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A���� Armor (Hide), very rare (Requires Attunement)
Legendary Adventuring Gear (Wondrous Item,
Cloak), Requires Attunement You gain a +1 bonus to AC while you wear this
armor.
Symbol of Sovereignity: You emanate an aura of Lion’s Pride: You can decide to gain one level of
leadership and willpower that affects both foes and exhaustion immediately after failing a saving
friends alike throw to succeed on the saving throw instead.
•All allied creatures (excluding you) within 15 feet of Wilful Wrath: As an action you can choose a
you have resistance to psychic damage and advantage creature within 60 feet as your dedicated prey. You
on saving throws against being frightened or charmed gain a +1 bonus to attack rolls and you deal extra
•You add an additional 1d4 bonus on all your charisma 1d6 weapon damage to the target whenever you hit
saving throws and ability checks. it with an attack.
•Once per day, you can use your action to force each However you gain disadvantage on all attack rolls
hostile creature within 15 feet of you to make a DC:16 against other creatures until your chosen prey is
Wisdom saving throw, becoming frightened of you on dead, or until a long rest.
a failure. Creatures that fail this roll repeat it at the Taste of Fear:
end of their turn until they succeed.
•You gain 1d10 temporary hit points whenever a
Golden Saviour: If a creature within 30 feet of you is creature within 60 feet becomes frightened
either being attacked of making a saving throw, you can •You gain a +2 bonus to Intimidation checks
spend your reaction to add your charisma modifier to •Deception checks against you have disadvantage
their roll or AC (Before the roll is made)
Drakonic Protector: Whenever you are unconscious
or asleep, the drawing of a serpent on the cloak comes
alive and starts protecting you from any harm. This
serpent has the stat block of a “Red Dragon
Wyrmling”, but it cannot fly, and it cannot move
further than 5 feet away from your body. If
the serpent dies, it returns into the
cloak and cannot be summoned
for the next 24 hours. It also S����������
disappears at the end of its Weapon (Longbow), very rare (requires Attunement),
turn after you become Heavy, Range 150/600, Two-Handed
awake or conscious.
•Once per day if the You gain a +1 bonus to attack and damage rolls made
serpent is not with this weapon
“dead”, you can use Stargazer’s Sight: As an action you can once per day
your action to partly gain 60 feet of Truesight for 1 minute
summon it and make Astral Guidance: As a bonus action you can imbue
it use its “Fire Breath” your arrow with astral power that envelops your target in
ability in a direction starlight.
of your choosing. if your next ranged attack with Sagittarius attack hits, the
target takes additional 1d6 radiant damage, and the next
attack roll made against them before the end of your next
turn has advantage.
Healing Touch:
•You can use an action to cast the Cure Wounds (1st
Level) spell 2x per day
•Your healing spells heal for additional 1d6 Hit Points
•Your Cure Wounds spell has a 15 feet range

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L����
A������� Very Rare Flail, Requires Attunement
Very Rare Wondrous Item, Requires Attunement
Adds +1 to all attack and damage rolls
This enchanted cup can hold up to 5 swallows (charges) This Weapon is considered a holy symbol (for
of a honey-like substance that grants various powers. The spellcasting purposes)
Attuned creature can spend an action to give a willing Just Retribution: Once per day, after taking any
creature within 5 feet (including themselves) a drink. damage from an opponent, you can use your reaction to
•The charges are replenished at night when the stars deal the same amount of damage (and of the same type)
are brightest (midnight for gameplay purposes if you to that opponent
don’t want to deal with that) and you regain a number •1-3 charges of this feature may also be gained
of charges equal to your charisma modifier (but always independently of the “once per day limit” if the
at least 1 anyway) attuned creature rights or punishes an unjust
Beloved of the Sky: wrongdoing (This happens at the GM’s discretion, but
•Gain the ability to polymorph into an eagle and back it shouldn’t be given if it is done by the player only for
as an action for the next hour or until your eagle form the sake of gaining charges)
goes under 0 HP. (2 Charges)
•Polymorph into a Roc until the end of your next Turn.
G����� The weapon can hold 3 charges at maximum.
Very Rare Daggers, Finesse, Light, Range (20/60), Balance: The attuned creature can as an action
(4 Charges) Thrown Require Attunement (count as 1 item) summon a mystical aura with a 15 feet radius centred on
•Cast the “Call Lightning” spell (3 Charges) themselves that lasts for 1 minute. It does the following
Pleasure of Mind: These weapons give +2 to all attack and damage rolls effects.
•Gain Advantage on all Intelligence checks for 24 hours Forever Linked: •Each creature within the aura is affected by the effects
(1 charge) •These two daggers are magically linked and will of “Protection from Evil and Good” and “Zone of
•Gain 30ft. “True Sight” for 2 hours. (4 charges) always look indistinguishable from each other. Truth (DC:19)” spells
•Restore a spell slot (1 level for 1 charge) Any effect (enchantment, spell, poison, curse, •Abberations, Celestials, Elementals, Fey, Fiends and
Immortal in the Stars: damage) affecting one Gemini will automatically be Undead creatures take 2d12 force damage if
•Do not age for the next 24 hours. (3 charges) applied to the other as well. they end their turn inside the aura.
•Cast “Plane Shift” (5 charges) •You can automatically summon a Gemini into your •After activating this feature, each creature
free hand if you wield the other in your other hand. within the aura is affected by the
•If you are wielding one of the Gemini in your hand, effects of the “Circle of Power”
you may use your bonus action to teleport yourself to until the end of your next turn.
the other (this returns the other Gemini in your free •This Feature can only recharge
hand) after the attuned creature justly
Twins: resolves a dire conflict without
•If you hit a creature with both of your Gemini in a any unnecessary bloodshed. (This
single turn, the creature takes additional 1d8 lightning again is dependant on the GM’s
damage. judgement, but it definitely shouldn’t be
•If each Gemini is on a different plane of existence for given lightly and I would recommend only
at least 1 minute, then they both emit a scream of giving it as a reward for a really clever
painful anguish and disintegrate. Each creature within and impressive play)
60 feet of a Gemini takes 5d10 psychic and 5d10 Scales of Themis: Each time you deal
thunder damage unless they succeed on a DC:19 damage with the weapon, you may
Wisdom saving throw, taking only half the amount on decide to deal average damage instead
a success. After this happens, two new bright stars of rolling damage dice.
appear in the sky near each other.
◦The same thing happens if one Gemini is completely Once per day before rolling a
destroyed, or somehow drained of its magical d20, you can decide to make the
effects. die roll a straight 10 instead.

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C�������� T����� V����
Very rare Musical instrument (Flute), Requires Attunement Very Rare Wondrous Item (Mask), Requires attunement Very rare Weapon (Sickle), Light, requires attunement

Can be used as a spellcasting focus for Bards and Undivined: While you are attuned to the helmet, you You gain a +2 bonus to attack and damage
Druids. cannot be seen or targeted by any divination spells or rolls made with this weapon
effects that you do not want to be targeted or seen by. Unbound by Underworld: You
Pandemonium of Panic (Recharge 6):
As an action, you can let out a bloodcurdling scream and Any illusions affecting your body (Disguise Self, gain advantage on death saving
any creature within 45 feet of you must make a DC:13 Invisibility) cannot be dispelled or revealed by magic or throws.
Wisdom Saving throw, taking 2d8 psychic damage and seen by truesight. If you go under 0HP, you can
becoming frightened and confused (as via confusion Every creature that you encounter for less than 5 decide to let your incorporeal
spell) until the end of their next turn on a failure. minutes will forget your face and appearance after you are spirit linger in the waking
Creatures allied to you have advantage on the saving no longer in their sight, unless you wish otherwise. world. The spirit appears
throw. above your unconscious body
Masked Thunder: You are resistant to lightning and
Ode to a Dead God: thunder damage and has the same abilities,
Once per week, you can perform this tragic tune. This initiative and stats as your
You can use your reaction to imbue any attack within 60 physical character. You must
song can be faintly heard up to a mile away (you choose
feet with lightning. If the attack hits its target, it deals roll a death saving throw each
your preferred radius) After performing it for at least a
additional 2d8 lightning damage. time your spirit would take
minute, you roll a performance check and several effects
can ensue (you decide which you want to happen): You gain the Shocking Grasp cantrip and can cast it damage and at the end of each of
•Every creature within the radius becomes affected by with 60 feet range and without requiring Verbal or your spirit’s turns.
the Calm Emotions spell (DC equal to your Somatic components. The only thing required is looking The spirit can dismiss itself as a bonus
performance check) until you decide to end the song. directly and intently at the target. Your eye slightly action and it automatically disappears if you become
•The entire area is covered by the Zone of Truth spell sparkle with lightning while using this ability. stabilized, or if your physical body is no longer
Strength of a Bull: You gain advantage on strength unconscious
(DC equal to your performance check) until you
decide to end the song ability checks •You cannot become stabilized by your successful
•The Gentle Repose spell is cast death saving throws while your spirit
You are not affected by the Heavy property on weapons
upon the entire area. lingers in the physical world.
Your Strength ability score increases by 2
•Beasts in the area will Power over Earth: As an action, you
become non-hostile and can choose a 15-foot-radius sphere with a
will flock to you to offer you centre within 60 feet of you and change it
some small support once into difficult terrain for 1 minute. You are
the song is finished (Carry not affected by this difficult terrain.
your burdens, Help you Plentiful Harvest: Once per
find something you search week you can cast the Hero’s
for, allow you to mount them, Feast spell (without requiring
etc…) material components)
◦Abusing this feature to kill, enslave or
otherwise harm any of these beasts will
make this feature not usable by you again.
•Each creature in the area is healed for an
amount equal to your performance check.
Protector of the Wild
•Once per day you can cast the Conjure Animals (3rd
level) spell
•If you are on the forest terrain, each time a creature
within 30 feet of you makes an attack roll, you can use
your reaction to cast Thorn Whip
◦While you are not on forest terrain, this feature can
only be used if the attacked creature is either a Fey
or a Beast.

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S������ C�����
Very rare Wondrous Item (Gauntlets), Requires Attunement
Very rare Dagger, Finesse, Light, Thrown (Range
40/80), Requires Attunement
Hera's Hero:
You gain a +1 bonus to attack and damage rolls made Your unarmed strikes ignore any resistances and
with this weapon immunities and deal additional 1d4 piercing damage
Giant’s Bane As an action you can freely cast Polymorph on yourself
This weapon gains additional +1 to attack and damage to turn into a Giant Crab
rolls against monsters with the “Huge” creature size or Heroic Annoyance:
bigger
Your missed melee attacks deal 1 piercing damage.
When you hit a “giant“ type creature with this weapon, (Concentration saving throws against this damage are
they take additional 2d10 poison damage and must made with advantage)
succeed on a DC:16 Con saving throw or become
poisoned until the end of their next turn When a creature within 5 feet of you makes an attack
roll against a creature other than you, you can use your
Vengeance of the Hunted reaction to roll a 1d6 and subtract the number rolled from
After an attacker that you can see makes a ranged the attack roll.
weapon attack against you, you can use your reaction to When a creature within 5 feet of you is hit by an attack,
force them to make a DC: 13 Wisdom saving throw, and you can use your reaction to make one melee attack
they become blinded until the end of their next turn on a against them
failure
Hatred for Heracles: Once per turn when you
You don’t leave any tracks and all Wisdom (Survival) damage a creature with an attack or a spell and the
checks made to find you have disadvantage creature's size is larger than yours, you can cause the
You cannot be targeted by the Hunter’s attack or spell to deal extra damage to the creature equal
Mark spell to your proficiency modifier.
Earthmother’s Venom
Any poison applied to this P�����
weapon ignores immunity and Very rare Wondrous Item (Boots), requires attunement
resistance to poison damage
Poisons applied to this Your swimming speed is increased by 30 feet and you
weapon last for twice as long can breathe underwater while wearing this item.
(basic poison for 2 minutes), Bond of Affection: Once per day as a an action you
or for twice as many uses can create a visible magical thread between yourself and a
(Drow Poison for 2 successful creature within 10 ft. of you. The thread lasts for 1 hour or
attacks). until you or the bonded creature end your turn more than
When you hit a creature with 10 ft. away from one another. The bond provides the
this weapon, you can deal 1d8 following benefits:
poison damage to the target in •Each time you or the bonded creature regains hit
addition to the weapon’s damage points, the other one regains half of the amount as
(Recharge 5-6) well.
•Each time one of you takes damage, the other one can
use their reaction to reduce that damage by 1d10.
•Any spells and magical effects that increase
movement speed apply to both you and the bonded
creature.
Tides of Love: Once per day you can cast the Wall of
Water spell without requiring any components. Any
creature that moves through the wall has to make a DC 11
Wisdom saving throw, becoming charmed by you until
the end of their next turn on a failure.
Eye of the Typhoon: You have a +1 bonus to saving
throws against area of effect spells and +1 to AC against
attacks made by gargantuan creatures.

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T����������'� B�� S�������� Q����� E������ W������������
Ranged Weapon (Shortbow), Rare, Requires Wondrous item, Very Rare
attunement Plant, Uncommon, 15HP, 5AC Wondrous Item (Mushroom), Rare, Consumable
This quiver holds three unique arrows, that if used,
You gain +1 to attack and damage rolls made with this regrow in the quiver once every dawn (the dawn sunlight Any creature that steps on an eyesore must make a DC: Wondershroom enlarges the creature that consumes it
weapon has to touch the quiver ), unused arrows lose their 14 Dexterity saving throw; taking 5d6 acid damage and and gives it the same bonuses as the enlarge spell for 2
Non-magical beasts will not be hostile to you unless magical powers after 24 hours of being created or when being blinded for two hours on a failure and taking half hours.
they are attacked (This involves tamed beasts) broken damage and being blinded until the end of their next It also increases Strength, Dexterity and Constitution
When used to attack, Treestrider's bow gives you the The arrows have additional abilities or strengths if fired turn on a success. bonus by +3 for two hours.
sneak attack ability as if you were a third level rogue from a magical bow of elven design (Oathbow, The vapours from eyesore remain on the square for 3 Once the effects wear off, the creature that consumed
(Sneak attacks made by a rogue deal additional 1d6 Treestrider's bow) rounds, if a creature passes through the vapours they them gains one exhaustion level and their Strength,
damage), as long as the wielder is on forest terrain The first arrow in the quiver will inflict an eldritch must make a DC 8 Constitution saving throw taking 2d6 Constitution, Dexterity and Intelligence bonuses
The bow may be used once to bond with a non-magical virulent disease to the target, if a creature dies within 24 acid damage and being blinded until the end of their next decrease by -1 for 2 weeks or until another wondershroom
beast (of CR 1 or lower), It works identically to the hours of being hit by this arrow, a swarm of carrion turn on a failure. is consumed .
familiar from the Find Familiar spell (including the 100 beetles will sprout from the body and begin attacking the •If a creature starts their turn in the vapours however, Each wondershroom consumed worsens the after-
feet telepathy), except you can't make it disappear and it nearest creature within a 60 foot radius, dealing 3d10 they are affected by the full effect of the vapours as if effects, causing exhaustion of one level higher than the
cannot deliver your spells. If the bonded beast dies, the piercing damage on a failed DC 14 constitution saving they had stepped on the eyesore. previous. The stats decrease by additional -1 and the time
bow will wither away and after 12 hours it will lose all of throw or half as much on a successful one. If affected by It adapts its colour and shape to match its surroundings needed for the effects to wear off increases by 1 week.
its abilities and becomes an ordinary non-magical the swarm you roll your concentration checks at a (DC 20-25 perception check, based on the texture of the The process resets after a creature is able to spend the
shortbow. disadvantage. The swarm will disperse after there is no surroundings) alotted time without consuming a wondershroom.
•If attunement on the bow is lost, the beast becomes target within sight. (if shot from an elven bow, the It can only release its vapours once per minute. Consuming more mushrooms at a time only increases
wild again, until someone attunes to it again, then it creature hit by the arrow also takes 1d8 poison damage at Eyesore can be extracted from the ground without the overall time it takes before the effects wear off,
follows the attuned the end of each of their rounds until the disease ends or releasing its vapours with a successful DC 18 Nature however the after-effects are counted for each individual
individual. the target is magically healed). check and can be planted on a different square, whilst in shroom.
The second arrow causes an array of vines and roots to possession of the plant, any damage to the plant causes it
sprout from its tip when it hits a target, every creature to release vapours.
within 30 feet must make a DC16 Dex saving throw or Once Eyesore loses all its HP, it explodes, resulting in a
they are Restrained by the roots, The restrained creatures similar result as if stepped upon, but the damage rolls are
(or any creature within 5 feet of a restrained creature) can doubled and all DCs are increased by 3
spend an action to try to break free, it is a DC13 Strength
check. (If shot from an elven bow, both DCs increase by 2
and the roots deal 1d12 bludgeoning damage at the start
of each creature’s turn.)
The third arrow causes a tree to grow around
the hit creature (the tree is considered huge and
so will occupy 9 squares with the hit creature in
the middle). The Tree has 100HP and AC8 and will
release the character within once it is killed. The
affected creature cannot escape from the tree by any
way other than killing the tree or Transport via
Plants spell (other teleportation spells do not work).
The creature in the tree cannot affect anything outside
the tree and cannot be affected by anything outside the
tree. If any AOE damage is done to the tree, half of
the amount is done to the creature
within. (If shot from an elven bow,
the tree is instead a raging
immobile treant with 150HP and
AC10, the treant will attack any
creature within range (15 foot
reach, +6 to hit, 3d8 +6
bludgeoning damage, can attack
twice per turn)

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V������ T����
Wondrous item, common

Puppeteer of Flesh: You can use your action to A torch that uses spells as fuel. As an action, you may
animate a dead body within 90 feet of you. You control cast a spell into the torch. The purple flame provides
the body and can move it up to its movement speed, and bright light in a 40-foot radius and dim light for an
force it to use an action it was capable of doing while it additional 40 feet. The flame lasts a number of hours
was alive (with the same stats and modifiers, and special equal to the spell level.
abilities as if it was alive).
You learn all the actions the body has available upon Stats by: CocoasCreations
animating it.
The animated body drops dead again at the end of your
turn.

C���� �� ��� W�����


•The dead body retains all prepared spells and any
unused resources (spell slots, ki-points, sorcery C���� R����’� W���
points, etc…) it had when it died Rare Adventuring Gear (Whip)
Artifact Wondrous Item, Requires Attunement
•Missing limbs, severe signs of decay and similar things
can lessen the creature’s modifiers and abilities (up to Tool of a Desert Racer: Can be used once per
Lord of the Dead: Each undead creature that ends its the DM) day to cast the Summon Steed spell as an action
turn within 30 feet of you must make a DC:17 Wisdom
Vessel of the Undying: If you die while wearing this without requiring any components or spell slots,
saving throw, on a failed save, the target cannot directly
item, your body disintegrates and you must make a DC: but only a Camel can be summoned.
harm you and must obey your verbal or mental
20 Charisma saving throw, upon a success, your soul can While riding a mount and holding this whip, you
commands for the next 24 hours.
inhabit any undead under your control, in a 10-mile can use your bonus action to increase its speed by
Creatures that roll a natural 20 on the saving throw, or
radius. You immediately take permanent and utter 30 feet on its next turn.
that succeed on it by a difference of 6 and higher are
immune to the effect for the next 24 hours. control of that undead, and within a week your original Steadfast Ally: While you are holding this item,
•You can telepathically communicate with all the body forms around its form as if untouched by death. you can use your action to give your mount 1d10
undead you control, no matter the distance, and can Upon a failure, your soul is trapped in the Crown (similar Temporary Hit Points and the effects of the Bless Spell
issue commands to either all of them, or individually. in effect to the magic jar spell). Next time someone tries until the start of your next turn.
Issuing a command uses a bonus action. to attune to the Crown, you both make a contested You can use your reaction to half the damage done to
The undead creatures behave as they normally would Charisma ability check. If you win, you take control of your mount while holding this whip
if they are not following a specific command. their character for as long as they are attuned, and you Road Maintenance: Can be used once a day to cast
•Intelligent undead creatures retain their intelligence may permanently posses them after continuously the Wall of Sand spell
and personality and might try to find ways how to controlling them for at least a month
bypass your control If you lose the check, your soul is destroyed and you
cannot be resurrected by any means.

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