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DIVINE BLESSINGS ‫ ־‬GOND

Divine Blessings - Magic Items of the Gods


Once, Mystra and Azuth pleaded with him to create a prison
Chapter 8: Gond that could hold the shadevari, ancient shadow primordials
that empowered Shar in her war against life. He created for
Gond, the Wonderbringer, is the god of craftsmanship and them the Shadowstar, a one-way conduit to a pocket crystal
one of the Deities of Knowledge and Invention. sphere far away from Toril, which was used to trap the
He resides in the House of Knowledge, the divine realm of shadevari.
Oghma, where he serves as the creator of new knowledge. Even though he has worked with Mystra, they also have a
This realm is located in Tir na Og, the land of youth, one of deep rivalry. Magic and technology compete for the attention
the shared realms of the Outlands. and coin of people of Toril, and this is a competition that the
The Gond of the current age is the combination of three Gondsmen intend to win. The secret creed of Gond is taught
different aspects. The first of these is probably The Inventor, at the higher levels of his church, which discusses how to
one of the demigod children of Oghma that specialized in manipulate markets and public opinion, undermine wizards
narrow fields of knowledge. The second is Nebelun, the who are opposed to technology, and accumulate wealth.
gnomish god of invention and luck, and the last is Zionil, Wealth is the mistress of the inventor, for without her it is
patron of craftwork and creators in the Shining Lands. impossible to bring their visions to fruition. This pursuit is
The overlapping of their concepts caused them to converge mirrored in the planes, as Gond strives to conquer the heart
into a single deity, though they may exist separately in other of Waukeen, the goddess of commerce.
crystal spheres. His appearance varies depending on which The death of Mystra, which caused the Spellplague, should
aspect is manifesting, from a human blacksmith, to a have been a catalyst for Gond's rise in prominence. Instead,
gnomish inventor, or even something more abstract such as a he was deeply weakened by this event. His beloved city of
smith's hammer wrapped in the smoke of the forge. Lantan was severed from this world, breaking his connection
Some gods are wary of Gond because of his relentless to the majority of his worshipers. Lantan would reappear in
innovation, which sometimes introduces ideas that the world Abeir, a world over which the gods hold no influence, and
is not ready for. An example is gunpowder, used by his returning to Toril as part of the Second Sundering.
gnomish followers in Lantan to create devastating siege During this absence, the center of Gond worship moved to
weapons. Pressured, Gond and Mystra worked together to Baldur's Gate, with its formidable High House of Wonders.
create a world enchantment that rendered gunpowder inert. Its many workshops are the engine of progress, producing
A century later, Gond spent the Time of Troubles as a countless inventions. The finest of these are preserved in the
gnome in Lantan. The church of Gond recognized him for adjacent museum, the Hall of Wonders, which both honor
who he was and continued to worship him as he walked and inspire the artificers of Gond.
among them. Moved by this devotion, Gond granted them the Another branch of the clergy wanders the lands, stopping
secret of smokepowder, the magical equivalent of gunpowder. at each village to assist with construction, repairs, and
A cynical commentator might say that the gunpowder ban crafting. They stand out with their saffron robes, wide
was Gond's way of exerting a monopoly over this technology. brimmed hats, and sashes full of tools. They are always
In this and other ways, Gond has shown an ability to welcomed warmly, particularly if the village has a problem
circumvent problems using his mastery over technology and that they need help with, as they often do.
magic. This has been convenient in the past, when gods These traveling craftsmen spread the word of Gond's
requested the construction of particularly important artifacts, creations and collect new ideas from distant lands, returning
living up to his reputation as the craftsmen of the gods. them to the centers of knowledge.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Magic Items
While pursuing my goal of discerning the purpose regarding
magic items related to the gods, I've found many to be of
great intrigue. Some are unique, reserved for specific
individuals of note or rank. Others are more common, made
to be used by a more novice or introductory follower.
Arsenal of the Imagination
Wondrous item, uncommon
A blank tome, a quill, and rare inks. Using these tools, you
can draw a nonmagical object that you have seen before. The
drawing can then be pulled out of the page, becoming a
shimmering copy of the real item except it disappears after
one hour. The object must be narrow enough to be pulled
through the page, which is 12 inches tall and 8 inches wide.
For example, you could create a ladder, a length of rope, or
even a flask of acid. Drawing an item on a page takes 1
minute and consumes 2 gp worth of ink.
"This collection was created by a high-ranking wandering
priest, to ensure that he always had the right tool for the job.
It was eventually stolen by the Zhentarim."
The Unmaker                                         Arsenal of the Imagination
Simple weapon (mace), melee weapon, uncommon
Attacks with this mace that hit an object are critical hits. It
deals an extra 2d6 damage to objects and constructs.
You can use an action to cast the shatter spell (save DC 12).
The mace can't be used this way again until you finish a long
rest. Apron of the Holy Maker
"The Lord of All Smiths pushes for innovation and Wondrous item, rare (requires attument)
imaginativeness, but sometimes experiments go sideways While wearing this apron, you know the mending cantrip
and must be disassembled in a hurry. Ragnar the Thief stole and have resistance to fire damage. It has several pockets
one of these, and renamed it the Key to All Doors." containing tools of every kind, allowing it to be used as any
type of artisan's tools.
As an action, you may cast the fabricate spell. The apron
can't be used this way again until you finish a long rest.
"The first of these aprons was created by Forgemaster
Dimble Ironspell, as the winning entry in the 137th Invention
                                        Wonderbringer's Hammer
Convention in Lantan."
Wonderbringer's Hammer
Martial weapon (warhammer), melee weapon, rare
You have a +2 bonus to attack and damage rolls made with
this weapon, and you have advantage on smith's tool checks.
As an action, you may cast the heat metal spell (save DC
14). The hammer can't be used this way again until you finish
a short or long rest.
"Not to be outdone, his brother Forgemaster Gimble
Ironspell created this hammer and won the following year."

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Awakening (hidden). The secrets of this armor can only be
Artifacts unlocked by a master blacksmith performing the correct
ritual. It requires magical tools, the use of the Heat Metal
Exceptional items of the greatest creation. Some artifacts are spell, and a recitation of Gond's true creed.
created at their peak, existing in a single state since their
creation. Others may, through trials and tribulations Awakened Bastion of Gond's True Creed
undergone by the wielder, grow in power. An artifact that can Heavy armor (plate), artifact (requires attunement by a
progress has different states, experiencing a breakthrough follower of Gond)
from one to the next. When a breakthrough occurs, replace You gain a +1 bonus to AC while wearing this armor, and
the previous tier with the new one. Some features of an you have resistance to force damage. Also, any critical hit
artifact are for story telling purpose and are not for the against you becomes a normal hit. The armor and its wearer
players. When you see the (hidden) tag, it means that content are under a permanent nondetection spell.
is for the GM and is expected to be omitted when given to the Arcane Aegis. You can cast the following spells:
players. 3/day: absorb elements
Bastion of Gond's True Creed 2/day: dispel magic (with an ability modifier of +5)
This armor is an ancient relic of the church of Gond, made of Exaltation (hidden). After performing a great service to
adamantine gilded in alternating bands of gold and platinum. Gond, such as the invention of a new wonder or the
Its inner surface is repeatedly inscribed with the tenets of the completion of a great project, the wearer receives a dream
secret creed of Gond. They act as a second layer of defense, vision from Gond. This dream details the schematic of a
protecting the wearer from harmful magic. helmet, which is constructed from pure adamantine and
For centuries it was used to defend the church against forged in a great temple of Gond. An inscription of the true
spellcasters opposed to technology. However, a series of creed is etched onto the inner surface of the helmet. This
unfortunate events led to it being lost in the Nine Hells. artifact becomes exalted once the helmet is crafted and worn
Ganamar the Ambitious sought to expand the church of with the armor.
Gond from Lantan to the city of Calimport. The locals highly Exalted Bastion of Gond's True Creed
prized magic, but Ganamar was convinced he could show Heavy armor (plate), artifact (requires attunement by a
them the wonders of Gond. Unfortunately, his plans ran afoul follower of Gond)
of the Twisted Rune, a secret organization of liches. Being You gain a +2 bonus to AC while wearing this armor, and
immortal, they organize their plans far into the future, letting you have resistance to force damage. Also, any critical hit
time work in their favor. against you becomes a normal hit. While attuned to this
Gond's promise of progress threatened these long-term armor, you can't be charmed or frightened. The armor and its
plans, and so a trap was laid for Ganamar. A soul-taker struck wearer are under a permanent nondetection spell.
his wife, trapping her soul in a soul coin which he took to Divine Aegis. You can cast the following spells:
Avernus. Ganamar followed them to Avernus, but was 3/day: absorb elements
ambushed by contracted devils and shoved into a river of
lava, never to be seen again. 2/day: dispel magic (with an ability modifier of +5)
The armor's current whereabouts are unknown, and all 1/day: globe of invulnerability
efforts to locate it have failed due to its nondetection spell. Sacred Ward. You may use a reaction to reduce the
For the same reason, this armor's properties cannot be damage you take from an attack or spell to 0. You can't use
determined by the detect magic and identify spells. this property again until you roll initiative.
The four tenets of the secret creed Destruction (Hidden)
The enchantments protecting this artifact are so strong that
Gather wealth, power, and influence, so that all may see they can only be broken by Talos, the god of destruction. The
the prosperity of Gond. armor can only be destroyed in his divine realm, the Towers
Ruin your enemies economically and politically, and then of Ruin, located in the topmost layer of Pandemonium.
add their holdings to your own.
Undermine and destroy those that oppose technology,
especially when they champion magic instead.           Bastion of Gond's
The price of progress is eternal vigilance. Keep the           True Creed
wonders of Gond safe from those that oppose him.
Dormant Bastion of Gond's True Creed
Heavy armor (plate), artifact (requires attunement by a
follower of Gond)
Any critical hit against you becomes a normal hit. The
armor and its wearer are under a permanent nondetection
spell.
Elemental Aegis. You can cast the following spells:
3/day: absorb elements

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Damra the Wise
Damra rose from humble beginnings to become an
archmage and Arcane Scholar of Candlekeep. He was a
prodigy in his youth, earning the moniker "the Wise" due to
his education on countless topics. Rumor has it that Damra
owns a magical grimoire filled with lost knowledge, but no
one knows what it looks like. He currently serves as the
Arcane Forgemaster and is a professor of Magical Binding
and Magical Research.
He has not left Candlekeep in almost a decade, but during
his youth he traveled to Cormyr, Amn, Waterdeep, and many
other places, including several planes. Damra is a patient
teacher and is willing to share his knowledge with those he
deems worthy, provided that it won't be used for evil. He is
often sought out by adventurers when they find something
magical of unusual origin, such as an item that resists
magical identification. In return for his assistance, Damra is
interested in new or forgotten knowledge and magic items.
Damra loves humor of all kinds, from bawdy to obscure.
Some of his jokes contain references that only the educated
would understand, and he uses them to measure someone's
knowledge.
Damra can be quite stubborn, never being swayed by an
argument unless he personally sees wisdom in it. He also
never gives up hope even in the most dire of circumstances.
He would rather die with integrity than survive in infamy.
He has connections with both the Harpers and the Lords'
Alliance, assisting them when something magical threatens
the realms. Damra has particular contempt for the followers
of Shar, who actively oppose Mystra and threaten the Weave.
He can also be swayed to assist those that work against
Lolth, but always covertly in order to protect his loved ones
from the Spider Queen's wrath.
Credits
Written by - Apacolyps and Zrave (Shadow Lab Games)
Cover Page Art - JoyceMaureira
Page stains - Jared Ondricek CC BY 4.0
Blacksmith - DMs Guild Heroes & Villains Art
Arsenal of the Imagination - Combined works from (Ink and
Quill) Bru-nO Pixabay License (Book) Bob Greyvenstein
(Grim Press)
Wonderbringer's Hammer - Combined works from
mathieujuwelo, Agzam, and Baohm Pixabay License
Bastion of Gond's True Creed - The Metropolitan Museum
of Art CC0
Parchment - Andrey_Kuzmin Royalty Free (added text)
Ink Splotch - Prawny Pixabay License
Damra - Wisconsinart Royalty Free (cropped)
Some artwork © Grim Press, used with permission. All
rights reserved.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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