You can find him on twitter as @korartificer.
SVEN TRUCKENBRODT
IAM PACE Writer
Writer Sven Truckenbrodt makes TTRPG content, from narrative
Iam Pace is a multiple Emmy-nominated journalist and Reader's design to game mechanics and layouts that support the writing.
Choice Award-winning copywriter and copyeditor who has This is a great creative counterbalance to his life in academia,
freelanced for Wizards of the Coast and Cryptozoic where he works on neurobiology and microscopy development.
Entertainment. You can see his award-winning work on the His most successful works to date have been in adventure
Cryptozoic store and the DMsGuild, and you can find him writing, and he might be best known for his DMs Guild Mithral
posting about art, history, RPGs, and writing on Twitter bestseller The Lamenting Lighthouse. You can follow his
@dubiousbyname. journey on Twitter @TheRubyFeather.

MATTHEW WHITBY VALL SYRENE


Writer Writer
Matthew Whitby is a narrative designer & games PhD student. Vall Syrene is a best-selling TTRPG artist, writer and creator,
He has also thrown products out on DMsGuild and DTRPG, known for his popular Monster Hunts series and
such as critically acclaimed (by himself) titles like Volo's Guide to Greasemonkey’s Handbook mech construction guide. Vall’s
Getting Murdered and the Cities of Myth series, and hosts the work is heavily inspired by the likes of Dark Souls, Mechwarrior,
Dungeon Master's Guild House Podcast! You can find him on Warhammer 40,000 and tales of Cosmic Horror. When not
Twitter @WhitbyWrites! designing new means of terrifying his Dungeons and Dragons
players, Vall enjoys biking around the forests and lakes of
Northern Ireland, occasionally checking for Pokemon along the
way. You can find more of Vall’s content on the DMsGuild, his
blog (valldoesdnd.tumblr.com), or on Twitter as
@VallDoesDnD.

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ACCUSER’S HANDHELD PYRE to the mists, awaiting the day someone would
stumble across the blade and help it seek
Wondrous item, uncommon revenge on the world.
Schools of Magic: Enchantment,
Evocation You gain a +2 bonus to attack and
damage rolls made with this weapon. You can
The accuser's handheld pyre was cast the spell misty step without expending a
created to cruelly oust minions spell slot. While attuned to this weapon you
of evil forces, from vampires, and any creatures of your choice within 30
hags, and even liches. You can feet of you are immune to the effects of the
ignite the torch as a bonus mists.
action, after burning for an hour
the pyre is destroyed. You can Sentience. Agamon is a sentient creature
snuff it out early for use at a later with a Wisdom score of 14, Intelligence score
time. Deduct the time it burned in of 18 and Charisma score of 24. It has
increments of 1 minute from the hearing and darkvision out to a range of 120
pyre's total burn time. feet. The weapon can communicate with its
wielder telepathically. While you are attuned
You can use an action to throw to it, Agamon understands every language
the torch at a creature within 15 you know.
feet of you or it can be used as an
improvised melee weapon. The Personality. Agamon is an otherworldly
target must make a DC 13 being with little understanding of mortal
Dexterity saving throw or become concepts such as friendship, joy or anything
ignited. outside of its need to find and eviscerate the
warrior who bound it to a blade. More
Until a creature takes an action to douse the animalistic and primal than most sentient
fire, the target takes 3 (1d6) fire damage at the creatures, Agamon needs to be placated with
start of each of its turns. While ignited the promises of vengeance every so often to keep
creature can’t speak a deliberate lie. Any it calm.
shapeshifters ignited by the pyre instantly
reverts to its original form and can’t assume a Curse of Agamon. When Agamon
different form until the flames are encounters the creature who killed it, or an
extinguished. ally of that creature, Agamon goes into a
frenzy of rage and anguish. At the start of
“Fires born of fear and suspicion, handled by each turn you must make a DC 16 Charisma
bad children alone. Turned against my saving throw. On a failed saving throw you
children, I will not have it within my haven must use your movement to move directly
where all is well. Extinguish the flames, towards that creature, and your action to
gouge the eyes and break the hands of all attack that creature, making all attacks
who dare hold them.” - Lorinda, Darklord against that target.
of Tepest
“Come, meat puppet, bring
AGAMON, THE SCOURGE OF me to the one who slew
me. Bring me
THE MISTS vengeance.” -
Weapon (longsword), legendary (requires Agamon, The
attunement) Scourge of the
School of Magic: Abjuration, Conjuration Mists
This organic sword is infused with the soul of
a creature named Agamon, born in the mists
of Ravenloft. After being slain by a warrior of
Ravenloft, Agamon became imbued within
this blade. Agamon used its powers to return

4
ALCHEMICAL ATTACHE OF THE ANIMAL SKULL OF
DOOM CHICKEN INSTINCTUAL FEAR
Wondrous item, very rare Wondrous item, rare (requires attunement)
School of Magic: Conjuration School of Magic: Enchantment
This attache case An animal skull headdress with pinpoints of
contains an emerald light in the sockets that strikes fear in
unlikely assortment many creatures. The skull has 3 charges.
of items—and one While wearing this skull,
very angry chicken… you can expend a charge
to cast the fear spell (save
When closed, this DC 13). The skull
item appears to be an regains all charges at
ordinary, if very battered, dawn.
leather briefcase. When
opened, one side is filled with “How will you fight me when
an assortment of alchemical supplies, you're all so scared?”
including solvents, empty bottles, distillation
implements, and other equipment and
ingredients. The other half contains a nesting ARACHNE
chicken that pops up when the case is Weapon (Bow), very rare (requires
opened, and some of its eggs. attunement)
The attache functions as a set of School of Magic: Conjuration
Alchemist’s Supplies and can only be used by This organic bow is fashioned from the body
someone proficient with this tool. It supplies of a spider and enchanted by the dark powers
up to 100 gp worth of any required of Ravenloft. You gain +1 to attack and
alchemical ingredient when opened. If any of damage rolls with this bow. In addition, you
the ingredients with an attached gold value is can use a bonus action to activate the bow’s
used,reduce the value of the attache’s power and make your next attack either a
ingredients by the cost of the ingredients Web Shot or Egg Sack shot, which have the
used. The attache regenerates the ability to following effects:
provide 1d10 gp worth of valuable
ingredients every dawn, to a maximum of On a hit with a Web Sack shot, the
100 gp. target must make a DC 14 Dexterity saving
throw or be restrained. Large or larger
The chicken is fiercely protective of its creatures are immune to this effect.
eggs and attacks anyone who tries to take one. A creature restrained this way
The chicken only leaves the case, however, if can make a DC 14 Strength
an egg is removed and destroyed before its check to break free.
eyes. If thus provoked, the chicken attacks
the creature that broke its egg until either the On a hit with an Egg Sack
chicken or the creature that broke its egg is shot, the target is
slain. If the chicken is slain, it reappears the swarmed by tiny spiders.
next time the attache is opened. The chicken At the start of each of that
uses the statistics of a tarrasque, except that creature's turns it takes
its size is tiny, it can only use its Bite, Claw 2d4 piercing damage. As
and Swallow attacks, its walking speed is an action the creature can
reduced to 10 feet, and it gains a flying speed destroy the spiders and
of 20 feet. end the effect.
“Cluck, cluck, jackass…” - The Doom Chicken “I don’t care how powerful
it is, I’m not touching that
bow! Did it just twitch?!”

5
BELLADONNA EYE DROPS Whenever you deal damage with this
weapon, you can use your reaction to take
Potion, Rare damage equal to half the damage dealt, in
Schools of Magic: Illusion order to restore hit points equal to the
This bell-shaped phial contains eye drops damage dealt to a creature of your choice
imbued with belladonna, used to attain what other than you within 30 feet. Damage you
some hold as a standard of beauty that can take this way can’t be reduced in any way.
only be earned through suffering. You can “From my very body, an instrument of death.
apply the eye drops as an action. For the next A star's final cry before death consumed it.
10 minutes, you can cast the disguise self spell Wield it to piece the lives of those who
once without expending a spell slot, and gain oppose you, but heed the true price of
advantage on Charisma-based ability checks. death.” - Zhudun, the Corpse Star
Due to the eye drops’ poisonous qualities,
you take 1d4 poison damage after
applying them, and you can BLEAKWOOD THORN
only see out to a range of 60 Weapon (dagger), very rare
feet for the duration. The (requires attunement)
phial contains 10 uses.
Schools of Magic: Enchantment
“Power comes from
beauty, and beauty This green metal dagger contains a
comes at a cost.” single yellow gem with a black
centre, resembling a yellow
reptilian eye. Whenever you hit
BLADE OF a creature with this dagger, the
creature gains a Bleak Mark,
THE CORPSE-STAR resembling a patch of blackish
Weapon (any sword), very rare (requires skin like a bruise or dark rash. For
attunement) every Bleak Mark a creature has,
Schools of Magic: Necromancy your attacks deal an additional 1
damage to that creature. When a
This elaborate and otherworldly creature gains 10 Bleak Marks, you
blade is forged in the essence of a can use an action to have the marks
dying star. Captured within the spread over the entire creature,
heart of the pommel is an dealing 8d10 necrotic damage.
abyssal void that glimmers with When you do, the creature loses all
an un-glow that dims the light Bleak Marks.
from around it. You gain a +2
bonus to attack and damage “Did it just wink at me?”
rolls made with this magic blade.
When you reduce a creature to 0
hit points with an attack using this
blade, you gain 10 temporary hit
points. At the start of each of your
turns, you lose 1 temporary hit
point.

6
BLEEDING HEART STONE BLOOD KNIGHT’S BLADE
SWORD Weapon (any sword), rare (requires
Weapon (shortsword or longsword), attunement)
rare (requires attunement) School of Magic: Conjuration, Divination
School of Magic: Conjuration, The sigil-engraved blade protrudes from the
Divination mouth of a jawless face on the guard. A
This stony blade sports a rugged massive pearl in the pommel shimmers white
wooden handle and blossoming but fills with a crimson light when the sword
flower on its hilt. You gain a +2 bonus has fed. When you make a melee attack with
to attack and damage rolls made with this magical blade, but before you know if the
this weapon, which deals an additional attack hits, you can spend 1 Hit Die to deal an
1d4 poison damage on a hit. extra 1d6 necrotic damage. You can spend up
to 3 Hit Dice in this way each turn. When
Additionally, the flower on the hilt has 5 you roll a 20 on the attack roll or reduce a
petals. It regrows 1d3 petals daily at dawn. As hostile creature to 0 hit points with this
an action, you can pluck one or more of the weapon, you regain 1 Hit Die. In addition, if
flower’s petals and speak the weapon’s you gain a Hit Die this way, you do not need
command word to cast one of the following to eat or drink until you finish a long rest.
spells: detect poison and disease, entangle (2
petals), or locate animals or plants (3 petals) Blood Blessed. If you would gain a Hit
Die from this weapon while you are at your
If you pluck the flower’s last petal, roll a d20. maximum Hit Dice, you are empowered for 1
On a 1, the flower shrivels, and the sword minute. Whenever you make a Strength
disintegrates and is destroyed. or Constitution-based ability check
or saving throw, you can roll a d4 and
“Beware the innocent flower, for they are add the number rolled to your
more dangerous than you could ever Constitution or Strength ability
imagine.” check or saving throw.
Lore. With a successful DC
BLOODLETTER GREATSWORD 20 Intelligence (Arcana or
Weapon (greatsword), very rare History) check (fighters,
(requires attunement) paladins, and those with a
School of Magic: Necromancy background related to war such
as the knight or soldier gain advantage
This dark metal greatsword has been on this check) a character
used for ritual bloodletting for recalls that this sword was wielded by
centuries, the very essence of death the vampiric knight Lady Cosmina
and suffering radiating from within Tevish who sought redemption
the blade. At the start of your turn you by vanquishing dread creatures.
can choose to take 1d6 necrotic She failed, succumbing to her
damage. Your maximum hit points are hunger. She was eventually
reduced by this much. This damage hunted and slain by her twin
cannot be reduced by any means. sister. The sword is imbued with
When you do so, this greatsword deals her thirst for blood, granting those
an additional 1d6 necrotic damage who wield it vampiric strength.
with every successful attack until the
start of your next turn. Your “It thirsts for life as it thirsts for war.
maximum hit points are restored Yet, deep within is the desire to seek
when you take a long rest, or with valor.”
the use of Greater Restoration.
“What’s a little blood between friends?”

7
BLOODTHIRSTER’S PLATE BOB AND DAVE
Armor, Very Rare (requires attunement) Weapon (bolas), artifact
School of Magic: Necromancy School of Magic: Necromancy
This red iron plate armor was forged in the These skull bolas were
blood smithy of the vampire noble Lady Emil fashioned from the skulls
Van Dracoth, where its molten metal was of two halfling jesters.
infused with red dragon’s blood and Bob and Dave were a
necromancy magic. famous double act—
unusual, for fools, who
While you wear this armor, you have a +2 often prefer to have all
bonus to AC and resistance to necrotic and attention fixed firmly on
fire damage. themselves. A horse lord
When a creature dies within 5 feet of you, particularly amused by
you can use your reaction to have the armor their jabs at her enemies had them
drain the life essence of that creature into the fashioned into this bola after their
armor, granting you temporary hit points untimely demise in a raid by a rival,
equal to the creature’s Constitution score, so now they continue to jibe at anyone they
which last for 8 hours. are thrown at.
Cursed. Once you attune to the armor, it You gain a +2 bonus to attack and
magically binds to you, and can only be damage rolls made with these bolas. Instead
removed by a remove curse spell cast at 7th- of fear, you can cast compulsion with these
level or higher. Your alignment becomes bolas when releasing them. The spell save DC
Lawful Evil, if it wasn’t already, and you can is 15. You must also wait until the next dusk
only be satiated by drinking the blood of a before you can use this feature again.
fresh kill. Should you attempt to consume On a hit, Bob targets the same target or
any other liquid, it evaporates inches from one of its allies within 30 feet of it with a
your lips. Potions can be consumed only if Tasha’s hideous laughter spell, the spell save
they are mixed with at least 1 pint of fresh DC for which is 15. On a miss, Dave covers
blood. up their failure with a vicious mockery spell
“Hunger consumes us all eventually. But don’t aimed at the target; the target automatically
mind me. Please, try it and see for fails its save against this spell.
yourself.” Sentience. Bob has an Intelligence of 10, a
Wisdom of 14, and a Charisma of 16. Dave
has an Intelligence of 14, a Wisdom of 10,
and a Charisma of 16. They can
communicate by speaking from their skulls as
if they were still alive, but only in one-liners
or similar puns.
Personality. Bob and Dave were best friends
when alive, and continue to be in death.
They bicker constantly, but this is part of
their act. Bob has street smarts and is wiser in
the ways of the world, while Dave is more
learned and intelligent. They riff off this
difference between them. Bob speaks in an
affected posh accent that ill-conceals his
working class background. Dave speaks in a
strangely nasal voice, considering that he no
longer has a nose.

8
BOOTS OF THE WILD HUNT BOTTLED MIASMA
Wondrous item, rare (requires attunement) Potion, uncommon
School of Magic: Enchantment School of Magic: Enchantment,
Necromancy
The thick leather of these boots is made from
exotic hide. Whenever you make a Wisdom This bottle appears to be
(Survival) or Dexterity (Stealth) check while filled, not with a liquid,
wearing these boots, you can roll a d4 and but with a swirling
add the number rolled to the check. In miasmic mist. The
addition, you add a d4 to Constitution bottle is plugged with a
checks and saving throws to resist exhaustion cork stopper and usually
while tracking a creature. also sealed with wax to
prevent the gases
Stalker’s Pursuit. As a bonus action, you contained therein from
can move up to your speed toward a creature seeping out ever-so-
that you have successfully tracked that you slowly.
can see or hear. You must end this move
closer to the creature than you started. As an action, you can open the bottle and
inhale the miasma. For the next minute, as a
Dance of Predator and Prey. If you are bonus action, you can teleport once, up to 30
attacked by a creature that you have feet to an unoccupied space that you can see
successfully tracked that you can see or hear, as though you had cast the misty step spell.
you can use a reaction to add a d4 to your AC For the duration, at the start of each of your
and move 10 feet. This movement provokes turns, roll a d6. On the roll of a 1 you take
attacks of opportunity. 3d6 necrotic damage, lowering your hit point
Lore. With a successful DC 20 Intelligence maximum by an amount equal to the damage
(Arcana or History) check (rangers and those taken. This reduction lasts until you finish a
with a background associated with hunting long rest. You die if this effect reduces your
or tracking have advantage on this check) a hit point maximum to 0, becoming miasma
character recalls that these boots were once and dissipating into the air. If you roll a 5 or a
worn in a fey Wild Hunt and they echo with 6 however, you regain the ability to teleport if
the relentless pursuit of that chase. you have already used it. Once a minute has
passed, you cannot teleport this way, even if
“These boots have never walked a path of you haven’t used the ability.
their own. They have only traced the steps of
other things.” “It contained not a drop of any liquid;
Inside just vapor, he was conflicted.
He popped the cork and breathed it in,
And was never, ever, seen again.”
- Mysterium of the Mysts, The Trials of the
Chosen

9
CACKLING DEVIL’S CROWN • If you do not move on your turn, you gain
resistance to bludgeoning, piercing, and
Wondrous item, very rare (requires slashing damage.
attunement)
School of Magic: Enchantment • When you are reduced to 0 hit points and
not slain outright, you can choose to drop
While you wear this ruby red crown, you have to 1 hit point instead. Once used, this
advantage on Charisma (Persuasion and property can’t be used again until the next
Intimidation) checks when negotiating with dawn.
devils.
Lore. With a successful DC 20 Intelligence
In addition, the crown has 6 glistening (Arcana or History) check (fighters, paladins,
rubies embedded into its frame, which infuse dwarves, and those with a background related
your magic with demonic power, granting to war such as the knight and soldier gain
you a +2 bonus to your spell attacks and spell advantage on this check) a character recalls
save DC. that Ser Calidan de Danith was a paladin who
Cursed. Each time you cast a spell of 1st-level led an expedition into the darkness below the
or higher, roll a d4. On a 2 or higher, the spell ground to find a lost dwarven hold. What
is cast as normal. On a 1, you take 1d6 they found was a cursed city overtaken by
psychic damage and cast Tasha’s hideous ancient undead. Calidan stood at a gateway
laughter, targeting yourself. to hold back the horrors so that his
companions could escape. Those that
“Laughter is good for the soul. Trust me.” survived collapsed the passage behind them,
trapping the paladin and the undead below.
But if the tunnel was collapsed, how did the
armor make it out?
“Go. I will hold them here.”

CALIDAN’S LAST STAND


Armor (any heavy armor), rare (requires
attunement)
School of Magic: Abjuration, Enchantment
This plane-looking battered armor is scored
with deep cuts. When you are reduced to
below half your maximum hit points while
wearing this armor, you gain the following
benefits:
• You are immune to spells and effects that
would force you to move against your will.
• You are immune to the frightened and
charmed conditions.

10
CANOPIC JAR A specter (1 charge), will-o-wisp (2
charges), or ghost (3 charges).
Wondrous item, uncommon
The summoned creature is friendly to you
School of Magic: Necromancy and your allies, and takes its turn
This lavishly decorated casket is, grotesquely, immediately after yours. It can be verbally
intended for the storage of excised organs of commanded with a bonus action, which it
humanoids. The jar may be dedicated to a follows to the best of its ability. If you issue
god of death, and is used both by cultures no command to the creature, it hunts down
who revere and abhor the undead. and attacks the nearest creature it can see,
other than those it is friendly towards.
While always a grizzly practice, the use of a
canopic jar can hold immense advantages The summoned creature remains for 1
that can be used for good. If an organ from a hour or until it is reduced to 0 hit points or
humanoid creature that died no more than you use your action to close the casket again,
24 hours ago is placed within the jar, the at which point it vanishes back into the
body of that creature is permanently affected casket. If the creature successfully kills one or
by a gentle repose spell. Once the organ is more Medium or larger creatures, it can use
placed within the jar, it can only be opened its action to drain the fresh corpse of blood
by speaking the command to extend its summoned duration by 1 hour,
word, as determined by to a maximum of 8 hours.
whoever placed the You can only have the evil power manifest
organ inside. The jar as a single creature at a time. If you use the
is unbreakable and casket to manifest a new creature, it replaces
can only be the old one.
breached with a
wish spell if you do Cursed. When you expend a charge from the
not know the casket, you immediately take 10 (3d6) points
command word. of necrotic damage, and your maximum hit
points are reduced by the damage dealt. Your
“We live today, we shall live again. In hit point maximum remains reduced in this
many forms shall we return.”—ancient way for as long as a creature remains
death prayer summoned from the casket. If this damage
would reduce you to 0 hit points, your body
disintegrates into ash and your soul becomes
THE CASKET OF AMUN’KARR bound into the casket. Increasing the casket’s
Wondrous item, Very Rare maximum charges by 1.
School of Magic: Conjuration, Necromancy “In life I slaughtered hundreds, and in
unlife I ruled thousands. Who are you to
This gold-decorated steel casket contains the command me?”
ashen remains of the vampire lord Baron
Strauss Amun’Karr, forever sealed within the
chest’s warded interior.
The casket has three charges. It regains
1d3 expended charges daily at midnight. As
an action you can also pour three pints of
fresh blood into the casket to have it
immediately regain 1 charge.
As an action, you can open the casket,
speak its command word, and expend a
number of charges to call forth the late
vampire’s evil power, which manifests into
one of the following creatures:

11
CHALICE OF MISTS Lore. With a successful DC 20 Intelligence
(Arcana or History) check (backgrounds
Wondrous item, rare (requires attunement) associated with the Planes of Dread have
School of Magic: Conjuration, Necromancy advantage on this check) a character knows
This ancient bowl is the broken top of a once that this chalice marks one as a servant to the
beautiful chalice. While rimmed with gold Dark Power. It is used to communicate with
and studded with gems, the metal has their mortal thralls. The chalice itself was
dimmed and several stones are missing. Mist once a powerful holy relic shattered by the
constantly streams from the cup, swirling prince of nightwalkers, Duairceas Scáth. The
and dancing around the one who holds it. fragments of this chalice are now used to
While attuned to the chalice, you can see imprison the prince in the Planes of Dread.
through fog, mist, and other such weather “There are shadows and whispers in the
conditions without impairment. mist, and they call to me, beckoning.”
The chalice has 7 charges. While holding
it, you can expend some of its charges to cast CNÁMHARLACH, THE GRIM
one of the following spells from it (DC 15):
fog cloud (1 charge, fog created by this CARAPACE
chalice fills twice its normal area), misty step Armor (any heavy armor), rare (requires
(2 charges, double the distance), and gaseous attunement)
form (3 charges, double duration). School of Magic: Enchantment, Necromancy
The chalice regains 1 charge daily at dawn This macabre armor is wrought of bones and
while outside the Planes of Dread. While skulls seemingly sewn together by shadows.
within the domains of Ravenloft of the Dark When you attune to this armor, while
Powers, the chalice regains 1d6 charges daily wearing it your creature becomes undead in
at dawn. addition to your current creature type, and
Servant of the Mists. If you hold the you gain the following benefits:
chalice, you are immune to the exhaustion • You have advantage on saving throws
effect of the Mists but you can still become against disease and being poisoned, and
lost. In addition, the Dark Powers of the you have resistance to necrotic and
Domains of Dread can whisper advice or poison damage.
warning to you. However, such advice often
comes at a price, usually in the form of
services, such as hunting down certain
creatures or destroying specific information
pertaining to the Domains of Dread, the
Mists, the Dark Powers, or the powerful evil
trapped in these demiplanes.
While in service of the Dark
Powers, undead and
shapeshifters have
disadvantage on
attack rolls against
you and you have
advantage on
saving throws
against their
spells and
effects.

12
• You have advantage on death saving COUATL BOW
throws and on saving throws against any
effect that turns undead. Weapon (shortbow), uncommon (requires
attunement by a creature of non-evil
• You don’t need to eat, drink, or breathe, alignment)
and you don’t age. School of Magic: Conjuration
• You don’t need to sleep, and magic can’t The couatls are divine beings who follow the
put you to sleep. You can finish a long rest ancient commandments of their long
in 4 hours if you spend those hours in an forgotten deity to protect certain realms of
inactive, motionless state, during which the multiverse. Alas, many such places have
you retain consciousness. fallen to the Dark Powers after their couatl
• As a bonus action or reaction to being protectors succumbed to their oppressive
attacked, you can become incorporeal for gloom. This bow is forged from the feathers
1 minute. While incorporeal, you can of one of these fallen couatls, allowing the
move through other creatures and objects brave protector to carry on their mission by
as if they were difficult terrain. You take 5 guiding the arrows of a worthy adventurer.
(1d10) force damage if you end your turn You gain a +1 bonus to attack and damage
inside an object. In addition, you gain rolls made with this bow, and you do not
resistance to bludgeoning, piercing, and have disadvantage when attacking at the
slashing damage from nonmagical attacks, weapon’s long range.
and you are immune to the restrained
condition. Once used, this property can’t The couatl bow has 3 charges. You can
be used again until the next dawn. expend one charge to make a special ranged
attack with a range of 60 feet. You attack as if
Curse. This armor is cursed, and becoming shooting the bow as usual, but instead of
attuned to the armor extends the curse to shooting an arrow you shoot the bow itself at
you. Until the curse is broken with remove the target. The bow uncoils and transforms
curse or similar magic, you are unwilling to into the sinuous shape of a spectral couatl.
part with the armor, wearing it at all times. On a hit, the bow wraps itself around the
You have disadvantage on attack rolls and target and the target is grappled by the bow
saving throws against undead with an (escape DC 13). Until this grapple ends, the
Intelligence score of 10 or higher. In target is restrained. When the
addition, you cannot attack such an undead target escapes the grapple or
unless you pass DC 15 Wisdom saving throw. when you command the bow
Lore. With a successful DC 20 Intelligence to end the grapple as a bonus
(Arcana or History) check (necromancers, action, the bow transforms back
death domain clerics, and those with a into its usual form. On a miss or
background related to undead such as the when the grapple ends, the bow
haunted one gain advantage on this check) a flies back to your hand in couatl
character recollects that this eerie armor was form if you are still on the same
crafted by the lich known as the Sable Queen plane of existence.
as a gift to a fallen paladin named Lady The couatl bow regains all
Elsbeth who sought immortality through expended charges daily at dawn.
undeath. Bound within the armor is the
lich’s will to ensure her servants could never “A light touch, on that bow. Do
betray her so she wouldn’t suffer the fate of not grasp it too tightly—you may
Vecna and Kas. find it grasps back.”—Yuril,
master ranger
“Merely being near this armor makes me feel
that I am losing myself.”

13
THE CRIMSON-HORNED THE CROW KING’S CROWN
CROWN Wondrous item, very rare (requires
Wondrous item, rare (requires attunement) attunement)
School of Magic: Enchantment School of Magic: Conjuration, Enchantment

Four blood-stained horns crown this red This golden-winged mask is decorated with a
helm, which smells strongly of copper and gilt effigy of a crow skull topped by a
salt. While wearing the helm, you are never glittering crown. The mask has 7 charges. It
unarmed. The horns are a magical melee regains 1d4 charges daily at dawn. The mask
weapon damage that you are proficient with grants you the ability to cast the speak with
that deals 1d10 piercing damage. When you animals and animal messenger spells at will,
use the Attack action to make a melee attack but you can target only corvids with them.
or when you use the Dash action, you can Crow Swarm Form (3 charges). As a bonus
make a melee attack or attempt to shove a action or reaction when attacked, you
creature with the horns as a bonus action. In transform into a swarm of crows (treated as a
addition, if you reduce a hostile creature to 0 swarm of ravens, see the Monster Manual for
hit points that is not a construct or an statistics) for 1 hour. You retain your
undead with the horns, you gain 10 Intelligence, Wisdom, Charisma, and
temporary hit points. While you have languages. The form ends early if you are
temporary hit points, your speed increases by reduced to 0 hit points or when you end it as
10 feet and you have advantage on Strength a bonus action.
and Constitution-based ability checks and
saving throws. Call Crows (1 charge). As an action, you
summon a swarm of crows (treated as a
Lore. With a successful DC 20 Intelligence swarm of ravens, see the Monster Manual for
(Arcana or History) check (fighters, paladins, statistics). The swarm is under your control
and those with a background related to war and acts on your initiative count after your
such as the knight and soldier gain advantage turn. The swarm remains for 10 minutes or
on this check) a character recalls that this until you dismiss it as a bonus action.
helm was worn by the merciless warlord
Kelthal Zod. The warrior who would become Lore. With a successful DC 22 Intelligence
this dread butcher was a farmer whose family (Arcana or History) check (warlocks and
was slaughtered in a border dispute between those with a background related to research
the lord of the land he lived on and a such as the scholar gain advantage on this
neighbor, a dispute that had nothing to do check) a character recalls that this mask was,
with him or his family. Grief-stricken, the indeed, the magical crown of a Feywild
farmer beseeched aid from anything that prince calling himself the Crow King. This
would listen, and Baphomet answered, so-called king ventured into the Shadowfell
granting him this helm. to speak with the Raven
Queen and never returned.
“To don this
crown is to bear “When I dream, I dream
the weight of of the sky, of black
murder.” feathers and flying.”

14
CUIRASS OF THE TEMPLAR DEATH MASK
Armor (studded leather), rarity varies Wondrous item, uncommon
School of Magic: Enchantment School of Magic: Enchantment
These cuirasses of hardened leather are A crude plaster cast mask that looks like your
studded with silver and imbued with own face. You gain a +2 bonus to Charisma-
protective magic. They grant their wearers based ability checks that involve looking,
with additional protection against certain sounding, or acting undead. If you roll a 1 on
denizens of evil that would threaten the lives the d20 when attempting a Charisma-based
of mortal men and women. Often, the studs ability check while
and rivets will be patterned with religious wearing this mask, you
iconography, but not always. convince yourself that
you are dead for the
While wearing this armor, anytime a next minute.
creature with resistance or immunity to
bludgeoning, piercing, or slashing damage “A mask of my own face
from nonmagical attacks that aren’t silvered - I’d wear that.”
makes a melee attack against you, that attack
has disadvantage.
DECANTER OF FAILING
While a cuirass of the templar usually
only has the basic magical enhancements REMINISCENCE
needed to keep certain evils at bay Wondrous item, uncommon
(uncommon), some of them are woven with Schools of Magic: Enchantment
much stronger enchantments, which grant a
+1 (very rare), or +2 (legendary) bonus to This elaborate decanter consists of a silver
your AC. goblet that sits below a dragonic sculpture.
Drops fall from the dragon’s mouth, filling
“The warriors, so quick and nymble; the goblet with an equally silvery and misty
Upon their chest, a holy symbol. liquid. The concoction was designed for
conversations that need to be had, but are
The beast, he felt the hunger pangs, best forgotten. When a creature drinks from
But could not pierce them with his fangs.” the decanter, they permanently forget all
memory of events that took place in the last
- The Templar’s Folly, The Trials of the 10 minutes.
Chosen
The memories are stored within the decanter,
allowing you to revisit any stolen memory as
a 10-minute ritual. The decanter magicly
refills the goblet once every four hours. As a
protective measure, a creature takes 4d10
psychic damage each time it attempts to recall
the memories forgotten, but takes this
damage no more than once each day. A
remove curse or greater restoration
spell cast on an affected creature
restores the target's true memory.
“Within Bluetspur where your
memories are a feast for
aberrations, sometimes it is
better to forget or just never
remember.” - Tomas
Vindlebre, Bluetspur
survivor

15
ENSNARING MIRROR “To risk seven years of such bad luck,
Wondrous item, rarity varies To see your amor no longer stuck.
Schools of Magic: Enchantment Cast it down and hear the clatter;
The mirror then, it will shatter.”
At some point in time, many spellcasters or
artificers of some renown attempted to make - Dream of the Blue Veil, The Trials of the
smaller portable versions of the infamous Chosen
mirror of life trapping. These hand mirrors
are the fruits of their labors. Somewhat of a
rare oddity due to their propensity to shatter THE FORBIDDEN KEY OF
after a time. NEFERKAMIN
When a creature looks into one of these glass Weapon (dagger), very rare
hand mirrors, it must succeed on a DC 14
Charisma saving throw or become trapped in School of Magic: Transmutation
the mirror, along with anything it is wearing You gain a +1 bonus to attack and damage
or carrying, for an amount of time depending rolls with this magic weapon, which shudders
on the mirror’s rarity. slightly when a hidden door is nearby.
As a bonus action, you can hold up the The dagger doubles as a set of Thieves’
mirror until the start of your next turn. tools, and can be used to attempt to unlock
Unless surprised, a creature can avert its eyes any door, be it magical or otherwise. If
to avoid the saving throw at the start of its attempting to use the dagger to unlock a
turn. If the creature does so, it can't see you door with no keyhole or means of access,
or the mirror until the start of its next turn, such as the door created by the
when it can avert its eyes again. If the creature Mordenkainen’s magnificent mansion spell,
looks at you, and subsequently the mirror in the dagger creates one. The DC to unlock a
the meantime, it must immediately make the door depends on the door’s concealment and
save. When the time runs out, the mirror strength of magic.
shatters and the trapped creature appears in
the nearest unoccupied space. Intentionally • Ordinary doors: DC 10
breaking the mirror will also release the
creature trapped inside it. While a creature is • Doors warded by magic of
trapped in a mirror, you can see them inside 3rd-level or lower, or hidden
the reflection. by nonmagical means: DC
16
Mirror Rarity Table • Doors generated by spells
or hidden by magic of 4th-
Common 13 Minutes level - 6th level: DC 20

Uncommon 13 Days • Doors warded by magic of


7th-level or higher: DC 25
Rare 13 Months • Doors warded or hidden by
ancient spells or extraplanar
Very Rare 13 Years entities, gods or divine
beings: DC 30
“Beware the unlocked door, for
Casting the dispel magic or remove curse it yearns to be opened by a foolish
spell on the mirror with a creature trapped hand”.
inside will release the trapped creature - the
mirror has a 50% chance of shattering if the
captive creature is released this way.

16
GERTRUDA’S GHOSTLY animates and moves as if worn by a real
human being. The spirit never manifests
GOWN visibly. The gown can remain animated for
Wondrous item, artifact up to 1 hour, and must rest for 24 hours
afterward before the spirit can be called upon
School of Magic: Conjuration again.
This ghostly gown is possessed by the ghost While animated, the gown has a flying speed
of Gertruda, a former bride of Strahd. She of 30 feet and can hover. The spirit cannot
met with an untimely end when Strahd got take any actions except Dash, Hide and
bored of her. Instead of departing, her Haunt (see below), and acts upon your verbal
innocent spirit entered one of the long commands on your turn (requiring no action
abandoned evening gowns at Castle from you). It cannot interact with any
Ravenloft. All she ever wanted was to be a objects, is immune to all damage, and is
princess, and now she lives that dream in immune to all conditions. If you do not give
eternal unlife. The Haunt save DC for any orders, it follows you as best it can but
Gertruda becomes 15. does not take any other actions.
Sentience. Gertruda has an Intelligence of Haunt. In addition to the standard actions it
10, a Wisdom of 8, and a Charisma of 15. She can take, the gown can take the Haunt action
has hearing and normal vision out to a range upon your verbal command. It spins around
of 30 feet. She can communicate in a thin in a hauntingly beautiful ballroom dance,
disembodied voice, but only when there are targets all creatures of its choice within 30
no more than two other creatures within 15 feet of itself, and you decide whether to
feet of her—due to her upbringing, she is charm or frighten them. If a target can see the
very shy. Otherwise, she can only utter small gown, it must make a DC 13 Wisdom saving
noises, like a tiny scoff or a coy giggle. She throw. On a failed save, the target is affected
speaks Common. by the chosen condition for 1 minute. The
Personality. Gertruda has an almost child- target can repeat the saving throw at the end
like purity. Her mother kept her locked away of its turn, if it does not have line of sight
for most of her life, so she only had her own with the gown, ending the effect early on a
dreams of life as a princess to keep her success.
company. She is well mannered, but naive. While frightened in this way, a target takes 3
Most of the time, she is gentle and attentive, (1d6) psychic damage at the start of its
but she can get affronted easily and is turn.
then prone to fretting. Usually,
however, these phases do not last While charmed in this way, you can
long. instruct the gown to cast command on
it on your turn; the gown can only cast
This finely made gown is worked one command spell per turn but
from flax-golden thread. The choose which of the charmed targets
long ruffles on its arms and the are affected, including all of them.
hem hanging to the ground sway
gently as it moves—completely of A target that succeeded on a saving
its own volition! It is possessed by throw against Haunt cannot be
a lonely spirit who comes out to affected by it for 24 hours.
play with the characters who own “The wind has the branches of
the gown if called upon, and trees / to play, it’s never lonely—
does their bidding. yes! / I must swing alone in
When inactive, the ghostly the breeze / when I dance
gown is like any other at night in my dress!”—
mundane dress. When you Barovian children’s rhyme
gently call for the spirit to come
out and play, as a bonus action, it

17
GRAVELORD’S ARMOR GRAVELORD’S HELM
Armor (breastplate), very rare (requires Helm, very rare (requires attunement)
attunement) Schools of Magic: Necromancy
Schools of Magic: Abjuration
This skull-shaped helm allows you to raise
This skull-adorned armor is imbued with the undead minions to aid you. This helm has 3
power of undeath. Those who wear this plate charges. You can expend a charge to cast the
are connected to the undead that linger in the animate dead spell. The helm regains 1d4 -
world. While wearing this armor, you gain 1 charges each dawn.
resistance to necrotic damage.
Gravelord’s Set. If you are attuned to
Gravelord’s Set. If you are attuned to the the Gravelord’s Armor or Gravelord’s Blade,
Gravelord’s Helm or Gravelord’s Blade, you any undead created by your animate dead can
gain +2 to your armor class. If you are add your proficiency bonus to their attack
attuned to both the Gravelord’s Helm and and damage rolls. If you are attuned to both
the Gravelord’s Blade you gain immunity to the Gravelord’s Armor and the Gravelord’s
necrotic damage. Blade, any attacks made against you by
undead creatures have disadvantage.
“By his body, we live eternal.”
“By his mind, our thoughts are focused.”
GRAVELORD’S BLADE
Weapon (longsword), very rare, Gravelord’s Curse. Upon attuning to all
(requires attunement) three items of the Gravelord’s set, you are
Schools of Magic: Enchantment, immediately killed. You return to life after 1
Necromancy minute as a revenant with the following
traits.
This blade is forged of
ancient bones, imbued • You no longer require food or sleep.
with the power of the • You regain 1 hit point at the start of each
grave. You gain a +1 bonus to of your turns.
attack and damage rolls made
with this weapon. Whenever
you hit a creature with this
weapon that is not a construct
or an undead, you deal an
additional 1d6 necrotic
damage and gain that number
of temporary hit points.
Gravelord’s Set. If you are
attuned to the Gravelord’s
Armor or Gravelord’s Helm,
you gain +2 to attack and
damage rolls, instead of +1. If
you are attuned to both the Gravelord’s
Armor and the Gravelord’s Helm, you gain
+3 to attack and damage rolls, instead of +1.
“By his blade, our enemies will fall.”

18
GLITTERING BLADE OF If targeting yourself, your movement speed
becomes 0, you can’t benefit from any bonus
THE BARDS to your speed, and you have disadvantage on
Weapon (shortsword or rapier), rare Dexterity saving throws until the end of your
(requires attunement by a next turn. However, any melee attack you
bard) make with the greataxe while bound by roots
School of Magic: Enchantment deals +10 damage.
While you remain attuned to this “And from his blood, he tainted not just the
glimmering magical sword, it grants soil, but the roots and vines alike. Gulthias’
you an additional 2 uses of your legacy lives on in blights, just as it lives on in
Bardic Inspiration, and increases the that mournful greataxe you wield.” -
maximum number of uses available Druidic remarks on the Greataxe of the
by 2. Blighted
Additionally, the weapon can be
used as a spellcasting focus for your HEART- REAVER
bard spells. Weapon (greatsword), very rare
“Someone once said the greatest (requires attunement)
weapon of war was the pen of a ruler. Schools of Magic: Necromancy
Clearly they were mistaken.”
This crimson greatsword is fueled
by the blood of its fallen enemies.
GREATAXE OF THE You gain a +2 bonus to
attack and damage rolls
BLIGHTED made with this weapon.
Weapon (greataxe), rare (requires On a successful hit you
attunement) deal an additional 1d6
Schools of Magic: Necromancy necrotic damage. Whenever
you reduce a creature that is
This oddity of a weapon not a construct or an undead
appears like an ancient to 0 hit points, you can use
axe-head with a gnarled your reaction to drain the
root of a handle. You gain a blood from the creature. When
+1 bonus to attack and you do so, you immediately
damage rolls made with this regain 1d10 + 5 hit points.
magic axe.
“Do you hear it’s beating
As a bonus action, you can heart? Can you sense it’s
extend roots towards a growing hunger?”
creature within 15 feet or
yourself. The target must
make a DC 15 Dexterity
saving throw or become
grappled by you (escape DC
15). Until the grapple ends, on
your subsequent turns you can
use your bonus action to deal
1d6 bludgeoning damage to
the rooted creature. Only one
creature may be rooted at a
time; if you use this feature against a creature
while another creature is already rooted, the
first rooted creature is freed.

19
HELM OF VAEL AMSGRAF Sentience. Vael Amsgraf is a sentient lawful
evil helmet with an Intelligence of 12, a
Armor (helmet), artifact (requires Wisdom of 14, and a Charisma of 18. He has
attunement) hearing and darkvision out to a range of 120
School of Magic: Enchantment feet. He is proficient with the History (+3),
Not much is known about Vael Amsgraf, or Insight (+4) and Perception (+4) skills, as
how he came to be just an empty helmet. But well as with the Dragonchess gaming set. He
the story he will tell is that he had left his wife has a solid understanding of military tactics
and child behind some time in the past to and strategy, knowing much about the great
fight in a war and lost his life in the process. battles of the past and how to decipher a foe's
He longs to return to his wife and child but tactics. His passive Perception is 14.Vael
knows not how to get back home or how Amsgraf communicates telepathically with
long he has been like this. his wearer, and can speak, read, and
understand Common, Elven, and Dwarven.
If a character is attuned to the helmet,
and Vael considers that creature an ally, that Personality. Vael Amsgraf is quite selfish in
creature has advantage on melee attack rolls prioritizing his goals and desire to be reunited
against creatures with an AC lower than with his wife and child again at all costs. He
Vael’s passive Perception if they are wearing cares little for the lives of others and someone
the helmet. only has value to him if they are helping him
to accomplish his goals. He will not remain
While not being worn, Vael has a fly speed long with any group of people not trying to
of 30 feet, glowing red lights appear where his help him get home - at least not willingly.
eyes should be, and can innately cast the
spells chill touch and mage hand at will, “You know that knyght is likely dead;
Charisma is the spellcasting modifier for But he might help you get ahead.
these spells (+4).
Keep him with you if you dare;
Additionally, Vael can possess a suit of And avoid the red of his glare.”
plate armor granting it the stats of animated
armor except with Vael’s own mental - Heartless and Homeward, The Trials of the
abilities. While thusly possessing armor, Vael Chosen
can easily wield weapons or shields, as he is
proficient with them. Vael is also fully
capable of riding a horse, although living
horses are uneasy if he is within 5 feet of
them, needing a DC 13 Wisdom (Animal
Handling) check performed by a living
creature to calm it down enough for him to
mount it.
Vael can cast animate dead as a 1st-level
spell once per day, but can only gain control
of undead with it. However, with this spell
he can gain control of any zombie or skeleton
that isn’t being controlled by another.
If Vael is the target of the dispel magic or
remove curse spell, then he goes into a state
of torpor until someone dons the helmet and
attunes to it.

20
HOURGLASS OF GRAVE DIRT HUNTER’S HEADDRESS OF THE
Wondrous item, legendary DEEP FOREST
School of Magic: Dunamancy, Necromancy Wondrous item, rare (requires attunement
An ornate dark metal hourglass with pure by a barbarian, druid, or ranger)
white sand inside. As an action you can flip School of Magic: Divination
the hourglass to manipulate the life forces of
creatures around you. For the next minute, This gnarly piece of leather headwear is
any time a creature within 30 adorned with the antlers of a young peryton.
feet of the hourglass would Anyone donning the headdress while attuned
gain hit points, it instead to it sees the world with a hunter’s eyes, like
loses that many hit the fierce peryton.
points, and any time While wearing the headdress, you have
a creature in range advantage on all perception checks that rely
would lose hit on sight or smell. In addition, you gain
points, it instead darkvision out to a
gains that many hit range of 120 feet if
points. Once this you don’t already
item has been used, have it, and you do
the sand in the not have
hourglass turns a disadvantage when
midnight black, and using ranged weapons
it can’t be used again at long range. Also, you
until the next dawn, at gain proficiency in the
which point the sand Stealth skill if you don’t
turns white again. already have it, and you
“Let the falling sand remind you of the dust double your proficiency
to which everything will one day decay.” bonus for that skill.
You can use a bonus action to mark a
creature you can see within 120 feet of you as
HUNTER’S BREASTPLATE your prey. As long as the target remains on
Armor (breastplate), rare the same plane of existence as you, you always
know its direction and if you are within 500
This breastplate was designed for mobility feet of it or not. While you have line of sight
and defenses against undead. While wearing with your target, all of your attacks against it
this breastplate any bite attack made against have advantage, but you cannot attack any
you by an undead creature has disadvantage. other targets, as you are compelled to hunt
If an undead scores a critical hit against you, down your prey. You can only have one target
you can use your reaction to change the marked in this way and lose the connection
attack to a normal hit. to your current target if you mark a new one.
“Listen, if the difference You can also end this effect as a bonus action.
between me getting Once you have marked a creature as prey or
my blood sucked is eliminated a creature marked in this way, you
this ‘stupid cannot mark another target until you
looking armor’ complete a long rest.
then I’ll look “Man hunts to live. The wolf lives to
stupid and keep hunt.”—Barovian saying
my blood where it
belongs.”

21
LACHRYMATORY VIAL LONG ARM OF THE LAW
Potion, uncommon Weapon (any thrown), common or uncommon
School of Magic: Enchantment (requires attunement by a paladin)
School of Magic: Enchantment
A simple long glass-blown vial contains tears
from those having lived horrific events. These thrown weapons, usually spears or
When you drink this potion, you gain javelins, are crafted and imbued with sacred
advantage on any Intelligence power in such a way as to allow the
(History) checks for the next channeling of holy power. A paladin that
hour. The vial contains 5 uses. makes an attack using a long arm of the law
can channel their ability to smite into the
“Tears cried by those who attack (including both the Divine Smite
have witnessed true feature and smite spells such as branding
horror.” smite) despite it being a ranged attack.
These weapons come in two
LIFE-HUNT SCYTHE different varieties, the
Weapon (halberd), legendary (requires common variety that are
attunement) destroyed after they are
School of Magic: Necromancy used to smite a foe, and
an uncommon variety
This dark metal scythe glows with a yellow that after being used to
light when battle begins. You gain a +2 bonus deliver a smite, cannot be
to attack and damage rolls made with this used to deliver a smite
weapon. On a successful hit the target again until the next dawn.
creature takes an additional 1d10 necrotic
damage and its maximum hit points are “She raised her hand into
reduced by that much. When you kill a the sky;
creature with this weapon you immediately With awesome force, let
regain 2 hit dice, and can use your reaction to the javelyn fly.
immediately expend a hit die to regain his
points in the same manner as taking a short The grinning dhampyr,
rest. about to bite;
“I hear the whispers of the fallen… When I Was slayn with a terrible
sleep at night I hear them. They are not smyte.”
gone… the blade has them now.” - The Paladyn and the
Dhampyr Knave, The
Trials of the
Chosen

22
LOVER’S EYE As an action, you can don these shackles.
While wearing the shackles, you cannot use
Wondrous item, uncommon (requires any two-handed ranged weapons and you can
attunement by two creatures) effectively wield either a single one-handed
Schools of Magic: Divination weapon or a two-handed melee weapon. If
A set of two bronze brooches surrounded by you wield two one-handed weapons or a one-
pearls, each shows a painterly version of the handed weapon and a shield, you have
other person's eye. The brooches are attuned disadvantage on all attacks.
to each other and their wearers. While worn, As a bonus action, you can insert the nails
you can sense the precise location of the into your own wrists. You immediately take
other wearer within 120 feet of you. Provided 2d4 piercing damage. As the ecstasy of pain
the other wearer is willing, as an action, you rushes through you, Loviatar grants you
can see through the other wearer’s eyes, and impunity against the lesser sufferings of this
hear what they hear until the start of your world. You gain resistance to non-magical
next turn, gaining the benefits of any special bludgeoning, piercing and slashing damage,
senses the other wearer has. During this time and you become immune to being frightened
your senses are dulled and you are blind to and charmed. If you are already frightened or
your surroundings. charmed, the effect immediately ends, as the
“I only have eyes for you, you only have my pain flushes these sensations from your mind.
eyes.” In addition, you have advantage on Wisdom
and Charisma saving throws for as long as the
effect persists. The effect lasts for 1 minute,
and you must complete a short or long rest
before you can benefit from this effect again.
“Thank you for your kiss, mistress. I will pass
it on, as you ask.”—from a prayer to Loviatar

LOVIATAR’S SHACKLES OF
PAIN
Wondrous item, rare (requires attunement)
Abjuration, transmutation
These heavy iron shackles are stained with
rust—or is it blood? The small kindness that
they are padded with leather around the
wrists is offset by one long iron nail that can
be inserted into the wrist through each
shackle. This item is not intended for the
torture of prisoners however, oh no—it is an
implement of worship dedicated to Loviatar,
the goddess of pain. Her devout shackle
themselves, and insert the iron thorn into
their wrists, to demonstrate their faith—and
Loviatar, being a merciful goddess, rewards
them.

23
MACE OF DIVINE BEARING MAGICIAN’S MIRROR
Weapon (mace), rare Wondrous item, rare (requires attunement
Schools of Magic: Conjuration, Evocation by a spellcaster)
Schools of Magic: Abjuration, Conjuration
This mace is forged from a repurposed
religious censer placed on the end of a maul’s You can use this hand mirror as a spell focus
handle. As an action, you can throw the mace for any spell if you are an illusionist wizard,
to a point within 30 feet of you and speak a or, if you are not an illusionist, you can use it
command word. Ball bearings ping from the as a spell focus for any illusion spell.
mace, covering a square area that is 10 feet on
a side. A creature moving across the covered The mirror has 7 charges. While holding
area must succeed on a DC 10 Dexterity it, you can use an action to expend 1 or more
saving throw or fall prone. A creature moving of its charges to cast one of the following
through the area at half speed doesn't need to spells from it, using your spell save DC: fog
make the save. cloud (1 charge per level), silent image (1
charge), mirror image (2 charges), misty step
In addition, the ball bearings uncork a (2 charges), major illusion (3 charges, or 6 to
thin cloud of incense which emerges from cast at 6th-level).
the mace to cover the same 10 foot cube for 1
minute. Each creature that starts its turn in The mirror regains 1d6 + 1 expended
the incense must succeed on a DC 14 charges daily at dawn. If you expend the last
Constitution saving throw or take 1d8 charge, roll a d20. On a 1, the mirror shatters,
radiant damage. The damage increased by then disappears in a puff of smoke, leaving
1d8 if the target is an undead or a fiend. This you paranoid about having seven years of bad
property can’t be used again until the next luck.
dawn. “Smoke and mirrors! The rabble said;
“Such divine incense held within a meager Pulled a rabbit from the hat on her head.
and crude container. A subtle She showed them all a different spell,
teaching of the Morninglord. His
light shines through us all, And news of her talents, they did tell.”
enshrouds our senses like - The Magician’s Apprentice, The Trials of
incense but occasionally the Chosen
darkness must be
bludgeoned aside.” - The
Abbot of Saint Markovia

24
MANTLE OF SHADOW Mind. If you selected “mind” when you
attuned to the cloak, while in darkness or
Wondrous item, legendary (requires dim light, you can spend 1 charge when you
attunement) cast a spell of 1st level or higher, to increase
School of Magic. Enchantment the level of the spell cast by one, without
These cloaks were supposedly made by a expending a higher level spell slot to do so.
powerful wizard for their most trusted This cloak regainst 1d6+1 charges daily at
assassins long ago, though very few of them dawn.
remain, after the assassins turned on the
wizard and many of the cloaks were destroyed Curse. While the mantle of shadow
in the betrayal. Those that survive to this day grants one powers while in the dark, you
are either lost to forgotten treasure hoards or become weaker while in bright light and
are closely-guarded secrets. sunlight. If you selected “body” when you
attuned to this item, while in bright light,
When you attune to this cloak, which can your attacks have disadvantage. If you
only be done at midnight, you must choose selected “mind,” while in bright light, you
body or mind, this choice cannot be changed must either spend a spell slot one level higher
unless you unattune from the cloak and than the spell you are trying to cast, or have
attune to it again. The cloak has up to 7 the spell cast one level lower than you are
charges. While wearing the cloak you can see trying to cast it (this cannot be chosen when
normally in darkness, both magical and casting a spell at its base level). While you are
nonmagical, to a distance of 120 feet. in bright light you cannot receive any magical
Body. If you selected “body” when you healing. Additionally, while attuned to the
attuned to the cloak, while in darkness or cloak, if your skin is exposed to sunlight you
dim light, you can spend 1 charge when you take 10 radiant damage at the start of your
make your first attack during a round to gain turn, that cannot be reduced or prevented by
advantage on that attack. any means short of a wish spell.

“Gird yourself with the dark of nyght,


And stalk your prey just out of spyte.
And with the dawning of the day,
You and your hatred will go away.”
- Dawn, The Trials of the Chosen

25
MEATLOVER’S FORK Meteoric Spell Table
Wondrous item, uncommon
School of Magic: Enchantment d6 Effect Appearance
This strange copper fork’s battered faerie fire appears as an
appearance suggests it has changed ever-shimmering stardust,
hands many times, and for now finds 1 Faerie Fire from outside of its effect the
itself in your possession. When you use (1st-Level) area appears to be a
the fork to consume a meal, upon sta�onary yet perpetually
falling meteor.
finishing it, you immediately gain
temporary hit points equal to the chroma�c orb takes the
number rolled on one of your Hit Die. Chroma�c appearance of a comet, the
2 Orb (1st- tail taking the colour and
Cursed. Evil hag magic permeates Level) characteris�cs of the
through the fork, cursing those who damage type.
eat from it with a lust for living meat.
At the beginning of every new dawn, a Flaming flaming sphere takes the
creature that has eaten a meal using the 3 form of a meteor that has
Sphere (2nd- just impacted, s�ll glowing
fork within the last week must make a Level) bright a�er entry.
DC 11 Wisdom saving throw. On a
successful save, the creature feels slightly ill, Melf’s minute meteors
but suffers no other effects. On a failure, the Melf’s Minute appear as several small
4 Meteors (3rd-
creature becomes compelled to consume the Level) meteors, star�ng as far
flesh from the next corpse it passes by. If a away shoo�ng stars.
creature fails three or more of these saving Destruc�ve wave appears
throws in a single month, it is magically as a meteors impact
transformed into a ghoul on the dawn of the centering on you. Plumes of
day after its third failed save, and is hostile to Destruc�ve
Wave (5th- shockwave,appear
starry fire as the
5
all creatures. The transformation can be Level) though this is
lifted by remove curse, greater restoration, or only illusionary and doesn’t
similar magic. The creature also reverts back burn or obstruct any
creature's view.
to its original form when it dies.
“Deary me, just look at you! All skin and Meteor swarm appears as a
Meteor
mile-wide comet, spli�ng
bones, you are. Come, try the meat. I 6 Swarm (9th- into several smaller chunks
assure you - it’s much better raw.” Level) before making contact.

METEORIC BRACER “You may be well traveled, but this bracer has
seen ice, rock, and stars far beyond your
Wondrous Item, very rare (requires comprehension.”
attunement outdoors at night)
School of Magic: Evocation
A bracer of pure meteorite covered in pockets
of crystals that glow with imbued magical
energy. As an action, while you are exposed
to the sky, you can channel the bracer’s
energy to cast spells that draw power from
the stars. Roll 1d6 and consult the Meteoric
Magic table for which spell is cast and at what
level. Once a spell is cast, the bracer loses its
glow and can’t be used again until dusk.

26
THE MIGHTIEST QUILL MIRROR OF INVERSE
Weapon (shortsword), very rare (requires REFLECTION
attunement) Wondrous item, uncommon (dressing mirror),
Schools of Magic: Conjuration, Enchantment rare (hand mirror)
To the uneducated, they would call the Schools of Magic: Divination
Mightiest Quill a blade in the shape of a These mirrors can either come as hand
feather. While it is sharp, the danger lies in mirrors or as dressing mirrors; they are
the mind of who holds the quill-shaped favored by vampires with vanity, as they are
sword, because after all; the quill is mightier capable of showing the reflection of soulless
than the sword. While attuned to this beings and spirits as they were in life.
weapon, you gain the following benefits:
A mirror of inverse reflection shows only
You gain a +2 bonus to attack and the reflections of undead, and constructs.
damage rolls made with this magic sword. Additionally it shows the reflections of
As a bonus action, you can summon forth incorporeal undead as they appeared when
a spectral quill and ink pot to dictate to. It alive, and it shows the reflections of
lasts for up to an hour, transcribing your vampires. The mirror does not show
every word down on any paper provided. If reflections of most normal living creatures,
the purpose is to entertain or persuade, you unless those creatures are on the ethereal
have advantage on any corresponding plane or the border ethereal.
Charisma (Persuasion or Performance)
checks. “You cannot see the bloodless dead;
In mirror universe they dare not tread.
When you successfully hit a creature with
an attack made with this weapon, you can And then one day they smile back;
make a Charisma or Intelligence check And give you quite the heart attack.”
contested by your target’s Charisma or
Intelligence check (your choice). If - The Dunwich Comedy, The Trials of the
successful, you deal an additional Chosen
number of d4 psychic damage equal
to the difference between your
results divided by two (rounded MIRROR OF PROJECTION
down). Once you use this ability, Wondrous item, rarity varies (requires
it can’t be used again until the attunement)
next dawn. Schools of Magic: Abjuration
“For the endless debate of This enchanted mirror is favored by people
what is mightier; the pen or fearful that interactions with some people
the sword. This weapon will go poorly about without apt witnesses or
certainly adds a unique by people who wish to remember important
crinkle.” - Unnamed events. These mirrors can contain specific
bard reflections indefinitely or until another
reflection is recorded and replaces the
previous record.
When a command word is spoken by the
attuned character, this mirror records
everything that is reflected on its surface for
up to 13 minutes. The recording is only
visual, as a reflection can hold no sound. The
mirror can still record things if it has some
cracks but has not shattered, but the amount
of time it can record is reduced to 7 minutes.

27
When the command word is spoken, the When you hit a creature with
mirror deletes the previously recorded this weapon, you can expend one
reflection and replaces it with the reflection it charge to deal an additional 2d8
is currently recording. radiant damage to the target, in
addition to the weapon's damage.
When a second command word is spoken The damage increases by 1d8 if the
by anyone the mirror will play back the target is a fiend, undead, or a
recorded reflection. Some of these mirrors shapeshifter. Additionally, when
show the recorded reflection in the glass, you hit a creature with this weapon,
while others can project an illusion to make it if it is not in its natural form, it must
easier for many people to view the reflection. succeed at a DC 13 Charisma saving
If the mirror is cracked and it is the type that throw or revert to its natural form.
projects an illusion instead of just the A creature can choose to fail this
reflection, the projected reflection will appear save.
broken in places matching the mirror’s
cracks. "When the moon is new, its power
lacks;
Mirror Rarity Table Bolt the door, lest he attacks.
Dressing When the moon is full, its power
Uncommon Rare high;
Mirror
Hand Mirror Rare Very Rare Smyte the wolf and he shall die."
- Tale of the Moonslicer, Trials of the Chosen
“He saw himself in the looking glass;
Horrific behavior, and totally crass. MUMMY BROWN PAINT SET
Upon his family he brought much shame; Wondrous item, very rare
No longer to seek glory and fame.” Schools of Magic: Conjuration
A paint set made from natural sources,
including flowers, bones, and mummified
MOONSLICER flesh, its palette is made from slowly rotting
Weapon (any slashing weapon), rare wood. These pigments are made from
Schools of Magic: Abjuration ground-up mummified remains as a base, a
process of disdainful disrespect which can
These weapons were said to be blessed by the trap a spirit within the pigment. When you
moon to fight against creatures that hunt in use this paint set, your hands are magically
the night. Supposedly, if you begin crafting a guided for one hour to paint the face of the
blade during the waxing crescent phase of the dead individual whose mummified corpse
moon and finish on the night of a full moon, was ground up to produce the pigment. The
then the weapon might be blessed in such a painting perfectly depicts their face when
manner. they were alive, with a background that
This weapon has a number of charges depicts their homeland as it was when they
determined by the current phase of the were alive with the same accuracy.
moon: during a full moon it has 4 charges, When finished, the face on the
during a gibbous phase it has 3 charges, painting is inhabited by the spirit of the
during a quarter phase it has 2 charges, depicted individual. The face becomes
during a crescent phase it has 1 charge, and animated as if it were alive. While a painting
during the new moon it has none. is inhabited by the spirit, it can speak audibly
through the painting (the spirit can only
speak, read and understand the languages it
knew in life), and has hearing and darkvision
out to a range of 60 feet.
28
The block of pigment contains enough for 5 Sample Spirit: Shak-amen
paintings. While two or more paintings have
been completed, the spirit can inhabit each When the ancient warlord Shak-amen was
one at will. Whenever one painting is murdered by a close advisor at the height of
inhabited by the spirit, their face is missing their power, they were given an extravagant
from all other paintings. burial, and an empire mourned. As their
body was embalmed and interred in a
Personality. The spirit can be of any monumental tomb, surrounded by lavish
alignment, and has motivations of its own grave goods and the wealth of their
(often to take revenge on those who conquests, their rage at their betrayer
desecrated its corpse, or their descendants). It lingered, halting Shak-Amen’s passage to the
may cooperate with the creator of the afterlife.
painting, and is able to answer questions
about how their world was during their After millenia had passed, Shak-amen’s rage
lifetime. was unable to stop the eventual exhumation
and desecration of their tomb, the theft of
Cursed. If the spirit trapped within the their opulent grave goods, and the final,
painting is malevolent, when a creature crushing indignity of their anointed body
touches the painting that the spirit is being ground into a paste to create artworks.
inhabiting, the spirit may attempt to swap The spirit of Shak-amen trapped within the
places with it, trapping the creature in the paint has refocused millenia of rage on this
painting while the spirit becomes free. A ultimate act of posthumous humiliation.
creature must succeed on a DC 15 Charisma
saving throw or be trapped in the painting, Personality. Shak-amen’s heated anger has
releasing the spirit in the process. A creature simmered in limbo for many hundreds of
trapped inside the painting is trapped in an years, to a deeply embedded cruelty. They
extradimensional space that resembles the show no mercy in their actions, opting for
background of the painting. While trapped quick and precise actions and reactions,
this way, a creature does not age, and does shown in their sharp mannerisms and
not require food, water, or sleep. If each of tendency towards shorter sentences. They
the paintings are destroyed, the creature care only for revenge on those who have
trapped within it appears at a random wronged them. They are very goal driven,
location in the astral plane. The remove curse with no regard for those who cower from
spell or similar magic frees a trapped creature, them or their goals. Shak-amen is lawful evil
but does not return the spirit to the painting. and uses the rules for a warlord if freed from
their painting.
The freed spirit assumes a mortal form,
typically a humanoid noble, reflecting their Goals. Shak-amen seeks to reclaim their
status in life to earn their elaborate burial. stolen grave goods, and wreak terrible
vengeance upon those who destroyed their
The involvement of player characters with body, including slaying the thieves and all of
this object, and subsequent action of freeing their descendants. Once their campaign of
a being from it could be used as a bigger vengeance is complete, they return to their
threat than is presented, whether as a short tomb, satisfied with their work, millennia of
interaction, or even a campaign BBEG. rage finally soothed after being unleashed on
what they see as a worthwhile target.
“Restorative history tells what words could
not. Please don’t
touch the artworks.” -
Van Richten

29
ORGAN GRINDER’S QUICKSILVER BODKINS
DYSKINESIA ACTUATOR Weapon (arrow), uncommon
Wondrous item, rare (requires attunement) Schools of Magic: Enchantment
Schools of Magic: Enchantment These unnaturally cold
This barrel is actually an automatic arrowheads are toxic to most
mechanical pneumatic organ designed to be creatures, melting into a
mobile enough to play its music in the street liquid on impact which is
when a crank is turned by an organ grinder. absorbed into the body at
This particular barrel organ is able to force normal body temperatures.
people to dance to its eerily haunting music if Furthermore, they are a
you will it to - purportedly the sadistic design terrific anathema to
of a mad artificer that fancied themself a creatures that are normally
master musician, they constructed the device only able to be harmed by
after people refused to dance to their music. silver. Usually found
The organ weighs 50 pounds and is worn unattached from arrows and
slung over the shoulder. thus needing to be attached
by a person who is both a
This item can have up to 21 charges. As an competent fletcher as well as
action, you can use the barrel organ to cast familiar with handling toxins. These weapons
Otto’s irresistible dance by turning the crank. are seen as quite a boon to those who hunt
Doing so expends a number of charges equal creatures of the night such as lycanthropes,
to the target creature’s intelligence score. The vampires, and devils.
spell doesn’t require concentration as
normal, instead, on rounds after the round A non-construct creature hit by an arrow
you’ve cast it, you can spend your bonus with a quicksilver bodkin must make a DC
action to continue grinding the crank, 13 Constitution saving throw, taking 2d10
keeping the music going. Using your bonus poison damage on a failed save, or half as
action in this way requires a free hand which much damage on a successful one.
is occupied with turning the crank until the Furthermore, if the affected creature is
start of your next turn. The organ regains either resistant or immune to bludgeoning,
1d20 charges daily at dawn. piercing, or slashing damage from
nonmagical attacks that aren’t silvered, then
“He turns the crank, you stamp your feet; it also takes an additional 4d10 radiant
The merryment, so bittersweet. damage on a failed save, or half as much on a
The laughter is replaced with tears; successful one.
His cackle, the source of all your fears.” Other types of ammunition heads of this
kind exist, such as quicksilver points for a
- Misery Makes Merryment, The Trials of the crossbow bolt or quicksilver bullets for a sling
Chosen that don’t even need special care to attach to
a shaft, though arrows are most common.
“The arrow pierced its monstrous heart,
The holy poison then did start;
To spread throughout the creature’s blood,
And leave it face-down in the mud.”
- Dealings With Devils, The Trials of the
Chosen

30
SACRIFICIAL SICKLE SCHOLAR’S PRISON
Weapon (sickle), rare (requires attunement Wondrous item, rare
by a druid) Schools of Magic: Abjuration, Necromancy
Schools of Magic: Necromancy
This polished glass orb often contains a
This sickle is crafted from solid silver, covered jarringly lifelike humanoid portrait, one that
in sacred druidic runes. The writing is faded looks around or appears to be screaming in
with age and illegible by now, so it remains anguish. You can use an action to trap the
unclear what god the weapon is dedicated to. soul of a deceased creature within the orb.
Its edge, however, gleams an entrancing blue Choose a corpse of a Medium or Small
at night, waxing and waning with the phases humanoid within 10 feet that died within the
of the moon. This hints at an original last hour. The creature must succeed on a
dedication to the moon goddess Selûne—or, DC 18 Wisdom saving throw or find their
perhaps, an older and more primordial soul trapped within the Scholar’s Prison. The
power? orb can only contain one trapped soul at a
time, attempting to trap another released the
You gain a +1 bonus to attack and first soul.
damage rolls made with this sickle. When you
kill a humanoid creature with this sickle, you The trapped soul retains its alignment,
immediately gain temporary hit points equal languages, proficiencies, Intelligence,
to the creature’s CR. Also, the sickle gains 1 Wisdom, and Charisma scores. You can use a
charge. bonus action to temporarily release the soul
for 10 minutes, during which you can
The sickle can store a maximum of 10 communicate with it freely. However, they
charges. You can use an action to draw the are under no compulsion to be assistive if you
stored energy into yourself while holding the are hostile to it or it recognizes you as an
sickle, or guide it into another willing enemy. Once every 30 days, the trapped soul
humanoid creature you touch. The target’s can make a DC 30 Intelligence (Arcana)
physical age is instantly reduced by a number check. On a success, the soul breaks free and
of years equal to the number of charges you destroys the orb.
expend. The target’s age cannot be reduced
beyond the point where it reached complete “Oh yes! Bartholomew was quite sharp
physical maturity (i.e. late teens or early 20s witted and decent company, such a shame he
for most humans). stepped out of place. Rather than waste his
mind, I put him in his rightful place. A
You can also use the sickle to cast raise prison of my design. He seems happier for it,
dead, without requiring material or at the very least I am.” - Duchess Saidra
components, by expending 10 charges. d’Honaire, Darklord of Dementlieu
“There is power in blood, all but forgotten
even by those who bathe in it on the
battlefield. I will show you…”—Cyrmil, mad
druid

31
SHARPENED EMISSARY OF THE Personality. The Emissary doesn’t represent
a single Dark Power, but instead all of them.
DARK POWERS The Dark Powers being malevolent vestiges
Weapon (any sword), legendary of dead gods, entities of pure evil. They
(requires attunement) attempt to garner control over the world of
Schools of Magic: All of them mortals with promises of power, all paid at a
high cost. The Emissary acts as a neutral
This ebon blade reflects no party, to guide and connect mortals to a
light, an entity of ephemeral suitable Dark Power. They are deceptive,
shadow and darkness. It manipulative, and sickly sweet, anything to
hovers above the ground and achieve their goal.
can never be sheathed,
instead it evaporates or “Within us all, we have a dark desire and
appears at the whims of its a yearning for power. I am the instrument,
wielder. You gain a +3 bonus to the cosmic bridge, the host to bring those in
attack and damage rolls made need into the hands of those who have.” -
with this magic weapon. Damage Emissary of the Dark Powers
dealt by this weapon cannot be
prevented by any means. In
addition, when you hit a creature SILVERED CURTAIN CALL
with this blade it must succeed on a Weapon (halberd), rare
DC 18 Constitution saving throw or Schools of Magic: Evocation
suffer an extra 2d8 necrotic damage.
This pristine silvered scythe
Dark Powers. The Sharpened Emissary of the remains as sharp as the day
Dark Powers has 7 charges and regains 1d4 it was forged. You gain a
+3 charges daily at dawn. While holding the +1 bonus to attack and
sword, you can use an action to expend any damage rolls made
number of charges for one of the following with this magic scythe. When you hit a
effects: creature afflicted with lycanthropy with
• You can cast banishment, sending the this weapon, they must succeed on a DC
creature to be tormented among the Dark Constitution saving throw equal to the
Powers (3 charges). You can ask for the amount of damage dealt or 10 (whichever
banishment to become permanent, only if is higher). On a failure, the creature is
you accept a deal with the Dark Powers. cured of the curse of lycanthropy and the
scythe gains 1 charge.
• You can cast the commune spell to speak
with the Dark Powers (3 charges), who Awakened. When the scythe gains 10
always answer truthfully, but in their own charges, it awakens. Once awakened, the
best interest. scythe sheds moonlight while in your
hands, creating bright light in a 15-foot
• You can cast raise dead (7 charges) radius and dim light for an additional 15
without needing the material feet. Any shapeshifters caught in the
components. After the sword has been bright light instantly reverts to its original
used this way, it vanishes from your form and can’t assume a different form.
possession and your soul is now forfeit to In addition, you deal an additional 3d8
the Dark Powers. radiant damage to shapeshifters when using
Sentience. The Emissary of the Dark Powers this scythe.
is a sentient weapon of evil alignment, with
an Intelligence of 22, a Wisdom of 20, and a “A beautiful weapon by any means, but such
Charisma of 20. It has hearing and darkvision crude implementation. Take heed, never
out to a range of 120 feet, and it can force the beast out of a man. Those scornful
communicate telepathically with any creature tactics truly make any man the beast.” -
that is holding it. Harkon Lucas, Darklord of Kartakass

32
SNOWDROP WARD SPECTRE BLADE
Wondrous item, rare Weapon (any sword), rare (requires
School of Magic: attunement)
Necromancy School of Magic: Necromancy
A simple white snowdrop The ornate hilt and crossguard are
flower with a slight shimmer to its formed of seamless gold.
coloration. While worn, you can Where the blade once was is
use your reaction to reduce the now a shard of broken
damage you would take from a crystal glittering with blue
spell by 4d8. Once the light, the gemstone
Snowdrop Ward has been used, blade shattered long
it can’t be used again until the next dawn. ago. While grasping
the hilt, you can use a
“Snowdrop. It’ll bring you luck.” bonus action to cause a
ghostly blade to flare from
SOUL-RENDER the crystal fragment, or make
the blade disappear. The
Weapon (greataxe), very rare (requires sword sheds dim light in a
attunement) 40-foot radius and deals
School of Magic: Necromancy necrotic damage instead of its
normal damage. When you make
The Soul-Render is a an attack roll with the spectral
powerful greataxe crafted blade, you can roll a d6 and add it
to fight evil spirits to the attack roll. If you roll a 6 on
hidden deep within this die, the sword inflicts an
the Domains of additional 2d6 necrotic damage.
Dread. You gain a
+3 bonus to attack Lore. With a successful DC 20
and damage rolls Intelligence (Arcana or History) check
with this magic (clerics, paladins, and those with a
weapon. background related to research such as the
scholar gain advantage on this check) a
While attuned to Soul-Render, character recalls that this sword was once a
you can perceive creatures in the holy relic with a crystal blade, a sentient
Ethereal Plane that are within 30 weapon forged in the Heavens. However, the
feet of you, and can target them sword was shattered and the presence within
with weapon attacks made using slain, leaving behind a haunted thing that
Soul Render. whispers of the tragedies of the distant past.
In addition, when you attack a If the sword still contains a sentience, it is but
creature with this magic a shadow with no will or thought, only an
weapon, you can forgo the echo.
attack roll to force the target “Did you hear that? The blade whispers
creature to make a DC 16 faint words of sorrow.”
Charisma saving throw. On a
failure, the attack successfully hits the
creature regardless of its AC, and it inflicts
force damage instead of the weapon’s normal
damage type.
“Ignore the beast’s undiluted rage, for it
knows its time is short. Come, mighty
creature of the night. Let me show you what
it means to sever the soul.”

33
TERROR OF DRATH Shadow Wrath. When you hit with a melee
attack using this sword, you can expend up to
Weapon (greatsword), legendary (requires 3 of its charges. For each charge you expend,
attunement) the target takes an extra 1d8 necrotic damage.
School of Magic: Necromancy A creature that takes damage in this way
This obsidian-like weapon appears grown must make a DC 17 Wisdom saving throw or
rather than forged. Held at the rain-guard is a be frightened of you for 1 minute. If a
sinister skull, its horns curving out to form creature frightened by this effect ends its turn
the crossguard. While attuned to this sword, more than 30 feet away from you, it can
you have darkvision out to 120 feet and you attempt another Wisdom saving throw to
can see in magical darkness. The sword has 10 end the effect on it.
charges for the following properties. The Essence Reaper. When you reduce a hostile
sword regains 1 charge daily at dusk, 1 charge creature that isn’t a construct or undead to 0
when you reduce a hostile creature that isn’t a hit points with this sword, you gain 10
construct or undead to 0 hit points with the temporary hit points and the weapon gains a
sword, and 1 charge when you roll a 20 on an magical +1 bonus to damage, up to +6. This
attack roll with the sword. bonus lasts until the next dusk. In addition,
Spells. While holding this sword you can use you earn the memories (ideals, bonds, and
an action to expend 1 or more of its charges flaws) of the creature slain by this weapon
to cast one of the following spells from it that had an Intelligence score of 4 or higher.
(DC 17): bane (1 charge), darkness (2 A creature slain by this weapon can only be
charges), and fear (3 charges). returned to life with a true resurrection or
wish spell. When the sword consumes a
creature, it sheds dim light in a 10-foot
radius, the light and shadows flickering with
images of the recently devoured.
Lore. With a successful DC 25 Intelligence
(Arcana or History) check (clerics, paladins,
and those with a background related to
research such as the scholar gain advantage
on this check) a character remembers that
this sword was a terrifying weapon capable of
consuming the souls of its victims. It was
born in the Shadowfell, rising from the
coalescence of fear and despair of that bleak
plane. It was found by the banished
oathbreaker Drath, who brought it to the
Prime Material to sow a campaign of terror.
“The blade is forged of fear and sharpened
by tragedy.”

34
THORNED KISS OF THE LAST TIYET’S CANOPIC JAR
ROSE Wondrous item, artifact
Weapon (dagger), rare This particularly powerful canopic jar was
School of Magic: Necromancy originally used by Tiyet, the darklord of Sedua
This splintered white wood dagger appears of in the Domains of Dread.
natural creation, except for the glass dome at the When the organ of a humanoid is placed
end of the dagger’s hilt that contains a perfectly inside this jar, the creature is restored to 1 hit
preserved rose. The dagger has 7 charges, point whenever it is reduced to 0 hit points, and
regaining 1d4 + 1 charges daily at dawn. You cannot die of natural causes. If the creature’s
can use your bonus action to gain one of the body is dismembered or disintegrated, it
following effects, expending the necessary spontaneously reforms within 1d10 days as a
number of charges: Tiny copy of its former self within the canopic
• Crushing a petal in your hand, you gain jar. It grows to its original size within 2d12
advantage on your next Charisma hours once it emerges.
(Persuasion) check (1 charge).
• After hitting a creature with this dagger, you TOME OF WARDING
can force thorns to briefly spike across the Wondrous item, rare
blade dealing an additional 2d6 piercing
damage (2 charges). School of Magic: Evocation
• You can cast charm person (4 charges, spell This hefty sentient tome with a snarling face on
save DC 14). its cover is filled with pages upon pages of ways
to inflict an explosive demise. Using this tome
If you expend the dagger’s last charge, roll a d20. you can cast the glyph of warding spell at 3rd
On a 1, the dagger crumbles into ashes and is level without expending a spell slot. After you
destroyed. do so, the book slams shut and doesn’t open
“Ah yes, I recall this blade. Delivers the very until the next dawn, when the spell recharges.
same poison of my blood. Such preserved Sentience. The Tome of Warding is a sentient
perfection, but like all things it grew lackluster chaotic evil book with an Intelligence of 17, a
and hardly worth my time.” - Ivana Boritsi, Wisdom of 10, and a Charisma of 13. It has
Darklord of Borca hearing and darkvision out to a range of 60 feet.
The book communicates telepathically with its
carrier and can speak, read and understand
common.
Personality. The tome is increasingly sarcastic
to its carrier, often defaulting to flippant
remarks or remaining silent if its carrier hasn’t
spoken to it for a while. It does show genuine
interest when talking about wards, spells to do
with explosions, or anything else destructive in
nature, particularly
watching the spells it has
cast reach their explosive
potential.

“Oh, the wizard told


you not to read me?
Gosh you better not,
then. Here, why
don’t I just read
myself.”

35
TROLL-FANG SHROUD VELVET-COVERED MIRROR OF
Armor (leather, studded leather, or hide), MESSAGING
rare (requires attunement) Wondrous item, rare
School of Magic: Abjuration, Necromancy School of Magic: Evocation.
This armor is decorated with the grotesque An embellished hand mirror covered
fangs and flesh of ancient trolls and bestows with a thick black velvet, which is
regenerative properties and ravenous hunger cold to the touch. Voices from
to the wearer. You regain 1d6 hit point at the beyond carry your message
start of your turn if you are below half your outward. Using this item, you
hit point maximum and not at 0 hit points. If can cast the sending spell
you take acid or fire damage, this trait doesn't once per day. When cast this
function at the start of your next turn. In way, the message can consist
addition, you inherit a troll’s sensitive nose of only 5 words, and the
and robust gut, granting you advantage on receiver takes 1d6 cold
Wisdom (Perception) checks that rely on damage.
smell, and you can subsist on raw or rotten
flesh. “Eternal sleep, can’t make
me’ the voice
Curse. This armor is cursed, and those who whispered, as a chilling
don it inherit the troll’s voracious appetite. tingle ran down my spine.”
Becoming attuned to it extends the curse to
you. Until the curse is broken with remove
curse or similar magic, you are unwilling to WAND OF SWARMS
part with the armor, wearing it at all times.
You require four times as much food as Wand, very rare (requires attunement by a
normal and prefer meat. When presented spellcaster)
with a corpse, you must make a DC 15 School of Magic: Conjuration, Enchantment.
Wisdom saving throw or spend a turn This arcane focus hums with the buzzing of
consuming some of its flesh. the thousands of tiny insects that reside
Lore. With a within. This wand has 7 charges. While
successful DC 20 holding it you can use an action to expend
Intelligence some of its charges to cast one of the
(Arcana or following spells (save DC 17):
History) Infestation (1 Charge).
check (those
with a Giant Insect, Web (3 Charges).
background
related to research Insect Swarm (5 Charges).
such as the scholar The wand regains 1d4 + 1 charges daily
gain advantage on at dawn. If you expend the wand’s last
this check) a charge, roll a d20. On a 1, the wand
character discerns crumbles apart and a swarm of
that the crafting of insects appears in your space,
this armor was a foul and intensive process as acting after you in initiative,
the troll had to be alive during most of the using its action to attack you.
crafting and tanning. As such, the armor is
soaked in the troll’s malice, pain, and hunger. “I’m not saying it’s not a
useful wand, I'm saying
“Oh, by the gods! I think I can feel it it’s disgusting and I
squirming.” want it away from
me.”

36
WHALE BONE CORSET OF Once per day at dawn the bowl magically fills
with a dark liquid, which you can drink to
DEEP DIVING gain one piece of knowledge, which lasts for 8
Wondrous item, rare (requires attunement) hours:
School of Magic: Enchantment • Knowledge of Life. You can innately
A lace-trimmed corset made from the bone cast the cure wounds and healing word
of slaughtered leviathans. While worn, you spells twice each. Wisdom is your
can hold your breath underwater for 1 hour, spellcasting modifier for these spells.
and you gain a swimming speed of 40 feet. • Knowledge of Death. You can innately
Curse. Once you put on this corset, you cast the animate dead spell three times
can’t take it off unless you are targeted by the without requiring material components.
remove curse spell or similar magic. While • Knowledge of the Arcane. You can
wearing the corset away from water, your innately cast the identify and shield spells
breaths are as strained as those of a stranded twice each without requiring material
leviathan. While not submerged in water, you components.
can breathe for a number of hours equal to 1
+ your Constitution modifier (minimum of • Knowledge of Truth. You can innately
1) after which you gain a level of exhaustion cast the zone of truth and suggestion
for each subsequent hour spells twice each.
it is worn. • Knowledge of the Mad King. You can
Submerging innately cast the wish spell once.
in water for 10
minutes Cursed. Upon drinking from the bowl, you
removes levels of feel your mind assailed by the madness of
exhaustion gained King Veradice, and are afflicted with
in this way. indefinite madness, which lasts for 8 hours. If
you attempt to innately cast the wish spell,
“Pained, laboured you can only replicate a spell of 5th-level or
breaths; an ever lower. If you attempt to use any other
tightening features of the spell, the casting fails and you
sensation in the are immediately afflicted with a random long-
chest. What a term madness (see Dungeon Master’s Guide
small price to pg. 260 for madness effects).
pay...”
“What knowledge does thy mind offer me
today? Murder and Intrigue? Power and
THE WISHKEEPER’S BOWL Magic? Or perhaps, today is the day I learn
Wondrous item, very rare the truth... Oh, blessed waters, allow me to
School of Magic: Enchantment listen to your wisdom once more…”

This simple silver bowl is said to have been


created by the mad king Veradice, and
contains a drifting fragment of the ancient
ruler’s dark magic.

37
WITCH BANE WOOD SCYTHE
Weapon (rapier), very rare (requires Weapon (halberd), rare
attunement) School of Magic: Conjuration
School of Magic: Abjuration
This golden scythe blade is held by a gnarly
Forged from otherworldly metals under the growth of wood, still magically green of leaf.
light of the north star, this eldritch weapon The artifact seems to quiver with power, the
hums with magical power and glows brightly might of a deadly blade held in check by
when a spellcaster is near. equally powerful living wood—the struggle
of nature and industry. It almost seems as
You gain a +1 bonus to attack and though the blade periodically tries to shake
damage rolls with this magic weapon. When itself free from the wood, but the wood
you attack a spellcaster using this weapon, always grows stronger and maintains its hold.
you gain advantage on the attack roll, and the
weapon deals an additional 1d8 force damage You gain a +2 bonus to attack and
on a successful hit. damage rolls made with this weapon. Once
per turn, when you attack a creature that
Additionally, the weapon has three wields a weapon made of metal, that creature
charges. You can use your reaction and must succeed on a DC 15 Strength saving
expend 1 or more charges to cast the throw or it is disarmed. Its weapon falls to the
counterspell spell, at either 3rd-level (1 ground at its feet, held in place by strong
charge), 4th-level (2 charges) or 5th-level (3 roots that spontaneously spring up around it.
charges). Picking up the weapon again requires a
Furthermore, when you are subjected to a successful DC 15 Strength (Athletics) check.
spell that targets only you, you can use your The scythe has 3 charges, which recover
reaction and thrust the daily at dawn. By expending
blade into the air to one charge, as part of your
force the caster to attack action, you can cast
make a DC 15 the entangle spell,
check using their centered on yourself.
spellcasting The spell save DC
ability modifier. On a failure, the against this spell is
spell fails to cast, and its essence is 15, and you are
drawn into the blade. The weapon immune against it
then regains 1 charge.You can use while wielding the wood scythe.
this feature once. The blade regains
the use of this feature at the next While wielding this weapon
dawn. you have disadvantage on attacks
against Plant creatures with this
“I have not lived through a weapon.
hundred battles to be bested by a
mere sword. But of course, this is “Be careful where you put your axe
no mere sword.. Is it?” around these woods… they may not
like it.”—Tara, guide

38
YORKA, THE BITING SHIELD Deafening Scream (1 charge). As a bonus
action, you can cause the shield to scream.
Armor (shield), rare (requires attunement) Each creature in a 20-foot cone originating
School of Magic: Conjuration from the shield must make a Constitution
This ancient bronze shield depicts a curious, saving throw. On a failed save, a creature
almost comical, fiendish face that scowls and takes 2d8 thunder damage, is pushed 10 feet
growls. While you hold the shield, on your directly away from the shield, and is deafened
initiative count but after your turn, it until the beginning of its next turn. On a
attempts to bite a hostile creature within 5 successful save, the creature takes half as
feet of it. It makes a melee attack roll at +6 much damage and isn't pushed or deafened.
and deals 1d8 + 3 piercing damage. The In addition, unsecured objects that are
attack is magical. completely within the area of effect are
automatically pushed 10 feet away from the
The shield has 3 charges for the shield by the effect, and the scream emits a
following properties (DC 15). The shield thunderous boom audible out to 500 feet.
regains 1 charge daily at dawn and 1 charge
when it reduces a hostile creature to 0 hit Lore. With a successful DC 20 Intelligence
points. The shield must be fed 10 pounds of (Arcana or History) check (warlocks and
flesh every day. If it is not fed before those with a background related to research
completing a long rest, it will attempt to bite such as the sage gain advantage on this check)
the wielder once at the end of that long rest, a character recalls that this shield is a type of
and once during each following short or long peculiar construct forged in the lower planes
rest until it is fed. During this period it does and is not sentient. Its magic is fueled by
not regain charges. blood and flesh. The shield isn’t evil. It is
simply a tool.
Intercede (1 charge). As a reaction to being
attacked or making a Dexterity saving throw, “So, uh, what is with this thing? Is it sentient?
you can cause the shield to grant you half Haunted? Or just hungry?”
cover.
Guttural Roar (3 charges). As an action,
you can cause the shield to roar loudly. Each
creature in a 30-foot radius centered on the
shield must succeed on a Wisdom saving
throw or drop whatever it is holding and
become frightened for the duration. While
frightened, a creature must take the Dash
action and move away from the shield by the
safest available route on each of its turns,
unless there is nowhere to move. If the
creature ends its turn in a location where it
doesn't have line of sight of the shield, the
creature can make a Wisdom saving throw.
On a successful save, the spell ends for that
creature.

39
ZULEIKA’S JAWLINE The amulet regains all expended charges
daily at dusk.
Wondrous Item, rare (requires attunement),
School of Magic: Transmutation Cursed. This item is cursed, which cannot
be revealed by an identify spell or similar
These two aged jawbones of a werewolf are magic, or by attuning to it. While
tied together at the joints with a blood- transformed, you must roll a d20 whenever
drenched prayer ribbon. Suspended by the you deal damage. On a roll of 1 while in
bands between them is the unholy symbol of hybrid form, or on a roll of 1-2 while in wolf
Mother Night, the Barovian deity of shadows form, your alignment shifts to neutral if you
and darkness. A dangerous and dark allure were good or to evil if you were neutral;
oozes from this amulet, like mist from a nothing happens if you are evil.
tomb.
“Zuleika was a murderous, monstrous thing.
This amulet has three charges. While Don’t think that wild blood doesn’t still run
wearing the amulet, you can use your action through that bone.”— Carl Zuleknikov,
to expend charges and invoke the animalistic werewolf hunter
spirit trapped within to transform yourself
into a werewolf (2 charges for wolf form, or 1
charge for hybrid form). Your transformation
lasts for one hour. It ends early if you are
reduced to 0 hit points or when you end it as
a bonus action. Equipment worn by you
melds into your wolf form. You cannot cast
spells while transformed but you can
maintain concentration on a spell you cast
before. You retain your Intelligence, Wisdom
and Charisma scores and your personality.
You can use all your abilities as usual while in
hybrid form, but only your werewolf abilities
while in wolf form.

40
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