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-INVENTORY-

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S���� �� R������ A��������� J����� C����� F����� F�� F�������
Weapon (longsword), rare (requires attunement)
Don’t want to attune to that item or weapon over a Weapon (scimitar), rare. Requires attunement.
short rest? Do you think that hour simply takes too
You have a +1 bonus to Attack and Damage Rolls made long?!?! Try the attunement jumper cables!”
with this weapon. This elegantly curved hiltless sword features a handle
that looks like it belongs more on a lavish personal fan
While wielding this sword, you can use your action to
attempt to touch and corrode a non-magical ferrous As an action attach the heavy clamps to the item in than a weapon. When swung, the blade shimmers in the
metal object you can see within reach. If the object isn't question and the other set to yourself. As a bonus action air as small, fin-like protrusions rise up from the reverse
being worn or carried, the touch destroys a 1-foot you can activate the cables to instantly attune to the item. of the blade. The falchion's enchantment binds it to the
cube of it. If the object is being worn or carried by a In doing so you take 1d6+3 force damage to yours Feywild and, while it is grounded in it's current plane, it
creature, the creature can make a Dexterity saving maximum health as the wave of magical attunement always seems to want to return.
throw (DC equal to 8 + your Attack bonus with this energy slams into you and instantly attune to the desired
weapon) to avoid the touch. item. The user’s maximum health returns to normal after The blade functions exactly like a normal scimitar, but
If the object touched is a non-magical weapon made a long rest. This item can only be used 2 times per day attacks made with it count as magical. Additionally,
of metal, the weapon takes a permanent and and regains 1d2 charges per day at dawn to a maximum of when attacking a creature with the falchion, you deal
cumulative -1 penalty to damage rolls. If its penalty 2 charges. additional slashing damage equal to your proficiency
drops to -5, the weapon is destroyed. modifier. However, if your attack roll is ever naturally
If the object touched is a non-magical metal under your current proficiency modifier, the weapon
armor or a metal shield, it takes a permanent and reacts and a magical effect takes place at the end of your
cumulative -1 penalty to the AC it offers. Armor current turn. Roll a d4 and consult the following effects:
reduced to an AC of 10 or a shield that drops to a Rumors say it’s used in some thieves 1. Fish: The spirit of the weapon seizes the opportunity
+0 bonus is destroyed.
guilds as a tool to open safes and vaults; for trickery. The blade morphs into a large, 3 foot long
When you attack a creature with this magic however the magic within seems to take it's rainbow coloured fish. Until the end of your next turn,
weapon and roll a 20 on the attack roll, if toll on the dagger, for it’s jagged, unwieldy the weapon deals 1d4 bludgeoning damage and does
the target is wearing either metal armor or a and haphazard. Its effect resembles certain not deal additional damage equal to your proficiency
metal shield, it takes a permanent and monster that turns metal into rusty junk, bonus. The fish cannot be harmed in any way, though
cumulative −1 penalty to the AC it offers.
perhaps it is involved in the creating procces of it does scream if it ever hits a creature.
Nonmagical ammunition made of metal the these weapons. 2. Flight: After resolving your strike, the blade yanks
is destroyed by the touch. you sideways through a temporary dimension door.
You immediately teleport 30ft. The direction is chosen
Stats by: Very Nice DM
D����� �� C�������� by rolling a d4 (1: North, 2: East, 3: South, 4: West). If
you end up inside a structure, you instead stop at its
Dagger (light, versatile), very rare, requires edge, taking 2d4 bludgeoning damage. If you end your
attunement move touching a creature, you each take 2d4
bludgeoning damage and you are placed within 5ft.
This dagger has a -1 penalty to attack and damage rolls, 3. Freeze: The phasing of the blade pauses at just the
homewer if a wielder hits an enemy wearing metal wrong moment, causing it to stick into the target of
armour or shield; it permanently gains -1 penalty to its your attack. You are considered Restrained by the
AC. Armour reduced to an AC of 10 is destroyed and a so creature you attacked until the end of your next turn.
is a shield the AC bonus of which is reduced to 0. You may attempt to free yourself and the blade by
If the dagger touches an inanimate metal object, that beating a DC 15 Strength (Athletics) check.
isn't worn or carried, it corrodes it (essentially destroying 4. Fear: The fins along the blade's reverse swell and
it) with the speed of 1-foot cube per mintue. explode, creating a 10ft sphere of pink, sweet-smelling
gas centred on you. Any creature in the radius at the
A weapon used to parry this item gains a permanent -1
start of their turn must succeed on a Wisdom 15
to its damage roll.
saving throw or become Frightened of the wielder for 1
minute. If you fail the saving throw, you
become frightened of the Falchion for
1 minute and must
drop it immediately.

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A����� C������
Sentient Longsword (lawful evil), Versatile, Legendary Very rare Weapon (Requires
Attunement)

Arugal gives +2 to attack and damage rolls, +3 if a Conduit deals force damage instead of piercing/
creature is killed using the weapon in previous or current slashing when used in one of its weapon forms
round Conduit is a weapon that manifests as a blade of pure
It is engraved with 5 magic runes that charge magical energy. A creature attuned to the weapon can as a
themselves each time the weapon is used to kill a non- bonus action change the weapon into one of its three
tiny living creature. Arugal consumes one charge every distinctive forms.
twelve hours. If no charge is available, Arugal will prompt Tattoo: The attuned creature can change Conduit into
the wielder to harvest more souls. After that, every twelve a glowing tattoo covering their entire arm and shoulder.
hours the wielder must make a DC 17 Wis saving throw Once in this form, you can once per turn add 1d8 force
and if they fail, they go berserk until a charge is gained or damage to one of your unarmed strikes.
they are knocked unconscious. If no charge is gained for a Dagger: Any creature with the
week, Arugal will try to consume the soul of his wielder “Spellcasting” feature damaged by this
(DC 20 Wis saving throw), on a fail the wielder dies and weapon must make a Wisdom saving
Arugal waits for another wielder to pick him up, on a throw (DC being the damage dealt to them
success Arugal goes dormant and loses all of its powers by that attack) and if they fail, they lose their
(including attack and damage bonus) until a charge is lowest level available spell slot. The attacker
gained. gains the corresponding spell slot and learns and
Creatures killed using Arugal cannot be resurrected bar immediately prepares one random spell of the same
the wish spell level from the spellcaster’s list of prepared spells for
If more than four creatures are killed by Arugal in one one minute.
combat encounter, with each additional kill the wielder Shortsword: Adds +1 to all attack and damage rolls.
must pass a DC 12 (+1 for each another killed creature) Each time you successfully hit a creature with a melee
Wis saving throw or they go berserk and have to attack attack, each creature in a 15 feet cone in front of you must
the nearest living creature, the berserk ends if no make a DC: 14 Dexterity saving throw, taking 1d8 force
creatures are left alive or if the wielder didn't kill any damage if they fail.
living creature for at least three rounds
The wielder may spend rune charges:
•To cast one eldritch blast (1d10 necrotic damage) for
each charge spent
•On a hit to add 1d6 cold damage for each charge spent
•2 rune charges to attack a creature within a 30 feet
radius and teleport to it
•3 rune charges to deflect the next melee or ranged
attack (can be used as a reaction)
•5 rune charges to gain the form of a creature killed by
this weapon in the last week

Arugal is a deceitful, ruthless demon, often manipulating and


swaying his wielders, but he doesn't lie and always holds his
promises. He is terrified of dying and banishment magic, for
that would send him to his master's realm where he would
suffer eternal punishment. Creatures that he possesses or
forces into a bloodlust have pitch black eyes and black veins
start to appear around them and they are enshrouded by
shadows sometimes resembling a horrific demonic figure.

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M������� Awakened State (Very Rare) Exalted State (Legendary)
Legendary Weapon, Requires Attunement Improved Modules. The Settings can now be Perfected Modules. The Settings can now be
switched between using a bonus action. switched between for free once per turn.
Modular. This weapon has three distinctive setting Setting I. A Setting in which the weapon takes the Setting I. A Setting in which the weapon takes the
that can be switched between using an action form of a shortsword in one hand and a shield in the form of a shortsword in one hand and a shield in the
Dormant State (Rare) other. other.
Setting I. A Setting in which the weapon The shortsword gives a +2 bonus to attack and damage The shortsword gives a +3 bonus to attack and damage
takes the form of a shortsword in one hand and rolls with this magical weapon rolls with this magical weapon
a shield in the other.
While holding this shield, you have a +3 bonus to AC. While holding this shield, you have a +3 bonus to AC.
• The shortsword gives a +1 bonus to attack This bonus is in addition to the shield's normal bonus to This bonus is in addition to the shield's normal bonus to
and damage rolls with this magical weapon AC. AC.
• While holding this shield, you have a +2
bonus to AC. This bonus is in addition to If a creature misses you with a melee attack, you can use The shortsword deals additional 1d6 lightning damage
the shield's normal bonus to AC. your reaction to electrocute them with your shield, If a creature misses you with a melee attack, you can use
Setting II. A Setting in which both parts of dealing 2d8 lightning damage. your reaction to electrocute them with your shield,
the weapon form into one massive two-handed Setting II. A Setting in which both parts of the weapon dealing 4d8 lightning damage
shield to protect the wielder and their allies. form into one massive two-handed shield to protect the Setting II. A Setting in which both parts of the weapon
• You gain ¾ cover and provide ¾ cover to any wielder and their allies. form into one massive two-handed shield to protect the
creature behind you. You gain ¾ cover and provide ¾ cover to any creature wielder and their allies.
•(You grant half cover to all creatures within 5 feet behind you. You gain ¾ cover and provide ¾ cover to any creature
of you.) OR You grant half cover to all creatures within 5 feet of you. behind you.
•(When a creature within 5 feet is targeted by an
attack, you can use your reaction to give them a +2 Each time an allied creature within 5 feet of you takes You grant half cover to all creatures within 5 feet of you.
bonus to AC.) damage, the damage is reduced by an amount equal to Each time an allied creature within 5 feet of you takes
Setting III. A setting in which the weapon assumes the your proficiency bonus. damage, the damage is reduced by an amount equal to
form of a long serrated whip. Setting III. A setting in which the weapon assumes the your proficiency bonus.
•The Whip gives a +1 bonus to attack and form of a long serrated whip. When at least one creature within 5 feet of you takes
damage rolls with this magical weapon. The Whip gives a +2 bonus to attack and damage rolls damage from an effect, you can use your reaction to halve
• The Whip deals additional 1d6 with this magical weapon. the damage taken by all creatures within 5 feet of you
lightning damage on successful from that effect.
The Whip deals additional 2d6 lightning damage on
attack rolls.
successful attack rolls. Setting III. A setting in which the weapon assumes the
•You can use your bonus action form of a long serrated whip.
to increase the reach of the You can use your bonus action to increase the reach
whip by 5 feet until the end of of the whip by 10 feet until the end of your turn. The Whip gives a +3 bonus to attack and damage rolls
your turn. with this magical weapon.
The Whip deals additional 3d6 lightning damage on
successful attack rolls.
You can use your bonus action to increase the reach of
the whip by 15 feet until the end of your turn.
Once per short rest as a bonus action, you can make
your next successful attack within the next minute, deal
additional 2d10 lightning damage and force the target to
make a DC 16 Constitution saving throw, stunning them
on a failure.
S���� H��� �� T�����
Weapon (Rapier), Rare Wondrous item (horn), rare (requires
attunement)

Riding the line between magic and Once a week, an attuned creature can,
mechanical, the blade of this +1 rapier is as an action, blow this horn and a
actually made of coiled springsteel. friendly mong will appear within 5 feer
of him. The mong is capable of speech
Extended Strike: When making an attack with
(however their poor intelligence makes
this weapon, the coiled blade telescopes an
them a rather poor conversationalists)
additional 5 feet, granting it the Reach
and will consider the attuned creature as
property.
their leader. They will obey every order
Springsteen Whirlwind: As an
that isn't directly suicidal (will carry out:
action, you can hold the sword
poke that dragon in the eye, won't carry out:
overhead and press a hidden
button underneath the guard,
releasing a tightly wound
S������ throw yourself into the lava), if not given any
orders, they will behave like a regular mong
Weapon (greataxe), very rare (requires attunement) (flabbergasted by anything slightly unusual,
spring inside the handle. This swings the
kleptomaniac and craven). The mong will stay for 24
blade with such force that it unwinds,
You gain a +1 bonus to attack and damage rolls made hours or until killed, then they will return to
flying in a circle around you at great
with this magic weapon. their home plane (if summoned in their
speed. Each creature within 10 feet of
Stone's Endurance: Your Constitution score increases by home plane, they will not disappear after 24
you must make a DC 16 dexterity
2, to a maximum of 20. hours and will stay as long as the attuned
saving throw or take 4d8 slashing
Petrifying Strike: When a creature is struck with creature is on the plane).
damage. This feature recharges
Stoneax they must make a DC 12 Constitution saving It is possible to summon three differing
after a long rest, during which
throw. If the saving throw fails by 5 or more, the creature mong variants, with each having additional
the internal spring will rewind
is instantly petrified. Otherwise, a creature that fails the abilities to their regular mong stats.
itself.
save begins to turn to stone and is restrained. The
restrained creature must repeat the saving throw at the Regular Mong: The astral planes have a way of changing the
end of its next turn, becoming petrified on a failure or (Str:10, Dex:14,Con: 6, Int:3, Wis:8, Cha:5) creatures that inhabit it, willingly or otherwise and. That is,
ending the effect on a success. The petrification lasts (AC: 13, HP: 10) why the great mong exodus, that has scattered them all across
until the creature is freed by the greater restoration spell (Pack tactics: [advantage on attacks, if a friendly creature these realms, created so many differing races of this species,
or other magic. is within 5 feet of the enemy]) with each displaying traits unique to the plane they have found
Proficiency with a greataxe allows you to add your (Master tunneler: [Can make a 100 feet tunnel fit for themselves in. This also gave proficient conjurers ways to bind
proficiency bonus to the attack roll for any attack you small creatures in one hour if digging through dirt, 10 feet them and summon them, for their wary nature has shifted to
make with it. if through stone]) the one specific to the realm. Whilst most magicians consider
Abyssal Mong mongs, whatever their nature, too troublesome, weak and
(Str: +1, Con: +2, HP: +10, AC:+2) idiotic to summon; Some have found that they can be very
(Can cast: Burning Hands once per short rest, Fireball versatile, once you know what their capabilities are. That is
once per long rest and Produce Flame. Resistant to fire. how the idea of this particular magic item began to be
Proficient with all Martial weapons and with developed. One prominent wizard magician started collecting
blacksmithing tools) mong rallying horns and enchanting them, as to create a tool
Fey Mong specifically designed to summon mongs. She was ridiculed by
(Dex: +2, Int:+3, Cha:+3, AC:+3) the wizard community, but soon her effort began to bear fruit,
(Can cast: Greater Invisibility and Banishment once per as she used her minions to create a very successful business
long rest and Faerie Fire once per short rest and Minor enterprise, that utilized the varying abilities of different mong
illusion. Has fairy wings and can fly 30 feet per round, can specimen. Unfortunately for her, this horn was later in time
as an action detect magic within 30 feet ) stolen by a mong infiltrating her organization during the mong
king's crusade for magical artefacts. The original is now
Celestial Mong
believed to be in his possession. This item was never
(Int:+1, Wis:+4, Cha:+5)
duplicated, for its ability to summon mongs permanently could
(Can cast Greater Restoration and Death Ward once per
lead to devastating infestations; but more diluted versions,
long rest, Cure Wounds twice per short rest. Is proficient
working on a much smaller scale and with limited time soon
in Medicine)
began to appear on the market.

8 9
It was the first resort Viviene used to save her beloved, from The manor was a place of many evils, yet not everything born
the dreadful disease that afflicted him. With time being her there was of malevolent nature. Floating in the now vast
only enemy, she saw no other option but to cut her husband emptiness of the ballroom, ghosts and spectres of the past are H��� �� S������� H������
with the blood rose and put him into timeless sleep, whilst she still dancing there to a tranquil tune produced by the Wondrous Item (musical instrument), Legendary
would find a cure. However the only advice all the medics and melodious strings a harp. The ghosts are of those that fell
physicians in the world had to offer was to let him find his victims to the horrors of the manor, yet they seem peaceful,
peace in the afterlife. Furious with their ineptness, she decided calm, almost serene while dancing to the ghostly music. The Playing this harp causes anyone in a 100 feet radius (-10
to find help among those outcast by the society: warlock, harp, bearing the resemblance of a swan, its pristine silver and feet for each feet of wall in-between) who failed on a
necromancers and cultists. But their advice still rang hollow crystal surface reflecting light in a pale blue hue, wisdom saving throw DC 21, To enter a trance, during
within her, for their it was such: "Only from death can one be encompassing the ballroom in a tranquil atmosphere. It would which they are incapacitated, they may still move (or
reborn." It wasn't until a charismatic collector of the occult seem, that even lowly creatures such as undead, demons and dance) and talk, but they cannot willingly leave the harp's
and divine assured her, that she was prepared to make this devils can't disrupt the harmony the harp produces. area of influence.
final sacrifice. And upon one dreary midnight she had awoken Unintelligent undead go into an almost Those affected by the harp lose any status effects that
her lover and with a tearful "Sorry" she stabbed him right in the melancholic state, in which were on them (including diseases, poisons, curses,
heart. it seems, that spells).
glimpses of their No creatures are immune to the effects of the harp, nor
former self do any creatures have advantages or disadvantages
R��� �� M������� appear. Demons
and devils start
against it (legendary resistances still function as normal
though).
wondrous item (very rare)
to contempt Any creature affected by the harp will see the alignment
their diabolical of other creatures, including itself. Evil creatures must
Any creature that is dead for less than one minute, or is
willing can have its blood drawn by the blood rose and V������� F��� ways. And
mortals enter a deep
make an additional wisdom saving throw DC 17 otherwise
their alignment changes to good for one week.
poured into the vial, this causes their soul to leave their Uncommon, Dagger (light, throwable, versatile) introspective and A creature might willingly fail this saving throw (for
body and enter into the vial. The body then goes into a meditative example if they didn't think they were evil) in which case
dead-like state, during which no status effects lose their trance, and they may turn good forever. These effects take place as
You gain a +1 bonus to attack and damage rolls with this
remaining time, until the enchantment is broken. If any exploring the long as someone focuses all their attention (all actions,
weapon. Every time you hit a creature, it must make a DC
damage is done to the body by an outside force, the body depths of their reactions and bonus actions) at their disposal on playing
12 constitution saving throw or take 2d6 poison damage.
will heal after an hour. If such a damage is done to the spirit. the harp. The player is unaffected by the harp.
If you score a critical hit with this weapon, the spider on
body that it cannot restore itself, it regenerates itself Any creature that passes the initial saving throw suffers
it tries to also bite the attacked creature (+4 to hit)
within five feet of the vial after an hour. 12d8 psychic damage each time it makes an attack, or any
dealing additional 2d6 poison damage and one point of
The body cannot be healed, ressurected, nor turned into harmful action towards the creatures inside the radius of
piercing damage on a hit, the wielder may then decide to
undeath but it can gain additional status effects (poisons, the harp (excluding the player).
leave the weapon in the wound and the spider will then
curses, heal over-time, cures, buffs) that will start to take
try to bite the creature on the start of each of its turns Each time the one playing the harp takes damage, it
effect after the enchantment wears off.
until the creature dies, or it spends an action to try and creates a dissonant sound and everyone within the radius
The body is connected to the rose, and if the rose were to
remove the dagger (Strength check with DC 9). of the harp (excluding the player) takes the same amount
be damaged, the body loses 1/10 of its maximum health
If the weapon is removed from wound, of damage, but of psychic type.
each minute, until a soul starts to inhabit it once again.
unsuccesfully thrown, or dropped, the No creature that failed the initial check and is in a
If the vial were to be destroyed, roll a d6, on a 2-6 the soul
dagger becomes a creature (AC:12, Hit trance can drop below 1 hit point.
departs as it normally would during death, or on a 1 it
points: 5, 20ft speed) and tries to kill (It is not possible to willingly fail the initial check).
turns into a violent spectre (CR equal its original CR, or
its level). the nearest living creature in sight, it
If the blood in the vial is poured into the original body, will either bite (stats mentioned above)
the enchantment wears off, if poured into another dead or stab with the blade (+2 to hit, 2d6
body, roll a d20; on 11-20 the transfer was successful and poison damage, 1d8 piercing damage). Among the uneducated, necromancy is often considered an
the spirit of the creature now inhabits the new body if it loses its hit points, it is utterly evil practice used to cause decay and death and create
(STR, DEX, CON of the new body and INT, WIS and CHA incapacitated for 8 hours and may undead monstrosities, but its more benign aspects are often
of the original body). If the sum of the new bodies stats is not bite (even during overlooked. This artefact is a prime example of the latter. A
higher than 6 than the original bodies stats, the transfer crits). combination of an enchanted crystal vial and a rose, picked up
was unsuccessful. On 1-10, the transfer was unsuccessful If a creature tries to pick during a blood moon, it functions somewhat similarly to the
and the soul inhabits the body, creating vengeful up this dagger, it must lich phylactery. If a blood of a dying, or lately deceased
revenant (of the souls personality and memories) that make a DC 8 dexterity creature is drawn by the thorns of the blood rose and
wishes only to kill the one who caused this state to him. saving throw or the immediately sealed inside the vial, their soul will not leave for
Once they fulfil this purpose, the soul leaves the new dagger slips, the afterlife and their lifeless body will not age.
body. spider may use its
The soul inside the vial is fully aware of what is going reaction to bite a
around it and can see and hear everything within a 30 creature trying
feet radius. to pick him up.

10 11
Travelling by magical means is often unpredictable,
dangerous and difficult to master. That is why a more refined
U����� T��������� method of this type of transportation had to be developed. S����������’� C�������
Wondrous item, very rare (requires attunement) Teleportation stones proved themselves to be the Legendary Adventuring Gear (Staff), Requires Attunement
most reliable of these devices. Serving as focal
points of flowing magical energy, they divert
Each time the transmuter is an object of a spell, the nearby magical currents guiding anything Adds +1 to all Spell Attack Rolls
spell doesn't take effect, but the transmuter absorbs moving through them to a specific Magical Mutation: You forcibly try to weave magical
the magic energy and raises an amount of nearby point. This ability caused the energies beyond their capacity. This feature allows you to
(30 feet radius) bodies as skeletons or zombies, creation of permanent two way cast two spells with the same casting time at once (you
the amount it equal to the level at which the spell portals built around these devices, still spend both spell slots). But there is a 25% chance (1
was cast. It can't raise creatures bigger than but their use didn't end there, for on a 1d4 roll) that the spells will not work properly. If that
medium size. The raised undead are under the soon it started to see use in magic happens, roll 1d100 and the following things may happen.
control of the attuned, but don't do anything unless disruption devices and 1-25:
given a specific verbal command. The undead have teleportation interdictors. If the spells have a target, you become the target. If they
limited intelligence, so it is very likely they will carry the In the manor of Viviene have an area of effect, then your location becomes the
command out as literally as possible. The transmuter Springleaf, all their utilities centre of the spell. Otherwise they fizzle out and you lose
can only sustain as many undead, as is twice the attuned's are put to us, for it is your spell slots without any effect.
level. If more are raised, they are not under anyone's accessible to those 26-50
control and follow the same behaviour as ordinary travelling by portals, but The spells will not work unless you additionally spend
undead (hostile to anything living). The undead are those not entrusted with the your highest level spell slot available to you. If you do,
permanent, but if they leave the transmuter for more right coordinates will find they work normally.
than twelve hours, they crumble to dust. If the themselves in one of her dungeon cages 51-75
transmuter is destroyed, collapsed or unattuned, all rather than in her fine estate, for she has many Only one of the spells will work as it should, you choose
remaining undead turn hostile. which one.
In addition to this, any necromancy spell cast in 30 feet 76-100
radius of the transmuter works as if it was cast using a The Spells fizzle out and additionally you have to roll on a
spell slot one level higher. T������������ S���� Wild Magic Surge table.
This object is collapsible and can be carried, but it only Wondrous item, rare Inhibition: Each time you cast a spell and decide on
works when placed upon ground. It can only be attuned
its target or area you can decide to delay the spell’s effect
to if it is placed so, and every time it is collapsed, the
When activated, if a creature is travelling through up to 1 minute. As long as the target of your spell was
attunement is lost (attunement is not lost with distance).
teleportation magic, and the line between his starting within the original casting range, they will always suffer
point and final destination is within a one mile radius of a the effects no matter their current location. Area of Effect
teleportation stone, they will be teleported to the stone spells without a specific target will affect the area you
instead. originally designated. If the spell is a projectile coming
Also, any spells targeted at a certain area (fireball, from the caster, it will instead appear where you stood
meteor shower, Wall of fire) will be cast at the location of while casting the spell.
the stone, if the is within 30 feet of the stone. If used in combat, you can decide whether the spell’s
If a creature were to be affected by two or more effect will take place at the start or the end of one of your
teleportation stones simoultaneously, the DM rolls a d4, next 10 turns
with each number causing a different outcome. On a 1, Activation: Using the power of the staff, you can
they cancel each other, on a 2, the nearest stone takes hasten the conjuring process of a spell by sacrificing some
effect, on a 3, the furthest stone takes effect, and on a 4, of your arcane energies
the stones crack and explode, causing 8d8 force damage Each time you cast a spell, you may spend one
to anyone within a 10 feet radius and throwing them 5 additional spell slot of the same level to decrease the
feet away for every 10 damage taken casting time in half. As for action economy, it goes as
follows:
•Action => Bonus Action
This macabre structure serves as a nexus of necromantic •Bonus Action => Reaction
magic, it is used by apprentice necromancers before they learn •Reaction => Free Action (You lose nothing)
how to control their powers, but it is also employed during
larger scale necromantic rituals. If struck by magic, it
emanates fog of necromantic energy affecting any corpses and
piles of bones nearby, turning them into mindless skeletons
and zombies. The transmuter itself can create only lesser
undead, but it enhances necromantic spells required to raise
greater creatures.

12 13
M��� R��� (F�� DM�, S����� C����) F����� L������
Wondrous Item (Lantern) Uncommon
wondrous item (ring), very rare (requires
After wearing this ring for more than one day, the
attunement), cursed
creature wearing it begins to constantly hear crystalline Fusion Lantern gives off a very bright light (counted as
and metallic sound emitting from the ring and other core sunlight for the sake of light sensitivity vulnerability) in a
If attuned to the mind ring, the wearer may as an action fragments, This sound is calming and pleasant, but it 30 feet radius, normal bright light in additional 30 feet
cast Charm monster (3x per day) , Dominate person gives the wearer disadvantage on all saves against being radius and dim light in 90 feet radius.
(2x per day) and Weird (1x per day) all with DC 17 saving charmed or frightened Within 30 feet, the lantern has a permanent Detect
throws. From the Second day forward, Every 8 hours, the wearer Magic and See Invisibility effect
While wearing this ring, the becomes victim of the Phantasmal Killer spell, with the The Lantern also gives a 10 feet foot vision in artificially
charisma of the wearer is illusion being in the shape of Avatar of the Core dark environments, such as the Darkness spell and
increased to 20 (unchanged (statblock is on our page). Hunger of Hadar
if higher) From the Third day forward, the Avatar of the Core The lantern can be used once per 8 hours to create a
illusion appears every four hours and the wearer perceives burst of blinding light in a 30 feet radius, but the lights
its immediate surrounding and creatures as terrifying the lantern gives off will each be shortened by 30 feet for
and dangerous (Mechanically similar to the Mental the next 8 hours if used so. The flash does 3d8 radiant
Prison spell) if they try to interact with any object or damage to all creatures within thirty feet excluding the
creature, they make pass a DC: 18 Wis saving throw, wielder that have a field of vision of the lantern and are
otherwise they become frightened and take 5d10 psychic
damage. The wearer also can't voluntarily take the ring
blinded for three rounds if they fail to make a DC 12 Dex B���� B����
check; on a successful save only half damage is taken and
off, unless they pass a DC: 22 Wis saving throw, if they the creature is not blinded.
Armor (Boots), Uncommon (Requires attunement)
Because fails, they take 7d10 psychic damage.
Creatures that have light sensitivity are damaged for
of the From fourth day forward, all prior effects stop and the triple the original amount Using a bonus action, the wearer of these boots may
need for creature loses control of their body (is considered launch himself exactly 60 feet into any direction, if they
destructive dominated) and will try to find its way to the Underworld were to hit a solid object, they both take 1d6 bludgeon
weapons of tunnels, they will act violently towards anything that tries One of the very earliest designs created using the core damage for each 10 feet travelled any they instantly fall if
war and soldier to stop them. If they find themselves in the Underworld fragment technology, a bright lantern that doesn't go out and in the air (with all the falling damage accounted for).
augmentations, they will go to the nearest Core fragment vein (they that doesn't require active use of magic to charge. A delicate, if the wielder falls voluntarily (jumping from a window,
most of the research instinctively know where it is) and there they will cast yet simple tool, were it not for the fact that it does more that or using these boots) the damage taken from falling is
funding for core fragments went into just that and the other meld into at as in Meld into Stone, but without a meets the eye. The first major utility this item was found to divided by ten.
more subtle effects were still an enigma. But a small group of
specific duration. After a week in such state, the creature provide, is that produces such a light in which inert magic is
researchers were disturbed and intrigued by how it affected the If used to jump in the air, the creature remains on the
irreversibly turns into an Avatar of the Core. visible, so it detect surrounding magic and what contains it,
minds and behaviour of the miners that mined it. After square where he launched himself until their next turn,
extensive questioning, testing and report reading, some shared If the ring is taken off, the curse effects remain for 3 which proved itself to be more than useful, as it even highlights then they must make another jump in any direction, or
elements of prolonged exposure became evident. The first stage days for each phase the wearer went through (if the otherwise unnoticeable veins of core they fall.
of exposure was usually associated with sound hallucinations, wearer is in the third phase, it will take three days to fragments. Also, it seems to be able If prone, using these boots in any direction makes the
apparently the subjects were hearing subtle metallic or descend into second phase and three days to descend into to create a flash of scorching creature stand up.
crystalline ringing that grew stronger with proximity to the first phase). blinding light, which started to
After each use, there is a 1/20 chance that the boots
core fragments. This sound was reportedly very charming and The effects of the ring can be immediately reset by a see use as defence mechanism
overheat and won't work for the next 8 hours, but it is
pleasant but grew exponentially stronger during mining to remove curse spell for miners once the attacks of
unknown to the wearer whether the boots are overheated
even "unbearable levels". The second phase was the phase of Underworld denizens
or not, and they must still make a bonus action if they
hallucinations and nightmares. These visions were those of became more
"glowing alien crystalline figures", that were observing the want to use them (even if they don't work).
prominent. It is
subjects with fiery eyes, in the dark corners and crevices of the If a creature is within 5 feet of the trajectory of the
strange that a
tunnel. We do not know what encompasses the third stage, for launch, the launched target may use an action to
mineral were to
no subject was capable of coherent speech at that point. They attack the creature with a disadvantage
have such a
become terrified rambling beings, that try to hide in the property, unless it
smallest and darkest places possible. We do not know, whether
had some levels of
that is the last stage, or if it leads to something else, that is we
sentience and tried to
have decided to create a ring and infuse it with the properties
actively defend itself,
of the core fragments. We tried to amplify the effects with
some simple enchantment magic, as to weaken the mind but since our miners
barriers of the subject we use it on. We do not want to take any were never "flashed" by
risks, and will try to protect ourselves from any forms of the fragments during mining
charms , but we have the Garbin Drunmeg, the researcher who it is probably a misconception,
first studied the properties of the fragments on our team and unless it wished to be mined.
he knows more than anyone about them so we should be
hopefully safe.

14 15
The war on the Eastern front with the dragonspawn is one While golems and other such constructs are formidable in It was but a matter of time before the fragments would be
very taxing on dwarven lifes, for it is hard to fight an enemy their own rights, their innate nature often makes them inferior weaponized and it was nigh time to teach the dragonspawn to
one can't even reach. Aerial ambushes are the scourge of their
armies that are brave enough to leave their protected
to common mortals, who often through sheer shrewdness and
resourcefulness manage to accomplish tasks the physically
C��� S���� fear the weapon they so gladly utilize, fire. The
research into creating a gun was all but
underground cities for a chance at a offensive. That is why any stronger constructs are incapable of. But what if one were to Dagger, uncommon successful, though it did not create guns per se.
edge, no matter how miniscule it may seem, is always valuable. combine the pure strength of a mechanical body with the mind The result was the Flamegun, a gun in design only,
With core fragments came a whole new era of weapon and for it could be described as a gun shaped magical
and cunning of a living being. A question that stands behind Every time you hit a creature with this dagger, it
armor innovations and experiments; many of them failed wand and one wouldn't be far from the truth. By
the creation of Project Paragon. A huge suit of armour must make DC 16 constitution saving throw or
clicking the trigger an energy pulse is sent into core
miserably, many were swept aside and many were deemed too covering the whole body and increasing its strength and take 2d4 lightning damage. fragment in the barrel, this overcharges the weapon and
expensive. However some managed to pass past the drawing durability. The prototype was given to the most accomplished If you role a critical failure on attack, the it gets rid of this excess energy in the form of a fiery ball
board and find use in the dwarven armies. One such thing are of dwarven warriors and the results were more than shard will shatter, you lose the weapon of doom. This weapon is anything but safe, and is given
the Burst Boots. Using the core fragments to strengthen the satisfactory. While it is too expensive and hard to and take 2d4 lightning damage only to dependable volunteers with fire resistant gear,
steel and for a much more peculiar purpose. When under manufacture, dozens of these suits were made for special If you throw the shard and miss, however it seemed to find its way to the market and the insane
certain conditions, the material was found to create magical shock forces, higher ranking officers and clan leaders. Due to you roll d20, if you roll 10 or less members of the "Dragonslayers", who while resourceful and
explosions and in these boots the resulting shockwave is its reliability on core fragments to work, chances of reverse the shard will shatter and all skilled, are not the most stable of individuals. The weapon is
focused so, that the wearer is launched in the air and if engineering by enemies are slight, but it is still something to be creatures within 15 feet radius still in a field testing process, for we are not entirely sure what
proficient with the mechanism, may even somehow fly if timed rather avoided. must make DC 14 constitution the power-to-safety ratio still is and that's why we leave that to
correctly. The Dragonspawn were hugely unprepared to be saving throw or take 1d6 the soldiers themselves, who give us periodic reports. A cool-
challenged for the rule over sky and the dwarves gained a lightning damage and the down mechanism is still being developed, for we were unable to
major foothold deep in the enemy territory before the yet find a way to prevent the gun from overheating and
weapon is lost, (you can’t fail
dragonspawn started to recover from the losses and create consequently exploding. But things like these make me wonder,
the d20 roll intentionally)
appropriate countermeasures. are we really so desperate in this war, or is it just dwarven
nature to try to create as destructive and explosive devices as
possible, no matter the personal safety.

F�������
D������ E���������� Weapon (Blunderbuss), rare

Whole body heavy armour, very rare The Flamegun is a weapon that doesn't fire bullets nor
any other type of ammunition, it can create an effect
This suit of armour can only be worn as a set and no mechanically similar to the spells: Fireball or Dragon's
other piece of different armour (boots, helmet, Breath
breastplate) can be worn with it. As the first possible attack, the wielder can create a 15-
It can only be used by small humanoid creatures and foot-cone of fire. Each creature in the area must make a
dwarves, that are for all purposes considered medium Dex saving throw, taking 2d8 damage on a fail or half as
sized while wearing this armour much on a success. In this case the wielder must roll a
It gives the AC of 20 and gives the creature that is d20 each attack as well, but if they roll a 1, the weapon
wearing it resistance to these damage types: slashing, simply overheats and isn't functional for 1d10 minutes.
piercing, poison, fire, cold. But it makes the wearer Second of the possible attacks is a ball of fire with
vulnerable to: lightning and force damage (they short 150 feet range that explodes on the chosen location
circuit the suit, which creates a discharge within) in a 20-foot-radius, Each creature caught in the
It increases the strength modifier of the wearer by +2 blast must make a Dex saving throw; they take
but decreases their dexterity modifier by -2 4d6 fire damage on a fail and half as much on a
It requires a minimum strength of 13 to operate and it success. Each time such an attack is made, the
gives disadvantage on stealth and dexterity checks, but wielder must roll a d20 and if they roll a 1, the
gives advantage on strength checks weapon explodes and the fireball is centred on
While wearing the suit, an unarmed strike does 1d8 + the wielder instead. The wielder may increase the
Str modifier damage. damage of the attack up to 8d6 fire damage, but for
If a spellcaster were to wear this armour, due to the each 1d6 added, the fail chance increases by 1. The
magical conductive nature of the core fragments, the fail chance also increases by 1 for every round the
armour itself may be used as a spellcasting focus weapon was fired in subsequent turns without a chance
While the suit gives vulnerability to lightning and force to cool down. If the weapon is not fired for at least one
damage, any time they receive such damage, their next round, these fail chances drop to 0 again.
attack deals additional 2d6 of the corresponding damage.

16 17
A shield passed down from generation to generation of A tool rather than a weapon, this hammer is reserved only for
among a famed warrior clan. The heroes who carried it were the most accomplished of smiths. Even though it appears
G����������� always leading the vanguard and stood as the stalwart wall M����� S����'� H����� cumbersome and heavy, it is quite light and very well balanced
among their comrades during the heat of battle. A symbol of so that even the more delicate parts of the smith's craft can be
Armour (shield), legendary (requires attunement and courage, security and dwarven resilience. There was a saying Weapon (Hammer), rare (requires attunement), easily done while using it. But don't let this talk of grace and
at least 17 strength) among the commoners and nobles alike: that as long as this versatile, Ranged (Special) finesse fool you, it is still a weapon and a skilled warrior
shield remained in dwarven hands, the people will endure carrying it to combat is not to be trifled with. One pivotal
Groundholder increases your AC by +3 while you are Master Smith's Hammer gives +1 to attack and damage
anything bearing them ill will. An already potent magical abilities of the hammer is the possibility to repair small
holding it. rolls. It also deals additional 1d4 fire damage on hit.
artefact, it came as a surprise to the smiths and tinkers of damages without any need of material, as if from thin air and
You can spend a reaction to negate any effect that would It can be used instead of smith's tools and the
Smältdurg, when they were humbly asked to modify and its capability of creating heat and fire. Both of which can be
move your character from its current position proficiency bonus while using it to smith is increased by
upgrade the shield with their fabled core fragments. Honoured very convenient and useful on the road. According to recent
(teleportation, grapple, shove). +2.
by such a notion, they eagerly accepted and began working on researches and experiments, it would seem that inexplicably,
If a creature is not flanking you and misses a melee the artefact. Since core fragments weren't ever combined with As an action, the wielder may cast mending (This can the hammer affects the newly invented automatons very
attack against you it takes 2d4 lightning damage, it also a strongly magical item, especially of such potency as this one, also heal constructs for 2d10 hit points) or fire bolt (1d10 queerly, making them docile and obedient on contact, but it
must make a DC 8 Con saving throw otherwise it is the process was long and tedious; but the fruits it bore were damage, ranged attack) has also proved itself remarkably destructive against them.
pushed 5 feet away from you and goes prone. extraordinary. An amplification of its prior durability and Attacks against constructs have advantage and every More research surely needs to be done on the case, we have
If you are hit by an AOE spell, you may spend a reaction abilities was just the tip of the iceberg stemming from the time it hits a construct, the constructs must make a DC 10 insufficient data and anything giving us control over the
to take all the damage done by the spell on yourself adjustments. Now this beacon hope shines ever brighter, which Constitution saving throw, if it fails, it is charmed autonomous automatons would be very helpful. I need to
instead. is much needed; for I sense that darkness unlike any we have (bypassing immunity) for one minute. The charm wears present this to the researchers studying the fragments as soon
You can spend a bonus action to jab the shield in the seen before is about to come. off, if the construct takes any damage. Charmed as possible, especially with the queer deaths of people involved
ground, where it serves as a three quarters cover (bonus construct does not do anything, unless the wielder of the with the core fragments happening in our town recently. I hope
action to pick it back up) hammer gives him an order. After each action, the the college will accept my research, the guardians outside my
Twice a day, you may spend an action and cause an construct does another saving throw and if it succeeded, home make me very uneasy for some reason.
earth tremor in a 30 feet cone in front of you, creatures the charm wears off; if it failed it will keep following
caught in the area take 3d8 damage and are knocked orders.
prone unless they pass a DC 16 Con saving throw.

18 19
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)

20 21
S���� �� S������ T������ B������'� A�����
Legendary Weapon (Spear), Reach, Two-Handed,
Legendary adventuring gear (staff), requires Weapon (ammunition), thrown, rare
Finesse, Requires attunement attunement
Spear of Seasons has +2 on attack and damage rolls These acorns can serve as an ammunition in Firearms
Thyrsus has 4 charges per day. and Slings and add +1 to both attack and damage rolls as
Its visage and abilities depend on the yearly season (the
Thyrsus can be used as a Holy symbol, or a druidic focus such.
season in the locality the spear is located in).
and increases and it increases spell DC by 1 when used as If their capsule is torn off, they increase in size (cca size
The spellcasting DC of the weapon is DC: 17 such. of a human fist) and became a thrown weapon. When
In Winter, the spear makes the wielder resistant to It can change up to 20 litres of any liquid into ale per thrown the acorn deal 1 bludgeoning damage to the target
cold damage and deals additional 2d6 cold damage and day and splinter into a cluster of high speed ordinary acorns,
makes any creature killed by it into a frozen statue until it You can touch a living creature using the staff, the dealing additional 1d12 piercing damage to any creature
thaws. Twice a day, you can also use an action to freeze creature loses any harmful psychic conditions affecting it within 10 feet of the hit target unless they succeed on a
any creature within 60 feet into a block of ice for one (charmed, frightened, stunned, intoxicated) and if they DC: 14 Dexterity saving throw.
minute unless it succeeds on a DC 17 constitution saving took psychic damage in the last round, they are healed for
throw, the affected creature is invulnerable and cannot be When used as ammunition, the acorns add additional
5d10 hit points. This ability uses one charge. +1 to attack rolls against targets with at least medium
affected by any effects or conditions. And once a
You can also touch a living creature (successful attack or armour.
day you may spend an action to cast Cone of
melee attack) to drain it of its aggression. In combat, this They become ordinary acorns after used once
Cold with it. Once Per Season, it can also be used
causes the creature be unable to attack and deliberately When used as ammunition in firearms, during a critical
to summon a Blizzard in a 10-mile radius centred on
do any actions that might harm anyone. For this to work, hit the capsule of the acorn is torn off in the blast and the
the caster for up to 10 hours (this may increase the
the creature must fail a DC: 18 wisdom saving throw, each hit deals additional 1d6 damage and every creature within
snow level by several feet, freeze water sources,
time the creature is damaged it rolls again, and if it 20 feet of the target takes 2d8 piercing damage unless
etc)
succeeds the effects wear off. The effect lasts for 1 day. they succeed on a DC: 14 Dexterity saving throw
In Spring, the spear makes the wielder This ability uses one charge
resistant to lightning damage and deals
You can use it to heavily intoxicate a creature within 60
additional 2d6 lightning damage. It can be
feet. They must make a DC: 15
used twice a day to cast Lightning bolt and once a
constitution saving throw and if
day to heal a living creature for 80HP and remove
they fail, their speed is halved,
all negative conditions the creature suffers. It can
their Dex, Int, Wis and Cha
also be used once a season to summon a Thunderstorm in
bonuses decrease by 1d6
a 10-mile radius centred on the caster for up to 2 hours
each. This effect lasts
(This may cause tornados, Increase in water level, etc.)
until the creature takes
In Summer, the spear makes the wielder resistant a short or long rest
to fire damage and deals additional 2d6 fire damage, (can also be
It can be used twice a day to cast fireball and once dispelled by
a day to destroy up to 100 gallons of water in an restoration spells)
open container, or a water source (lake, sea, pond), This ability uses
It can also be used once a season to summon a two charges
massive heat wave in a 10 mile radius centred on
the caster for up to two weeks. (this may cause
draughts, withering of crops, etc.)
In Fall, the spear makes the wielder resistant to
poison damage and deals additional 2d6 poison
damage. It can be used twice a day to cast Stinking
Cloud for up to 1 minute and once a day to cast
Cloudkill for up to 5 minutes. It can also be used once a
season to negate any weather effect in a 50-mile radius
and to heal any crop or piece of nature (fallen trees,
bushes) damaged by one during this year.
Once per year, the wielder may also use this spear, to
permanently change a landscape in a 1-mile radius
around the them to that of a certain season (the land will
permanently be winter-like or spring-like, etc.).
It takes the spear one day to adjust to a new season and
loses all of its powers for the duration.

22 23
Many mercenaries and bounty hunters pride themselves on
their ability to hunt down any target, no matter where they

T���� hide, and kill them with ruthless efficiency; but far less are
capable of bringing their prey in alive. And among these, is one H���� �� ��� F�����
Ranged Weapon (Crossbow), Legendary (requires whose skill outclasses the rest, A mysterious wood elf simply
attunement) known as "Shroud". Their identity is a mystery, for no one in Legendary wondrous item, Requires Attunement, Cursed
the business heard them speak or show their face. Their face is
Thorn is a crossbow with +3 bonus to attack rolls, always obscured by a cowl, a face wrap and war paint, with
however it only does 1d6 damage. The Heart of The Forest must be held in one hand if
only yellow cat-like eyes standing out like two flickers of flame.
not-attuned and anywhere within 100 feet if attuned.
Each time a creature is hit by the Thorn, it must make a But there is one more piece to the enigma that is Shroud, for
Heart gives some powers while unattuned and
DC 10 CON saving throw otherwise it falls asleep for one all their jobs and contracts had one thing in common: Not a
additional while attuned. Attuning to this item
minute (it can be awakened by any damage taken, or if single soul died. For Shroud has not once accepted a killing
only takes one action.
another creature spends an action to wake it up), if the contract and during their kidnapping jobs, no bloodshed had
creature passes the saving throw, the DC on subsequent ever taken place. Whilst Shroud's skill is unquestionable, there
Unattuned effects:
hits increases by 2 until the creature falls asleep. is one special weapon in particular that made them accomplish •Wielder heals 2d6 hit points at the end of
If a creature fails the saving throw for the fifth time such a crowning achievement: The Thorn. A peculiar crossbow each round if they are on forest terrain or in
during 10 minutes, it hence forth doesn't fall asleep, but with a unique design, it is rumoured to shoot bolts that only direct sunlight. This can heal up to 35 Hit
falls unconscious for one hour. paralyze or otherwise incapacitate its target. It may also Points per day.
contain some healing, or anaesthetic factor, as to not bleed out •Your eyes turn green with chlorophyll, you gain
If the wielder rolls a critical hit, the DC increases by 4
or badly hurt the target, if the shot pierces an important part 60 feet dark-vision and gain +3 on your
instead by 2 if the creature saves, and if it fails, it will be
of the body. Whilst the weapon is quite large, it is believed to be perception rolls. you cannot be blinded
paralyzed once it wakes up, the paralyzed creature must
compactable or otherwise transformable, for Shroud has been •As an action, you may scry on a tree you either
make a DC 15 CON saving throw at the end of each of its
seen to procure it even in places, that do not allow for weapons see, or have specifically seen and you can see
turns, if it succeeds, the paralysis ends.
to be held. and hear anything within 90 feet of it (+5 to
If a hit from the Thorn brings a creature below 0HP, the
Shroud and his crossbow are at the moment in employment of perception rolls), ignores invisibility
creature is immediately stabilized.
certain mistress Viviene Springleaf, not much is known about •Once a day you may cast Transport via Plants
Undead and creatures immune to being charmed are
the contract, but it seems that they are systematically using the Heart
unaffected by the effects of the weapon.
hunting and kidnapping various prominent figures Attuned effects:
specializing in healing magic, such as clerics of •Once attuned, you take 5d8 psychic damage at the end
Zuthar, druids and arcane of each turn (this stops once mind controlled by the
alchemists. An extensive Heart, or unconscious)
investigation into the matter •Your Strength, Constitution and Dexterity modifiers
is recommended, for increase by +3
Shroud is very expensive •You may cast psychic scream once per day and
and a more sinister Dominate monster twice per day.
ulterior motive is at hand. •You may spend an action to dominate a plant creature
(DC: 16 Wis save)
•You may touch a large tree and turn it into a treant
under your control for 1 hour twice per day
•You cannot be frightened, petrified, charmed and
fatigued
•You may spend an action to try to lose the
attunement, however you must succeed on a DC:18
Wis saving throw, otherwise the attunement remains
and you lose 5d8 hit points.
•If you drop to 0 hp, you must make a DC: 21 Wis
saving throw, if you fail, you don't go unconscious and
instead heal to full health, however your character
goes under the control of the Heart for 1d6 days (this
may only be dispelled by a Wish spell) and will
probably try to escape to a safe place, where they will
rip their heart out and change it for the Heart of the
forest. Once this is done, the control is permanent
and irreversible. The character will then escape to a
very secluded part of some forest to protect the heart
and will be hostile to any nearby creature.

24 25
W������� �� ��� I�������� I���������
Uncommon Consumable Item (Warpaint) Rare Adventuring gear (Horn)
When applied, it deals 2d4 fire damage to the applicant
Icebreaker can be blown using an action. Upon doing
It grants resistance to cold damage and advantage on
so, any creature within 120 feet (including the user) loses
saving throws against any effects that cause the
their damage immunities and resistances for 1 minute.
Frightened condition
•The affected creatures also lose any temporary HP
If an attack would take the painted creature below 0HP,
they currently have.
instead of going unconscious immediately, they go
Any creature within 120 feet that temporarily loses their
unconscious at the end of their next turn.
cold immunity due to this item takes 4d6 fire damage.
You gain advantage on Intimidation checks against
Any ice within 200 feet begins melting and shattering
Creatures with Intelligence of 6 and lower.
(Crystalline, glass and Ice creatures take 4d12 force
Applying takes 10 minutes and the
damage).
magical effects last for 8 hours
After using the horn, the user takes 10d8 cold damage
Warpaint of the Initiated
(his lungs begin freezing) and must succeed on a DC 17
may be applied ten times
Con saving throw, otherwise they are silenced for 1 day
before it runs out
•Each time a creature uses the horn, the cold damage
A�� �� ��� L��� H����� taken from using it increases by 1d8 for that specific
creature. (This caps at 20d8)
Artifact Weapon (Greataxe), Versatile (1d10 or 1d12)
Requires Attunement Each time the item is used there is a 5% chance (rolling
1 on d20) that the horn shatters
Axe of the Last Hearth adds +3 to all attack and damage The horn is audible to up to 1000 feet away.
rolls made with this weapon
This weapon ignores all damage resistances and
immunities
R����� D����� It increases your critical range by 1 (Critical Hit on 19
Rare Weapon (Dagger), Requires attunement and 20)
It gives advantage on attacks against creatures that had
Ritual Dagger adds +1 to all attack and damage rolls already attacked this turn
made with this weapon A reaction can be used to transfer damage done to any
If an attack with this weapon brings a creature (at least creature within 30 feet to the wielder instead.
CR 1/2) below 0HP, they are immediately killed and their Once per round when you attack, you can manifest a
body is drained of all their blood. The blood may be used spirit of an ancient barbarian warrior wielding this axe
to either heal or damage any creature within 30 feet for and attack the attacked creature (+6 to hit, 2d6 +4
2d6 hitpoints/necrotic damage slashing damage) and then disappears.
As an action, the wearer can stab themself with the On a critical hit, two such warriors appear.
dagger. dealing appropriate damage to themself, and Twice per day per day, On a successful hit, the wielder
healing an ally within 30 feet for the same amount (this may banish the attacked creature into a spirit realm
only stabilizes unconscious creatures and does not make (Mirror-like to the real world, but ethereal and faint in
them conscious) colour), unless they pass a DC 15 Charisma check. Once
If a creature is killed with this weapon (sacrificed), the in the spirit realm, they are attacked by three of the
wearer may then spend 1minute to ritually cast Warrior Spirits (25Hp, 14AC, 30 feet speed, attacks as seen
Commune or Scrying. This can only be done once per above). The creature returns from the spirit realm after
day at midnight. The DC of Scrying is equal to the CR (or one minute, or after it kills all the Warrior spirits
level) of the sacrificed creature. Higher CR also makes the This weapon can only be wielded, if used to protect
answers from Commune more clear and specific. innocents or yourself, or as a simple tool It is impossibly
heavy to wield (DC: 25 Strength saving throw at the start
of each turn), if the wielder has any nefarious intentions
with it, or is an unjustly aggressor (A skeleton not
threatening anyone can not be attacked, unless it
attacks the wielder itself). Even evil creatures
(devils, demons) can wield it, if the conditions are
met, but it must not be done in hopes of gain.

26 27
F������� �� ��� C����� S��������'� S���� L��� T����
Rare Wondrous Item (Talisman), Requires Legendary Greatsword, Heavy, Reach, Two-Handed,
attunement Requires attunement Rare Adventuring Gear (Totem)

You gain a +3 bonus to attack and damage rolls made


It increases your wisdom modifier by +1 When lure totem is activated as an action, any creature
with this weapon.
The Fragment gives its wearer an additional 3rd level within 10 miles radius of it, with Intelligence of 6 and less
Instead of attacking a single target, you can cleave and is inexplicably drawn towards it.
spell slot, that can be used to cast spells from the cleric
make one attack against two up to 3 creatures within the
spell list Any Creature with Intelligence of 6 that starts their turn
reach of the weapon. This attack roll however has a -10
The spell slot is recovered upon a long rest within 100 feet of the lure totem must succeed on a DC:
penalty. Any additional damage effects (Sneak Attack,
It adds the spells Augury, Bless, and Clairvoyance to 14 Charisma saving throw, otherwise they are compelled
Divine Smite, etc…) can only hit one of the targets
the list of your prepared or known spells (they don't to spend all their actions and movement to approach the
As an action, the wielder may pull a creature within 40 totem and attack it.
reduce the number of spells you know or could normally
feet up to 35 feet towards them, unless they succeed on a
prepare) The totem has an AC of 6 and 30 hit points and loses all
DC 16 Strength saving throw. If the wielder attacks the
Can be used as a spellcasting focus for cleric spells of its effects once destroyed.
pulled creature immediately after it is pulled, they have
All Creatures within 1 mile radius of an activated totem
advantage on the attack and they deal additional 2d6
with Intelligence of 16 and higher, must make a DC: 15
weapon damage on a hit. (Only creatures of medium size
Wisdom saving throw, and if they fail, they start hearing
or smaller can be pulled)
an annoying buzzing noise and gain disadvantage on
On a Critical hit, it dazes the hit target (same effects as
concentration checks. This ends once the totem is
the Slow spell + disadvantage on attacks rolls) until the
destroyed, or if they move at least 1 mile away from the
end of their next turn
totem. (They know where the sound originates from ,
If a creature wearing non-magical armour is hit with and approximately how far it is)
this weapon, they must roll a d20; upon rolling less than
5, their armour gains a stackable -1 penalty to AC until it
is repaired.
Using the magical sentient runic cloth wrapped around
the weapon, you can use the grapple action from a 30 feet
distance. If you have a creature grappled, you may then
let go of the cloth using a bonus action, which will then H����� �� T�� D����
proceed to restrain the creature until the end of their next Very Rare Armour (Helmet), Requires attunement
turn unless they succeed on a DC:17 Strength Saving
throw. (This will make you unable to use the ranged Helmet of the Deeps gives a 60 feet Blindsight and
grapple until you spend a minute wrapping the cloth immunity to being blinded and silenced
around the sword once again). You know the Aquan language while wearing this
helmet
Creatures wearing this helmet are capable of breathing
in any conditions (underwater, strangled, etc)
The helmet can pick up sound from further away, giving
advantage to all perception checks that include listening
You may spend a bonus action to silence a creature
within 90 feet and make them unable to breath air until
the end of your next round (holding breath, and
suffocation rules). However each time you are damaged,
you must pass a concentration check, otherwise the effect
ends (The concentration on this item is independent
from other concentrations and may be stacked with other
concentration spells). The affected creatures are able to
breathe and speak underwater
You gain the shape water cantrip and two charges of
Control Water spell per day

28 29
T������ B����
Weapon (longsword), very rare

The blade of this sword is made up of a contained


thunderstorm, crackling with lightning. It emits a low
rumble at all times which is audible up to 30ft away.
When you swing the blade from an open space towards
partial cover, a corner, or a similar obstacle, the blade
deforms around the barrier and can strike what's on
the other side.
The sword deals an additional 2d6 lightning damage.
If the magic containing the blade is dispelled, the sword
becomes nonmagical and loses its blade.
•The storm that is the blade is unleashed and it grows
to a 2 mile radius in 5 minutes and lasts for 4 hours. If
indoors, it fills as much space as it can and obscures
vision and hearing. If outdoors, the storm rises to the
sky.

Stats by: CocoasCreations

P��������� S���� T�����


Uncommon Wondrous Item, Requires attunement

These magical frozen milk delights are made with


magical ice, never melt on their own, and come in varying
flavors, each containing a unique effect when consumed.
A treat can be consumed as an action, or slowly over
many turns.
Vanilla. An ice-milk treat with added vanilla bean
extract. White in color. You gain 1d6 temp hp. H��� �� ��� S�����
Chocolate. An ice-milk treat with added rare cocoa Wondrous item, very rare (requires attunement by a warlock)
powder. Brown in color, rich and smooth flavor. Your AC
increases by 1 for 30 minutes. A hood of an unknown dark fabric, with patterns of
Berry. An ice-milk treat with different berries. Reddish eyes and space sewn into it. As an action, you can pull
in color, almost tart. You deal an additional d4 damage down the inner piece of the hood to cover your face and
with weapons for 30 minutes. activate the hood. When you do so, you may choose a
Mint. An ice-milk treat with mint. Green in color, cool creature you can see within 200 feet. That creature must
flavor. You gain darkvision up to 40 feet. succeed on a Wisdom saving throw contested by your
Coffee. An ice-milk treat with blended coffee. Brown/ spell save DC. On a failure, an eye from the Arcane Eye
black in color, robust bitter flavor. You gain resistance to a spell appears and follows behind them. While an eye
damage type of your choice for 10 minutes. follows a creature, you know the exact location of it as
Citrus. An ice-milk treat with citrus juices. Yellow or long as it is on the same plane as you. That creature
orange in color, tart and stings. You gain an additional perceives your face as a void filled with eyes looking back
reaction one time within the next 10 minutes. at them. An eye lasts for 1 hour or until dismissed as a
bonus action, and moves with the creature even through
teleports. While receiving visual information from the
Stats by: CocoasCreations
arcane eye, you become blind. Once this feature of the
hood has been used twice, it can't be used again until the
following dawn.

Stats by: CocoasCreations

30 31
A������� L����
Very Rare Wondrous Item, Requires Attunement Very Rare Flail, Requires Attunement

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

32 33
A���� L��
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 throw to
friends alike succeed on the saving throw instead.
•All allied creatures (excluding you) within 15 feet of Wilful Wrath: As an action you can choose a creature
you have resistance to psychic damage and advantage within 60 feet as your dedicated prey. You gain a +1 bonus
on saving throws against being frightened or charmed to attack rolls and you deal extra 1d6 weapon damage to
•You add an additional 1d4 bonus on all your charisma the target whenever you hit it with an attack.
saving throws and ability checks. However you gain disadvantage on all attack rolls against
•Once per day, you can use your action to force each other creatures until your chosen prey is dead, or until a
hostile creature within 15 feet of you to make a DC:16 long rest.
Wisdom saving throw, becoming frightened of you on
Taste of Fear:
a failure. Creatures that fail this roll repeat it at the
•You gain 1d10 temporary hit points whenever a
end of their turn until they succeed.
creature within 60 feet becomes frightened
Golden Saviour: If a creature within 30 feet of
•You gain a +2 bonus to Intimidation checks
you is either being attacked of making a saving
•Deception checks against you have disadvantage
throw, you can spend your reaction to add your
charisma modifier to 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
S����������
the next 24 hours. It also disappears at the end of Weapon (Longbow), very rare (requires Attunement),
its turn after you become awake or conscious.
Heavy, Range 150/600, Two-Handed
•Once per day if the serpent is not “dead”, You gain a +1 bonus to attack and damage rolls made
you can use your action to partly with this weapon
summon it and make it use its “Fire Stargazer’s Sight: As an action you can once per day
Breath” ability in a direction of your gain 60 feet of Truesight for 1 minute
choosing.
Astral Guidance: As a bonus action you can imbue
your arrow with astral power that envelops your target in
starlight.
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

34 35
C�������� T����� V����
Very rare Musical instrument (Flute), Requires Attunement Very rare Weapon (Sickle), Light, 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 rolls made
Druids. cannot be seen or targeted by any divination spells or with this weapon
Pandemonium of Panic (Recharge 6): effects that you do not want to be targeted or seen by. Unbound by Underworld: You gain
As an action, you can let out a bloodcurdling scream and Any illusions affecting your body (Disguise Self, advantage on death saving throws.
any creature within 45 feet of you must make a DC:13 Invisibility) cannot be dispelled or revealed by magic or If you go under 0HP, you can decide
Wisdom Saving throw, taking 2d8 psychic damage and seen by truesight. to let your incorporeal spirit linger in
becoming frightened and confused (as via confusion Every creature that you encounter for less than 5 the waking world. The spirit appears
spell) until the end of their next turn on a failure. minutes will forget your face and appearance after you are above your unconscious body and
Creatures allied to you have advantage on the saving no longer in their sight, unless you wish otherwise. has the same abilities, initiative and
throw. Masked Thunder: You are resistant to lightning and stats as your physical character.
Ode to a Dead God: thunder damage You must roll a death saving throw
Once per week, you can perform this tragic tune. This You can use your reaction to imbue any attack within 60 each time your spirit would take
song can be faintly heard up to a mile away (you choose feet with lightning. If the attack hits its target, it deals damage and at the end of each of
your preferred radius) After performing it for at least a additional 2d8 lightning damage. your spirit’s turns.
minute, you roll a performance check and several effects You gain the Shocking Grasp cantrip and can cast it The spirit can dismiss itself as a
can ensue (you decide which you want to happen): with 60 feet range and without requiring Verbal or bonus action and it automatically
•Every creature within the radius becomes affected by Somatic components. The only thing required is looking disappears if you become stabilized, or if
the Calm Emotions spell (DC equal to your directly and intently at the target. Your eye slightly your physical body is no longer unconscious
performance check) until you decide to end the song. sparkle with lightning while using this ability. •You cannot become stabilized by your
•The entire area is covered by the Zone of Truth spell Strength of a Bull: You gain advantage on strength successful death saving throws while your spirit
(DC equal to your performance check) until you ability checks lingers in the physical world.
decide to end the song You are not affected by the Heavy property on weapons Power over Earth: As an action, you can choose a 15-
•The Gentle Repose spell is cast upon Your Strength ability score increases by 2 foot-radius sphere with a centre within 60 feet of you and
the entire area. change it into difficult terrain for 1 minute. You are not
•Beasts in the area will affected by this difficult terrain.
become non-hostile and Plentiful Harvest: Once per week you can cast
will flock to you to offer you the Hero’s Feast spell (without requiring
some small support once material components)
the song is finished (Carry
your burdens, Help you
find something you
search for, allow you to mount
them, etc…)
◦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.

36 37
H���� �� ��� F����� D������'� E��� (F�� DM�, S����� C����)
Legendary wondrous item, Requires Attunement, Cursed Legendary Weapon (Dagger), Light, Finesse, Requires
Attunement
After a day in their possession, the wielder of this
The Heart of The Forest must be held in one hand if Adds +3 to all attack and damage rolls made with this dagger starts hearing indiscernible whispers in their
not-attuned and anywhere within 100 feet if attuned. weapon head, these whispers will get louder with passing time.
Heart gives some powers while unattuned and additional Eldritch Cuts: Attacks with the weapon deal After three days of possession, the wielder's perception
while attuned. Attuning to this item only takes one additional 1d6 force damage of reality will change, they will start having
action. hallucinations, with people seeming like malformed,
Unhealing Wounds: Damage done by this weapon
Unattuned effects: twisted beings with various growths and tentacles
reduces the maximum health of the target by equal
•Wielder heals 2d6 hit points at the end of coming out of their body. They will also start seeing
amount (Even when Greater Restoration is used, very
each round if they are on forest terrain or in gargantuan eldritch entities enveloping the world or the
nasty scars remain)
direct sunlight. This can heal up to 35 Hit Points per sky (moon).
Corruption: Touching a sleeping creature (magically
day. From the seventh day forward, the wielder must make a
induced sleep does not count) with the tip of the dagger
•Your eyes turn green with chlorophyll, you gain 60 feet DC 15 wisdom saving throw each night until they fail or
turns their dream into a nightmare about an eldritch
dark-vision and gain +3 on your perception rolls. you get rid of the item. If they fail, they lose their sanity and
cosmic entity. They must make a DC: 16 WIS saving throw
cannot be blinded their alignment changes to chaotic evil. They
and if they succeed, they are immune to this effect for one
•As an action, you may scry on a tree you either start worshipping the eldritch entities and
week. If they fail however, they wake up as a puppet of
see, or have specifically seen and you can see and they start to understand the whispers,
the wielder and of the eldritch entities.
hear anything within 90 feet of it (+5 to which will command them what to do.
•The affected creature will be utterly loyal to the
perception rolls), ignores invisibility (They are generally able to stay the same,
wielder and will do even suicidal tasks. They will not
•Once a day you may cast Transport via Plants and they will try to hide their new
remember anything they had done in this state once
using the Heart allegiances from others, so they will act like
the effects end.
Attuned effects: normal, but if an entity commands them to do
•Once per day, the affected creature can
•Once attuned, you take 5d8 psychic damage at the end something, they have to, failing to do so can have
subconsciously try and break free from the effect,
of each turn (this stops once mind controlled by the various severe consequences I leave up to
this is a DC:25 WIS saving throw.
Heart, or unconscious) you)
•The effects ends if the wielder loses attunement,
•Your Strength, Constitution and Dexterity modifiers or if they die.
increase by +3 •Affected creatures can be cured by the (Warning for GM, using this item in your game
•You may cast psychic scream once per day and Greater Restoration spell might cause severe derailment and the
Dominate monster twice per day. •Once the effects ends, all the creatures corruption mechanic can make your characters
•You may spend an action to dominate a plant creature that were affected must make a DC: 8 quite broken, and you have to be prepared for
(DC: 16 Wis save) WIS saving throw every night for one it. I recommend building a plot point behind
•You may touch a large tree and turn it into a treant week. If they fail, they become the dagger, so your players know there is
under your control for 1 hour twice per day controlled by the dark eldritch gods, something wrong with it. If you decide to use
•You cannot be frightened, petrified, charmed and and they go on a murderous spree for this item as random loot, then I applaud
fatigued 12 hours. your bravery and penchant for chaos)
•You may spend an action to try to lose the Infestation: Killing a creature with
attunement, however you must succeed on a DC:18 this dagger causes it to start
Wis saving throw, otherwise the attunement remains transforming and growing various
and you lose 5d8 hit points. limbs, tendrils, growths, and generally
•If you drop to 0 hp, you must make a DC: 21 Wis malforming the entire body. After one
saving throw, if you fail, you don't go unconscious and hour the body returns back to life
instead heal to full health, however your character with its original stats and abilities, but
goes under the control of the Heart for 1d6 days (this with the Aberration creature type,
may only be dispelled by a Wish spell) and will chaotic evil allignment, and with
probably try to escape to a safe place, where they will their only purpose being to kill.
rip their heart out and change it for the Heart of the Creatures killed by this newly
forest. Once this is done, the control is permanent formed abomination became
and irreversible. The character will then escape to a themselves an abomination as well.
very secluded part of some forest to protect the heart (This abomination is not loyal to the
and will be hostile to any nearby creature. wielder, but will attack neither them
nor those under the effects of
corruption)

38 39
S���� �� I���������� Destroying the spore halts the spread of corruption, but
the area that is already corrupted remains as such. C���� �� ��� F����� (F�� DM�, S����� C����)
Very Rare Wondrous Item Rare Wondrous Item (Book)
The creature that planted the seed has access to the lair
actions as long as they are on corrupted ground, and they Each time the Codex is used, the creature using it
If this semi-sentient corruptive spore is planted in the Reading this book for two uninterrupted hours can give
aren't affected by the difficult terrain. Also, the hostile becomes more and more affectionate towards it, and will
ground, it starts to spread its roots and influence around you one of these resulting effects.
corrupted creatures won't go within 100 feet of the get the craving to read it more and more to unlock some
the surrounding area. The area it affects grows five feet
planter. •Become proficient in, and gain advantage on Arcana, hidden secrets, but others will notice that the creature
per round until it reaches one mile around the seed. The
If the spore is unhindered for at least a year, the area it History, Religion, and Insight ability checks for the starts showing signs of physical withering.
affected area turns into a dark twisted landscape which
afflicts spreads to ten miles, and it gains the stat-block of next twenty four hours, After the Book has been used at least five times, the usage
has the following results
an Elder Brain •Casting Tongues centred on yourself starts to weaken and wither the user; Unless they refrain
•The area is considered difficult terrain for non •Casting See Invisibility
•If the Spore isn't planted, but instead fully submerged from using it for at least a month, each use will give them
aberrations •Casting Legend Lore
into a body of water of at least one mile radius, it gains one level of exhaustion and will be drained of 1d10 of
•Every ordinary beast and plant creature that spends at •You can restore one expended spell slot of level 5 and
the Elder Brain stat-block within 3 rounds and the their maximum health (can be cured by greater
least a week within the area (or eats plants from the lower
entire landscape corruption process is finished restoration)
area) becomes a hostile malformed aberration (it Once per day for two hours, you can increase your
immediately. •Once the Codex has drained at least 50HP, it will
gains the aberration creature type intelligence ability score (Up to 24/+7), but for each
and its stats are increased) evolve, and the next time someone will try and use it,
intelligence point gained, your other ability scores they must make a DC: 22 Wisdom saving throw,
•The whole area is considered a decrease by -1.
Lair and any aberration that is taking 15d10 necrotic damage. If this kills the user,
Whilst in possession of the Book, you may use their body becomes possessed by dark powers. The
in combat will be supported
intelligence as your spellcasting ability body retains the personality and memories of the
by the Spore's Lair actions
The book is a vast font of forbidden knowledge, and it creature, and will try to infiltrate and cause chaos. The
Lair Actions:
holds answers to many questions...but is not willing to book will then lose all of its drained HP and the
•Thorny Vine: A vicious
give them without a price. You can decide to permanently process begins anew.
looking black and purple vine
sacrifice 1d10 of your maximum HP and permanently ◦The consumed creature's soul is imprisoned and
erupts from the ground and
decrease one of your ability scores by 2, and in return tortured inside the book. Destroying the book by
tries to entangle a creature,
you shall gain all knowledge about a specific subject any means (this should be hard) casts True
the creature must make a DC:
of your choice. (This should work like a very Resurrection on the soul that was the last to
16 STR saving throw otherwise
buffed up version of Legend lore, that is not be consumed and it is resurrected within
it is restrained and takes 1d6
specific to things of a mile of where the book was
bludgeoning and 1d6 poison
legendary status, destroyed. (Its possessed body
damage at the end of its round.
and will give might still be alive at this point, and
Any creature can use their action to
much more will remain so...with all the
try and remove the vine, but it takes a
detailed consequences stemming from this)
DC: 17 Strength check
information)
•Curse of the Mucus: A creature becomes
enveloped in a wet sticky mucous-like substance, their
movement speed is halved, they gain disadvantage on
attack rolls and dexterity saving throws and they lose
the ability to fly. This lasts for one minute or until the
creature takes at least 10 fire damage.
•Transformations: A creature is enhances by dark
powers and growths begin appearing on their body,
the creature can be given one of these following
bonuses (These bonuses last for one minute, and only
one of each powers can be given at a time, one
creature can hold multiple powers):
◦More Arms: The creature gains additional pair of
arms and they gain one more attack per round
◦More Legs: The creature grows another pair of legs
and their movement speed and jump distance is
doubled and they gain advantage on Dexterity
saving throws.
◦Carapace: A protective bony carapace grows from
the creature's body and gives them additional +2 to
AC

40 41
T�������� B���� C����� F����
Legendary Wondrous Item (Spellcasting Focus), Requires
Rare Weapon (Longsword), Versatile, Requires Attunement Attunement

Adds +1 to all attack and damage rolls Can be used as a spellcasting focus and increases the
Successful hits deal additional 1d4 necrotic spell DC of all spells cast through it by +1
damage When rolling damage for a spell, you can reroll up to
You may give yourself advantage on an attack, three damage dice
but you also take 1d10 psychic damage All cantrips also deal additional 1d6 force damage
This weapon always deals only half damage to Instead of casting a spell, you can store it in the focus. A
aberrations, but it does additional 1d10 necrotic damage spell stored in the Cosmic Focus can be cast as a reaction.
to celestials (Only one spell can be stored in the focus at a time)
Creatures killed by this weapon will turn into •If the spell has a casting time longer than 1 action,
Aberrations if resurrected and will become there is a 25% chance that the reaction will fumble
hostile to all non-aberrations in the vicinity. and result in an arcane explosion. Each creature
These resurrected creatures are mindless killing within 60 must then make a DC: (15 + the spell level)
beasts and do not possess any of their former DEX saving throw. They take 1d12 for each spell level
intelligence or memories) upon a failure and half on a success.
This Item grants 30 feet darkvision and. Doubles the range of all teleportation spells
With a bonus action, this blade can be •But if you decide to teleport beyond the normal range,
activated (or deactivated) and it starts there is a 5% chance that you will instead cast
absorbing all light in its vicinity. Any light Banishment on the creature/s teleported (including
within 30 feet of the blade is reduced by yourself) and they automatically fail the saving throw.
one level (Sunlight turns into bright Once per day you gain the ability to poof out of
light, Bright light turns into dim existence as a reaction. Until the start of your next turn
light, dim light turns into darkness,
darkness turns into magical
B����� �� ��� U����� you shift into a different plane
of existence. At the start of
Very Rare Weapon (Spear), Requires attunement,
darkness {Darkvision your next turn you appear
Versatile, Reach
doesn't work}) where you previously
Gives +2 to all attack and damage rolls disappeared and take 3d6
psychic damage.
Can be used to cast Greater Invisibility (1/day) and
Invisibility (3/day) If the attuned creature
concentrates for an hour without
Scoring a critical hit with this weapon turns you
any interruptions, the Cosmic
invisible until the end of the current round.
Focus can be embedded into the
•Cursed creatures, creatures attuned to cursed items,
ground to become a semi-
and creatures with truesight all see through any of
permanent
your invisibilities, what they see however is scarring to
teleportation circle.
the mind and each time you go invisible in their line
It can be removed
of sight, they must succeed on a DC 13 WIS saving
and turned into a
throw, otherwise they become frightened of you (They
focus again only by the
roll again at the start of each of their turns until they
creature who made it into
lose the condition). The frightened condition is also
the teleportation circle
lost if they lose line of sight of you for at least one full
and it takes four
turn, or if you lose your invisibility.
uninterrupted hours of
Hex of the Unseen: As an action, you can attempt to concentration.
hex a creature (Wisdom saving throw, DC: 8 + your
proficiency bonus + your CHA modifier). If that creature
doesn't resist the hex, they gain -1 modifier to all of their
attack rolls and to their AC for three rounds.
•If a creature suffering from the Hex of the Unseen
ends their turn within line of sight of another hexed
creature or creatures (This includes creatures affected
by the Hex spell and by the Hexblade's curse) they
all take 1d8 psychic damage.

42 43
M��� �� ��� W��������� W�� D������� D����� L���� C������� S�����
Wondrous item, rare (requires attunement)
Rare Weapon (Dagger), Thrown (Range 20/60), Light, Rare Armor (Shield), Requires Attunement
Finesse, Requires Attunement
This plain black mask has two glowing gemstones which •While holding this shield, you gain a +1 bonus to AC
serve as eyepieces, and a small slit surrounded by silver •Gives a +1 bonus to attack and damage rolls made with against attacks made by aberrations, fiends and
runes for the mouth. this Magic Weapon undead. This bonus is in addition to the shield’s
•Deals extra 1d6 radiant damage to aberrations, fiends normal bonus to AC
While wearing this mask you gain the
and undead. Moon’s Embrace. Once per day you can use your bonus
following benefits:
Darkmoon Loyalty. As an action you can kneel and action to remove all conditions from a creature within 30
•You have advantage on Charisma (Deception) give a blessing to a creature within 30 feet of you, feet, or at the start of your turn you can decide to remove
skill checks. summoning a dark blue image of them that protects all conditions from yourself. The conditions can be
•You can cast the message spell at will. them and aids them. The targeted creature gains 5 Blinded, Charmed, Deafened, Frightened, Paralyzed,
•You can cast the disguise self spell at will. The temporary hit points and when they make a weapon Petrified, Poisoned, Stunned. This ability is recharged
spell attack, you can use your reaction to allow them to make daily at midnight.
•ends if the mask is removed. one extra attack with the same weapon that deals Guiding Moonlight. Twice per day you can use your
•You have advantage on Wisdom (Perception) additional 1d6 radiant damage. These benefits last until bonus action to make your shield shed bright light in a
checks that rely on hearing and can make out the start of your next turn. 30-foot radius and dim light for an additional 30 feet for
whispers as if the words were being spoken at a 10 minutes. Creatures in the bright light radius are
normal volume. You also gain the ability to read
Blade of the Sunless Realms. If an ally within 90
feet of you is at 0 Hit Points, attacks made against the revealed to you as via the Detect Evil and Good spell. This
lips. ability is recharged daily at midnight.
creature that brought them to 0 Hit Points deal additional
1d6 radiant damage; killing that creature
makes you and your Once this ability is activated, you can use your action to
aforementioned ally make the shield shine even brighter until the end of your
regain 1d10 Hit Points. next turn. Increasing the bright light radius to 60 feet,
and dim light radius to 90 feet. Creatures of your choice
within 60 feet of you when you use this ability must make
a DC 14 Wisdom saving throw, taking 2d10 radiant
damage, being unable to benefit from being invisible
while within the bright light radius of the shield, and
making the next attack roll made against them before the
end of your next turn have advantage on a failed saving
throw, or just taking half the damage on a successful one.
Using this feature makes the Guiding Moonlight
completely end at the end of your next turn.

44 45
E� P������ Q����'� G�����
Rare Rapier, (Finesse), Requires Attunement Rare Wondrous Item (Cloak) (Requires Attunement)

Adds +1 to attack and damage rolls At the start of combat, after rolling initiative, you may
Once per round, If an enemy misses you with a melee choose a single enemy in your line of sight and issue an
attack following at least 15 feet of movement, you can unspoken challenge. One of two following things then
instantly make a melee attack against them as a free ensues:
action, and you can move up to 5 feet away without Gambit Accepted: The enemy accepts your challenge
provoking attacks of opportunity from them. and gains a temporary surge of power against you. For the
•Creatures critically hit by this attack must make a next round, their attacks against you have advantage, and
DC:7 Intelligence saving throw, otherwise they are you have disadvantage on all saving throws caused by
Confused on their next turn (same effects as the them.
Confusion spell) •If you dealt more damage to the opponent than they
If an enemy misses you with an attack, you can use your dealt to you, the effects switch and you deal additional
reaction to damage them for the difference between your 1d6 damage each time you hit them with an attack for
AC and their Attack Roll one minute
•(Variant Rule! If your DM rolls in the open, or if you •If they dealt more damage to you, the effect stays on
just don’t like the AC thing, I would replace this you for 1 minute
•If no damage is dealt, you both gain 1d12 Temporary
ability with something like giving you one 1d8
superiority die and the Riposte maneuver) Hit Points T�� B������
Gambit Declined: The enemy ignores your challenge Very Rare Hand Crossbows (Range 40/160, Light,
Killing an enemy with this weapon allows you to freely Require Attunement)
move 5 feet diagonally. and focuses on their defence instead, their AC against you
increases by +2, and your attacks against them have
The weapon is invisible to any creature that has not disadvantage, but your critical range against them The Bishops add +2 to attack and damage rolls
P���'� A���� heard of it, or seen it used in combat. increases by 1 (critical hit on 19 or lower) and you may
reroll your damage dice on each attack (one individual
If not wielded at the same time, The Bishops lose their
additional effects and become just ordinary +2 Hand
Legendary Armor (Plate)
die, or all of them) Crossbows
•If you successfully hit your enemy at least 3 times in a Svatý Střelec:
A peculiar armour that seems to turn on its wearer if
row, they lose their beneficial •If no ammunition is used, The Bishops shoot streaks
they get into trouble but grants them incredible power if
effects, and yours of light that deal radiant damage instead of piercing
they persevere anyway.
remain for 1 minute. damage. They also deal additional 1d4 radiant damage
Opening
You may use this upon a successful attack
After the start of combat (or any troublesome other •The Bishops can be used two times per day to cast the
cloak to cast
troublesome situation), your AC and movement speed are Bless spell (1st level)
Compelled Duel
halved, and you gain disadvantage on all attack rolls and
two times per day Pinning:
ability checks.
(DC 15) •As a bonus action you can choose an enemy within
Each turn, you can spend your action or your bonus
action (not both) to activate an Endgame Charge. range. If that enemy leaves its current position until
the start of your next turn, you can make two ranged
Going Unconscious turns the Armour into a
weapon attacks against them.
normal plate armour until the end of combat.
•If your pinned enemy dies, you can make two ranged
Endgame: After Gaining 5 Endgame Charges weapon attacks against any creature that were directly
on your armour, it loses all of the negative effects behind them
from the Opening, and the armour becomes enhanced
for 1 minute. Fianchetto: At the start of combat, before rolling
initiative, you may decide to perform a Fianchetto, this
Enhanced Armour
gives you a +5 bonus to your initiative and gives you one
•The AC of the Armour becomes 22
additional action and an advantage on all attack rolls
•Your Movement speed increases by 30 feet
during the first round of combat.
•You get to reroll all 1s you roll
•However, using this feature gives you a -4 penalty to
•Your Proficiency bonus increases by +2
your AC for the rest of the combat.
•You become resistant to two damage types of your
choice Boden’s Mate: When attacking a creature that has at
least three of its allies on adjacent squares, your Critical
Range against them increases by 1 (allowing critical hits
on 19 or possibly lower)

46 47
D���-S������ P�����
Ranged Weapon (Firearm, Dart-Shooter Pistol)

•Damage: 1d8 piercing + (Special Ammunition) J���� G��


•Weight: 3 lb. Very Rare Firearm Hybrid (Range 80/250),
•Properties: Ammunition, Light, Reload 4, Misfire 2 Reload 4
•Range: 100/400
The "Jerry" gun requires ammunition (Darts or
Dart-Shooters use darts as ammunition and
Crossbow bolts) and allows you add your proficiency
replace their basic weapon damage by their
bonus to your attack roll if you are proficient with either
own. Any additional effects (Enchantments,
firearms or light crossbows
Poisons, etc...) the dart has is added to
the damage of the Dart-Shooter as well. A free hand is needed to reload the gun, but not to use
it.
You gain a +2 bonus to attack rolls made with this
weapon
The base damage of the weapon is 1d10 +2 piercing
damage
If a piece of ammunition fired from this weapon hits a
S������� I���� P����� D����
Common Ammunition
creature, the creature takes additional 2d4 poison
damage
•Damage: 1d4 piercing + 2d4 poison
Instead of shooting, the wielder can use the weapon to •Properties: Finesse, Range, Thrown
produce a spray of poisonous gas that deals 2d12 poison
damage to a creature within 10 feet that fails on a DC:15 These Darts have been designed specifically to be used
Con saving throw in Dart-Shooters and attacks made with them are made
with disadvantage if not used through a Dart-Shooter
D���-S������ R���� Once a day, the weapon can be used to create a deadly
poisonous cloud in a 30 foot cone. The cloud is identical
Ranged Weapon (Firearm, Dart-Shooter Rifle)
in effect to the Cloudkill spell (DC 17). This depletes the
•Damage: 1d10 piercing + (Special Ammunition) poison reserves in the weapon and the weapon can't
•Weight: 10 lb. deal any poison damage for 1 hour.
•Properties: Ammunition, Two-Handed, Reload 6, As an action, this weapon can be used to make a
Misfire 1 creature within 5 feet lose the poisoned condition.
•Range: 150/600 If this is done, the next attack with this weapon deals
Dart-Shooters use darts as ammunition and replace additional 2d8 poison damage and applies the
their basic weapon damage by their own. Any additional poisoned condition for 1 minute to the targeted
effects (Enchantments, Poisons, etc...) the dart has is creature unless they succeed on a DC 17 Con saving
added to the damage of the Dart-Shooter as well. throw. However each time this feature is used, roll a
D20; If you roll a 1 or a 2 the weapon malfunctions
and creates a Cloudkill spell centred on yourself

M�����'� S������
Ranged Weapon (Firearm, Dart-Shooter
Pistol), Uncommon

•Damage: 1d8 piercing + (Special Ammunition)


•Weight: 3 lb.
•Properties: Ammunition, Light, Reload 8
•Range: 150/600
Creatures in half and three-quarters cover have their
bonus to AC from cover reduced by 1 against attacks
made with this weapon.
Creatures with the Sharpshooter feat gain a +1 bonus to
all attack rolls made with this weapon

48 49
M�����'� S������
Ranged Weapon (Firearm, Dart-Shooter Pistol),
Uncommon

•Damage: 4d6 (6d6) poison damage


•Weight: 65 lb.
•Properties: Special (Recharge 6), Misfire 3 (6)
Toxin Sprayer is a special weapon that requires the
user to be wearing a heavy contraption on their back.
Equiping and unequipping this weapon and
contraption takes 10 minutes and
creatures with 14 and less K���������
Strength gain disadvantage on all Ranged Weapon (Firearm, Sawed-off Shotgun), Rare
attack rolls, Dexterity ability
checks and saving throws while •Damage: 1d8 +1
wearing it. •Weight: 5 lb.
•Properties: Ammunition, Reload 3 (Special), Light
By using an action the user can (only for creatures whose Strength ability score is 13 or
deal damage in a 30-foot cone. higher)
Each creature in the area must •Range: 30/90
succeed on a DC 14 Kneecaper gives a +1 bonus to all attack and damage
Constitution saving throw or take rolls made with this non-magical weapon
4d6 poison damage. When useing this actio the user
Kneecapper always fires all of its loaded shots at once
can decide to make the weapon deal 6d6
(in multiple ranged attacks). Loading 1 shot requires
damage instead of the 4d6 and also impose
either an action or a bonus action and a free hand.
the poisoned condition on the effect, doing
Creatures hit by Kneecapper must succeed a DC 15
so increases the Misfire score to 8 until the
Strength saving throw, or be pushed 5 feet away.
end of the user's next turn.
When this weapon misfires, there is a 50%
chance that it overheats and melts, dealing B����� C���
3d10 fire damage to the user and becoming Melee Weapon (Martial)
unusable.
P.E.U Agents can't misfire with this •Weight: 2 lb.
weapon due to their rigorous weapon •Damage (Blade): 1d6
training with it. •Damage Type (Blade): Piercing
•Properties (Blade): Finesse, Light
•Damage (Cane): 1d4-1
•Damage Type (Cane): Blugeoning
•Properties (Cane): Light
This weapon has two parts, a blade and a

F����-S����� B���� K�������


cane. The cane looks like an ordinary
walking cane and serves as the blade's
Common Throwable sheath and a method of concealment.
Melee Weapon (Simple) While concealed in such a way, creatures
•Cost: 150 gp.
must succeed on a DC 20 Investigation
•Weight: 1/2 lb. •Cost: 2 gp
check to recognize that a weapon is hidden
•Damage: 1d4
These small glowing rods, while wielded,produce bright inside.
•Damage Type: Bludgeoning
light in a 60-foot cone in front of the wielder. Unsheathing and Sheathing the blade from
•Weight: 1/2 lb
As an action, the Flash-Stick can be broken in half, and into the cane requires a bonus action.
•Properties: Light
which lets out a blinding flash. Any creature standing in Whilst the cane itself is not meant as a weapon, it can
the cone of light must make a DC 14 Dexterity Saving Dexterity (Sleight of Hand) checks made to conceal the still be used as a distraction. Succesfully hitting a
Throw, becoming blinded until the end of their turn on a weapon have advantage. creature with the cane gives you a +1 bonus to attack and
failure. damage rolls made with a different weapon against that
creature until the start of your next turn.

50 51
V�����'� V�������� Maneater Plant (1/Day): A giant toothed carnivorous Healing Spores (1/Day)
V������� V������� plant emerges from the vivarium, immediately trying to
swallow the nearest live or dead beast, monstrosity, or
A cloud of colorful bright spores emerges from the
Vivarium. The area within 60 feet of it becomes covered
Rare Weapon (Longsword)/Musical Instrument (Lute),
humanoid creature in a 30-foot cone that is of medium in bright light, any each creature within this area is
Requires Attunement.
creature size or smaller. healed for 1d6 HP at the start of their turn. This effect
The targeted creature must make a DC 16 Dexterity lasts for 1d4 rounds.
The half-orc wizard Vitrog was known for travelling the saving throw, taking 3d10 piercing damage and being
world and astonishing commoners, nobles and scholars swallowed by the plant on a failure. Wing Cyclone: The wings of a giant flying creature
alike with his miniaturized exotic ecosystem contained •While swallowed, the creature is blinded and cause a shock wave that sends anyone near the Vivarium
inside a small vivarium. The specimen found there were restrained, and has total cover against attacks and flying. The area within 30 feet of the Vivarium becomes
collected on his many journeys and were often very other effects outside the plant, and it takes 3d6 acid difficult terrain, and anyone starting their turn in the area
dangerous. It is not exactly known what happened to must make a DC 16 Strength saving throw, being pushed
damage at the start of each of its turns. If the Plant
Vitrog, only that he disappeared one night and the only 30 feet away from the Vivarium and taking 2d8 thunder
(AC 12) takes at least 30 damage, it will immediately
thing found in his home was his most prized possession. damage on a failure, or taking half of the damage on a
regurgitate the swallowed creature, who falls prone in
The vivarium changed many owners in the following success.
a space within 5 feet of the plant.
years, until it was lost in a storm perhaps never to If the holder of this item holds it in both hands, they are
be found again. The plant shares space with Vitrog's Venerated Volatile unaffected by this ability. This effects stops if the holder
Vivarium and with its holder. It is vulnerable to fire and it of the item uses their bonus action to close it.
This small glass globe contains a
will return back to the Vivarium until it has killed a
miniaturized versions of various exotic
swallowed creature, or until it has taken at least 60
plants and live animals. There is a
damage. After it has been released, the Maneater plant
magical barrier inside the vivarium that
will play at initiative order 20.
disallows interactions with the
specimen, even if it it is open, and that If the Vivarium is held in both hands, the holder can at
keeps the ecosystem stable. the start of the plant's turn again choose the direction of
Whilst unable to fully leave the the cone in which the plant attacks. If there is no viable
enclosure, it is possible for the target in that cone, the plant will target the holder if they
specimen to exit with a part of their are viable, if the holder is not viable, it will return to the
body once it is open, which changes vivarium.
that part into its original size. If the Vivarium is not held in both hands, the plant will
If a creature is holding the Vivarium target the nearest viable creature within 30 feet.
in both hands, they can use their
The Vivarium cannot be closed until the Plant returns
action to open it and choose one of
to it, after which it closes itself automatically
the following outcomes.
Unbreakable Trunk: The holder can shake the
Vivarium until the trunk of a big exotic tree emerges. This
trunk functions like a portable ram, and allows you to use
the shove action against a creature within 10 feet, pushing
them up to 10 feet away and knocking them prone and
dealing (1d12+Your Strength modifier) bludgeoning
damage on a successful Strength (Athletics) check
contested by the target's Strength (Athletics) of Dexterity
(Acrobatics) Check. Returning the Trunk to the Vivarium
requires a bonus action.
Loathsome Blood Eater (1/Day): A large foul slimy
red barbed tongue with many jagged and sharp thorns
emerges from the vivarium, searching for blood to feast
upon. The nearest living creature within 60 feet of the
vivarium with less than half of their maximum HP must
make a DC: 16 Dexterity saving throw , taking 3d10
piercing damage and gaining disadvantage on Strength
checks, Strength saving throws, and attack rolls that use
Strength on a failure. After it has been unleashed, the
effect will happen again at initiative order 20 until the
Vivarium is closed using a bonus action, or until it has
successfully damaged a creature at least 3 times.

52 53
F�������� S���� A���� S���
Rare Weapon (Spear), Range 60/180, Thrown, Versatile, Rare Light Armour
Requires Attunement.
This very light, flexible and skin-tight armour looks like
Deals extra 1d6 fire damage to any target it hits. just a coating of fiery ash that couldn’t protect anyone, yet
Flashfire: After hitting a creature with a ranged attack this is far from the truth.
with this weapon, you can use your reaction to make the It grants the AC of 17 + Dexterity Modifier and resistance
spear explode in a flash of smoke and fire, forcing the to fire damage
target and all creatures within 5 feet of them to make a However, while it may be protective against single
DC 14 Dexterity saving throw, taking 1d6 fire damage on a strikes, the armour doesn’t do well under continuous
failure. stress
•After using this feature, you can either teleport within If you are damaged more than once per round, Ashen
5 feet of the target with the spear in hand, or teleport Skin loses 1d4 of its AC for each additional hit
the spear back to your hand. At the end of each round, the Ashen Skin restores Its AC
Returning Flame: If you are within 300 feet of the by 1 if you weren’t hit that round.
Spear, you can use your bonus action to teleport it back to Some of the armour’s integrity can be restored by E����
your hand. If it is further than 60 feet, you deal additional intense cold. Taking at least 5 Cold damage restores the Very rare Shortsword, Finesse, Light (Requires Attunement)
1d6 fire damage on your next successful attack roll with Ashen Skin’s AC by 1d4
this weapon until the end of your turn. If the armour’s AC is reduced to 10 (the minimum) it In its usual inert state, ember has an ice-cold blade and
deals 2d12 fire damage to the wielder at the end of each of is otherwise fairly unremarkable.
their turns until they restore the AC somehow, This changes however once the blade comes into contact
Created in collaboration with: CocoasCreations with heat and fire.
or until they take the armour off (which fortunately only
takes 1 action) You can use your reaction to reduce any fire damage you
Taking any Fire damage automatically reduces the AC by 1 take in half. Doing so changes the weapon based on the
amount of fire damage absorbed by it:
1-10
•The blade starts to turn red with heat, and small
cracks begin to appear on it.
•Ember deals additional 1d6 fire damage
•It starts radiating Dim Light in a 10-foot radius
11-20
•Cracks and Runes begin appearing on the blade and at
the tip, its colour starts changing into that of heated
metal. 41+
•Ember deals additional 2d6 fire damage •The blade all but melts and you are left with just a hilt
•It starts radiating Bright Light in a 10-foot radius and and a beam of chaotic primordial fire energy coming
Dim Light for an additional 20 feet out of it.
21-30 •You can no longer attack with the weapon
•Molten Metal begins pouring out of the now vast •You can use your action to fire a 60 feet long and 5 feet
cracks over the blade and it starts becoming too hot to wide beam of fire coming out of your blade in a
handle straight line in a direction of your choice.
•Ember deals additional 3d6 fire damage, but has -1 on Each creature caught in the path must make a DC:17
all attack rolls. Dexterity saving throw, taking 6d6 fire damage on a
•Bright Light/20 feet, Dim Light/40 feet failed save and half on a success
•You take 1d10 fire damage at the start of your turn as •Each Creature (including you) ending their turn
long as you are holding the weapon Ember loses 20 of its stored fire charges at the end of
31-40 each of your turns
•The blade starts melting and becomes unwieldy to The blade starts materializing again from the hilt once
use. And it starts to radiate heat in an aura around it. Ember begins to cool down after reaching higher charges.
•It deals additional 4d6 fire damage, but it has -3 on all (Ember only gains its charges from damage you would
attack rolls. truly take, so creatures with fire resistance would gain less
•Each Creature (including you) ending their turn charges, and creatures immune to fire would gain none if
within 5 feet of the blade take 1d12 fire damage they would use it to absorb fire damage)
•Bright Light/20 feet, Dim Light/40 feet

54 55
S���� T���� T������� �� ��� T����������
Rare Weapon (Handaxe), Light, Thrown, Range 20/60 Rare Weapon (Handaxe), Light, Thrown, Range 20/60 Very Rare Weapon (Handaxe), Thrown (Range 30/90),
Requires Attunement Requires Attunement Light, Requires Attunement

Tarax and Sapax require only one attunement slot if Tarax and Sapax require only one attunement slot if •Deals extra 1d4 lightning damage and 1d4 thunder
attuned together. attuned to together. damage to any target it hits.
Creatures hit by this weapon take additional 1d8 fire Creatures hit by this weapon lose 5 ft. of movement •Immediately after making a ranged attack with this
damage the first time they take fire damage within the until the end of their next turn (Stackable up to 15 ft.). weapon, it teleports back to your hand with a loud
next minute (Does not stack). Once per turn, after a succesful attack with this weapon, thunderous sound
Each time a creature within 30 ft. of you makes a ranged you can deal additional 1d6 fire damage to the target. Thunderstruck: When you hit a creature with an
weapon attack, you can use your reaction to cover their Once per day when you hit a creature with an attack attack made with this weapon, you can teleport
ammunition with sap and roll a 1d6 and subtract the roll with this weapon, you can create an area of tar-like anywhere within 5 feet of the creature.
from the attack roll. difficult terrain with 15 ft. radius centred on the target Aspect of the Storm: Once per day you
Once per day when you hit a creature with an attack that lasts for one minute. may use your action to invoke the primal
with this weapon, you can create an area of sap-like Any creature that starts or ends their turn in the area beast connected to the weapon. The spirit of a
difficult terrain with 15 ft. radius centred on the target takes 1d4 fire damage. giant hawk wreathed in lightning appears
that lasts for one minute. You can use your bonus action to make Tarax above you and remains there until the ability
immediately fly to your hand if it is within 60 ft.of you. ends, and grants you various boons.
If any creature inside the area takes fire damage, or if
•The extra lightning and thunder damage done
any effect that causes fire damage hits the area, it stops by this weapon increase to 2d4
being difficult terrain and it becomes an area filled with •You gain 20 feet
fire for the remaining duration flying speed
Each creature that start their turn, end their turn, or •You gain 10
step into the area must make a DC:12 Dexterity saving temporary hit
points.
throw, becoming ingited on a failure.
•The
Ignited creatures take 1d10 fire damage at the start of Thunderhawk
their turn until a creature takes an action to douse the above you casts Call
fire. Lightning (3rd
level, DC 16) and
You can use your bonus action to make
always uses its
Sapax immediately fly to your free hand action on initiative
if it is within 60 ft.of you. 20 to strike a point
of your choosing
using the spell.
This ability ends
after one minute, or
S������
Weapon (greataxe), very rare (requires attunement)
after you are
incapacitated, or after you
You gain a +1 bonus to attack and damage rolls made
lose the temporary hit-
with this magic weapon.
points granted by the ability,
or after ending your turn Stone's Endurance: Your Constitution score increases by
without moving at least 40 feet 2, to a maximum of 20.
(teleportation included). Once Petrifying Strike: When a creature is struck with
this ability ends, you gain one level Stoneax they must make a DC 12 Constitution saving
of exhaustion and are stunned until the end of throw. If the saving throw fails by 5 or more, the creature
your next turn. is instantly petrified. Otherwise, a creature that fails the
save begins to turn to stone and is restrained. The
Lightning Strike (Recharge 6): Before restrained creature must repeat the saving throw at the
making an attack roll with this weapon, you end of its next turn, becoming petrified on a failure or
can decide to use this ability, giving you extra ending the effect on a success. The petrification lasts
10 feet of flying speed until the end of your turn until the creature is freed by the greater restoration spell
and making that attack deal additional 1d4 or other magic.
lightning damage. Proficiency with a greataxe allows you to add your
proficiency bonus to the attack roll for any attack you
make with it.

56 57
P������� T����� M����� �� O��� M���
Rare Wondrous Item (Special) Rare Weapon (Light Hammer), Light, Requires
Attunement
A tiny miniature pocket tavern that houses You gain a +1 bonus to attack and damage rolls made by
the greatest and tiniest adventurers that can this weapon.
aid you in your quest
This Weapon can be used as a spellcasting focus
The tavern can be used three times per day
and activating it takes a bonus action. It is activated by "I Cast Smash" (Recharge 6): Spellcasting creatures
throwing a gold coin in the doors. When activated, you attuned to this weapon gain access to the Smash cantrip
may choose one of five adventurers and they will appear •Smash is a melee spell attack that deals (3d8 + your
in the tavern's door and will grant aid in their strength modifier) bludgeoning damage and uses
unique way. strength as a spellcasting modifier.
Smashin' and Castin': All melee spell attacks and
Rogue: Will help you with sneak attacks, spells that require a melee attack to be made can be cast
attack you make at an advantage deal as a bonus action (But the normal rules for Spell action
additional 1d4 damage for one minute, or... economy still apply)
Will throw their special poisoned dagger at the
enemy (the enemy must make a DC: 12 Con saving Fightin' Smart: Once per day for one minute, you may
throw, otherwise they take 2d4 poison damage and switch your Strength and Intelligence ability scores as an
are poisoned for one minute) action.

Fighter: Will give you fighting advice, increasing your No one can outsmart a Hammer: As a reaction, you
attack rolls by +1 for one minute, or... can teleport to a Creature that used the Counterspell
spell on you and cast Smash on them.
Well tell you the vulnerabilities of a creature within
your line of sight
Wizard: Will cast fireball (DC: 12) that deals 3d6
damage, or...
A����� C������
Very Rare Consumable (Coating)
Will cast Mirror Image on you
Cleric: Will heal a creature within 10 feet for 1d6 +4 hit
This Slime-like substance can be used to coat one's
points
Will cast Turn Undead (DC 11)
M������ M����
Wondrous item, rare, requires attunement
armour or body for 24 hours. A jar of this substance has 3
uses. Applying the coating takes 10 minutes
Bartender: Will give you his special brew that will give Impenetrable Jelly: The Agaric Coating provides +2
you advantage on charisma ability checks for one hour, Enlarged Gloves: Using your bonus action, you can to AC
or... enlarge these gloves, allowing you to grapple as if you
Will give you a good meal that will give you advantage were one size larger and unlocking several other features Acid Resistance: It provides resistance to acid damage
on constitution saving throws for 1 of this item. Damage Absorbtion:
minute Making the Monster Mitts return to their normal size also •The coating will absorb up to 30 fire damage done to
requires a bonus action the coated creature, but will be destroyed after taking
Big and Clumsy Fists: While the gloves are enlarged, more.
you cannot hold any weapon in your hands, and are •It negates any fall damage
forced to drop any weapons that you were holding before Slimy Impression: It gives disadvantage on all
they were enlarged, charisma checks
but you gain a +1 bonus to damage rolls made with your
Slippery Body:
Unarmed Strikes, their damage die is increased to 1d4
•Any tries to grapple the coated creature have
and their reach increases by 5 feet.
disadvantage
Strong Grip: While the gloves are enlarged, you gain •The coated creature has disadvantage against effects
a +2 bonus to all contested Ability Checks related to that make them go prone
grappling, and any creature that starts their turn while
Corrosive Effects:
grappled by you takes bludgeoning damage equal to
•Applying this coating to a non-magical armour
your Strength modifier +1 (minimum of 1)
reduces its AC by -1 once the effects wear off (Magical
Armour has a 20% chance that its AC will be reduced)
•Applying this coating to a naked body (unarmored
defence) will deal 4d10 acid damage once it is applied

58 59
Dragon: A very strong, spicy and flavourful masala tea
D�. M�����‘� T����� with hints of cinnamon, clove and other spices.
Very Rare Wondrous Item •Gives resistance according to the dragon’s breath damage
•Makes your skin scaly and hard, increasing AC by +1
Soul-pot: When a creature within 30 feet of you dies, •Gives you one charge of the Dragon Breath of the
you may use your reaction to capture the corresponding dragonteapot and the teapot cannot be
soul of the creature into the Teapot. used again for a week.
•The soul trapped in the soul
Fey: A rainbow coloured tea with an everchanging taste
can talk (but can’t be heard if
and colour that seems to change right when you realize
the lid is placed on the
what it reminded you of. Has mild psychedelic properties
teapot) and has the same
•Makes you invisible if you stay completely still for at
personality as the original
least three rounds. Moving or performing any kind of
creature.
action breaks this invisibility
•As long as the soul is in the
•You gain three charges of the Faerie Fire spell (DC
teapot, its body cannot be
equal to CR of soul)
resurrected
•Gives you a +10 bonus on all deception checks
•The soul has truesight and sees and
hears anything within 60 feet of the Fiend (They don’t really have souls, but I made
cup this stat-block anyway, if they do in your setting):
•There can be only one soul trapped in A strong black tea mixed with a very strong spicy rum.
the teapot at a time. Smells of Charcoal and leaves a burning sensation in the
throat.
Soul-tea:
•Gives resistance to fire damage
Once a day if hot water is poured into the •You do additional 1d4 fire damage on successful melee
teapot, that water will turn into tea that can be attacks
drunk as an action. The taste and properties of •You gain two charges of the Fireball spell (3rd level)
the tea depends on the type of the creature the (DC equal to CR of soul)
soul belonged to. (The tea must be drunk from the
Giant: A drink more resembling a broth than a tea in
teapot, otherwise it has no effect and turns into water Abberation: A dark purple viscous liquid with a sharp
both consistency and taste. Tastes of various vegetables
again) acid-like odour with a touch of nutmeg.
and herbs
The tea will also heal you for amount equal to the soul’s •Gives you advantage on charisma ability checks and
•You become enlarged
CR, and if the CR of the creature was 4 or higher, you will saving throws
•Your movement speed increases by 10 feet
gain additional benefits •Gives your arms strange flexibility and additional
length, increasing your reach by 5 Humanoid: Variable
Each time a tea is made, roll a d20, if you roll a number •You gain one charge of the Dominate Mind spell (DC •Gain the inherent abilities of their race for 1 hour (for
lower or equal to the soul’s CR/2, the soul escapes the equal to the CR of the Soul) ordinary creatures)
teapot and the teapot cannot be used again for a week. •(I leave this one up to each DM, as it is impossible for
Beast: A brown coloured herbal tea with the taste of
me to categorize, but I would give 1-2 special things
rose hip and nettle.
(All of the effects have the duration of one hour) for more interesting characters, some of their
•Gives you advantage on perception checks.
signature spells or powers for example)
•You may give in to your primal instincts and give
yourself disadvantage on your melee attack, but deal Monstrosity: A cold and sweet tea of various flavours
additional 1d6 damage on a successful hit with balls floating inside. Comes with a straw
•You gain two charges of the Hunter’s Mark Spell (As •You gain two charges of the polymorph spell (DC
many hours as the CR of the soul) equal to the CR of the soul)
•Your blood becomes acidic, dealing 1d4 acid damage
Celestial: A blinding shining white liquid with a very
to any creature that successfully hits you with a melee
mellow and soft odour and taste
attack.
•Resistance to radiant damage
•You gain a pair of spectral wings and a flying speed of Plant: An utterly herbal and calmly mellow soft green
40 feet tea.
•Drinking this tea heals for double the normal amount, •You gain one charge of the Tree Stride Spell and one
and it also heals one other creature of your choice charge of the Wrath of Nature spell
within 30 feet •Your Skin grows a layer of Bark, granting temporary
hit points equal to the soul’s CR*2

60 61
C�����������’� O�� B������ T�����������
Rare Wondrous Item (Bottle)
W�������’� C����
Very Rare Wondrous Item Rare Wondrous Item, Requires Attunement

It can be used to cast the Clairvoyance spell once per This item has a maximum of 8 charges that can be used The Charm is made out of three rings that are imbued
day, but with unlimited range. for its various effects with magical powers:
Minimap: •If the bottle is empty and opened in a natural (non- •If all three rings remain on the charm, it can be used
•Once a week, the globe can be used to find the magical) thunderstorm, it consumes the to cast the Passwall spell once per day
location of any hidden doors, traps and magical items thunderstorm and gains 1-8 charges (based on the size •It can be used to cast the Longstrider spell (1st. level)
within 60 feet. of the thunderstorm) once per day for each remaining ring
•It can also be used once per month to show the exact ◦If opened in a truly dire thunderstorm (one that Creatures attuned to this charm are protected against
layout (without hidden doors, traps and etc.) of the would give 8 or more charges), there is a 20% chance most mild forces of nature (non-extreme cold, moderate
building/dungeon/cave the orb is in at the moment. that the bottle is destroyed rain, annoying insects)
◦The Item cannot be recharged in any other way
Quest Marker: Astral Path: Planting one of the magical rings into the
It can be used as an action to hit a creature within 60
•The Orb can be used once per year to find the location ground and saying aloud a specific destination on the
feet with a lightning bolt. The creature must make a
of a specifically named creature/item/location. The same plane of existence will (after a minute) transport
DC:15 (18) Dexterity Saving throw, taking 6d6 (9d6)
sought-after thing will be highlighted by a column of you creature and eight other willing creatures to an
lightning damage on a failure, and half on a success (This
light in the sky, visible only to the creature in “Astral Path” leading to that location
consumes 3 or 5 charges)
possession of the orb. The column will disappear only •The Astral Path is an eventless and colourless limbo
once the orb comes within 10 feet radius of the It can be used as an action to grant additional 10 (20) with the only discernible landmark being an endless
highlighted thing. (If the sought-after thing is a feet of movement to a creature for the next minute marble road.
creature or if it moves, the column travels with the (Doesn't Stack), (Consumes 1 or 3 charges) Following the road will take the travellers to the
creature) Can be used to cast Thunderwave (DC: 15) at first level desired location in one tenth of the time it would take
◦If the thing is on another plane than the orb, the (Costs 2 charges, the DC of the spell can be increased by normally (if the original journey were a straight line)
column will disappear, and will only appear once +1 for each additional charge consumed) •The only ways to exit the Astral Path is to reach the
they both are on the same plane Can be used to double the speed of a ship for one day final destination, or the attuned creature can at any
New Ton Magic: (Consumes 1 charge) time decide to return to the original location where
•The Orb can be used once per day to cast the Reverse the Astral Path was summoned.
Spending all charges at once can also create a
Gravity spell (DC:16) •The Astral Path has no random encounters and no
thunderstorm of appropriate strength, this thunderstorm
inhabitants, and while being there, one does not
cannot be consumed by the bottle again.
suffer from hunger or thirst.
A ring can also be sacrificed to double the movement
speed of up to three creatures within 60 feet for 1 minute.

62 63
S�������� P������ T��� �� V����� ��� D����
Rare Wondrous Item (Perfume) Very Rare Wondrous Item (Book), Requires
attunement
This item can as an action change the Size category of a
creature within 5 feet into tiny unless they succeed on a While attuned to this item, your
DC: 15 (-5 for each size category between tiny and the proficiency bonus for alchemy and herbalism
affected creature) Con saving throw (each item worn, is increased by +3 (if you are already
carried or held by the creature is shrunk with them) proficient with them)
•Willing creatures can automatically fail on the saving You learn a new rare alchemy recipe:
throw •Bane of the Misfortunate: At the start of the
•Each affected creature gains disadvantage on strength creation process, the crafter decides which
checks and saving throws and their attacks deal 1d4 ability it is going to affect (Str,Dex,Con,etc...)
less damage for each size category they lost If this potion is used, the user rolls a d20 (or
(minimum of 1 damage) throws a coin if they are feeling dramatic). If
•For each creature size they lost, they also gain they roll 1-10 they gain disadvantage on ability
additional +2 AC and attacks against them deal checks and saving throws with the chosen ability for 1
additional 1d6 damage minute, and if they roll 11-20 they gain advantage on
The Perfume bottle has 3 doses before it runs out, and them . If another of these potions is used before the
the effects last for 1 minute effects of the first wear off, the effects can either
negate themselves (if the potions have the opposite
There is a 5% chance (rolling 1 on a d20) that the effects
effect) or the time is increased by 1 minute (if they are
are permanent (but can be cured by a restoration or
the same)
remove curse spell)
You gain the ability to cast the Contagion spell or the
Enhance ability once a day.
T�� P����� If you are over half of your maximum HP, the tome
gives you resistance to poison damage and advantage on
Uncommon Consumable Potion (Alcohol)
saving throws against diseases and poisons.
The Poison heals the consumer for 6d6 + 4 hit points, If you are under half of your maximum HP, the tome
but also gives them the poisoned condition until the end gives you vulnerability to poison damage and
of their next long rest disadvantage on saving throws against diseases and
poisons (Attunement with this item cannot be lost if you
Drinking another Poison within 1 hour of drinking the
are under half of your maximum HP
last makes the healing abilities more potent, but also
grants additional disadvantages apart from the poison At the start of each day, The attuned creature rolls a d6
status that last until long rest and d4 and a d20, based on the rolls, an ability score of
theirs will be changed for the rest of their day. The
•2. Poison - 7d6 +6 HP, The creature's Speed is halved
importance of the roles is explained here:
•3. Poison - 8d6 + 8HP, The creature's ability modifiers
•d6: determines the ability it will affect (1 = STR, 2 =
are decreased by 1
DEX, 3 = CON, 4 = INT, 5 = WIS, 6 = CHA)
•4. Poison - 9d6 + 10HP, The Creature is Blinded
•d4: determines by how much the ability score of the
•5 Poison - 10d6 + 12HP, The Creature is Unconscious
creature is changed
(can only be awoken by magical means) for 8 hours
•d20: determines whether it will increase or
•6. Poison - Death
decrease the ability score (1-10 decrease, 11-20
increase)
◦So if for example a creature rolls: (d6 = 2, d4 =
3, d20 = 12) then their Dexterity is increased
by +3 for the rest of their day

64 65
R����� C��� �� ��� A���
Legendary Spear/Shovel, Requires Attunement, Special Legendary Consumable (Cheese)

This weapon is made out of two separate connectible Consuming this item heals the character for all their HP
parts: the blade and the shaft. If only the blade is used as and removes any negative conditions and status effects
a weapon it has the Light and Finesse properties, and if from them (diseases, curses, etc...)
they are connected, it has the Two handed and Reach This may also wish for your body to be permanently
properties. connecting or disconnecting the two parts changed by this item (similar to the wish spell, but it
takes a bonus action must only affect your body). Examples of these changes
The Reaper gives a +2 bonus to all attack rolls made may be: "I wish to have Wings", "I wish to be 8 feet tall",
with this weapon. (The blade deals 2d4 +1 piercing "I wish to be a dragon", however the greedier the wish,
damage and the whole weapon deals 1d12 +1 piercing the greater the chance that it will misfire somehow, and
damage) there is a large chance that the effect will technically be
true, but not in a way the consumer wanted ("I wish to
Grave Clerics get additional +1 to all attack and damage
have Wings" - their hands are turned into wings."I wish
rolls made with this weapon
to be 8 feet tall" = their body stays the same, but their
Attack rolls against undead have advantage and deal
additional 2d4 force damage
head grows to that height."I wish to be a dragon" = they
are turned into a comodo dragon)
B�������� P���
The Gentle Repose spell can be cast three times a day
using this weapon
•These changes may only be undone by a Wish spell.
•The wish must be said as a single sentence without
Legendary Flail, Requires Attunement
C���������
Legendary Sceptre, Wondrous Item,
Once a month, it can be used to cast Resurrection, buts, ifs and ands. Otherwise it will either not work, Bubonicum gives a +2 bonus to all damage and attack
however for this to work, a creature within 30 feet must or end up horribly (Depending on how evil your DM rolls made with this magical weapon
Pure Cheesiness must be wielded in one
willingly give up their life. The spell will fail if the is feeling at the time) It gives an additional +1 bonus to attack rolls against hand for its effects to work
sacrificed creature is willing only because of being •Properly worded wishes that are not too greedy creatures with heavy armour or shield Can be used once per day day to cast the Fondue
magically charmed or dominated. The higher the level of (That's up to the DM) generally work out well
It deals additional 2d4 poison damage on each Boarding spell (Made by Confused Clerics) as an
the resurrected creature, the bigger the sacrifice must be, (wishing for functioning usable wings on the back
successful attack made with this weapon action
so the sacrificed creature must be of a level higher or would probably not be too much of a problem,
equal to the resurrected (CR is used instead of levels if As a bonus action, the weapon can be activated and The sceptre can be used as a spellcasting focus, but
especially in a high-magic world where flying in not
non-player creatures are used in this bargain) anyone ending their turn within 5 feet of you takes 2d6 all the spells cast through it are cheese themed now if
unordinary)
poison damage if they fail a DC:17 Constitution saving possible (Magic missiles are instead a barrage of
If a Creature is hit with the Reaper, The Toll the Dead Making a dead creature consume the Cure will ressurect
throw, deactivating this effect also takes a bonus action. explosive cheeses, Call lightning instead calls a gigantic
cantrip can be cast as bonus action by the wielder until them (if they are willing) with half of their HP and Cheese from the sky that falls on the victim) This all is
the end of their turn (Creatures that do not have access to everything they had before dying is at their disposal Gives you resistance to poison damage up to the Gm's discretion or up to the player using it.
this cantrip can cast it as well, but only as if they were at (spell slots, prepared spells, etc...). The Creature must Instead of attacking to damage a creature, you can try to
first level and with DC 12 WIS saving throw) Cheesy Tactics (Recharge 4-6): As a reaction you can
have something to consume it with (mouth, jaw, etc...) use flail's chain to disarm them or remove their shield. completely negate one weapon attack made against you .
Once per day you may use your reaction to reroll and must be dead for less than 24 hours Before you roll an attack, you announce that you aim to This has to be done before the attack is rolled. (The wielder
one roll(not just yours, anyone's. after knowing Cure of the Ages can only be consumed once per disarm and upon a successful hit the attacked creature spends a reaction to change the material of the incoming
what the immediate consequences of the lifetime, consuming it for a second time results in takes no damage and instead you both roll a contested weapon into cheese)
original role would an immediate and irreversible death (not even Strength (Athletics) or Dexterity (Acrobatics) check Emmental Antics: 3x per day as an action, the wielder can
be).However you take the Wish and True Ressurection can reverse (each of you chooses which to use). Creatures of at least touch a creature within 5 feet with the tip of the sceptre and
damage equal to the this) the creature is utterly disintergrated, leaving large size have an advantage on the roll. If you succeed on turn them into inanimate cheese (DC: 18 Wis saving throw).
half of your current HP only their equipment behind the contest the attacked creature's weapon/shield is This lasts until the end of the creature’s second next turn,
The effects do not work if it is force-fed to an dropped to the ground within 5 feet of them. and the turned creature is immune to damage while turned
unwilling creature, however it works normally for A critical hit with Bubonicum gives the hit creature the in such a way. As a bonus action, any creature can take a bite
an unknowing creature (in which case, the poisoned condition for 1 minute unless they succeed on a of the cheese, this will heal the creature for 4d4 health and
wish part will either not happen, or will be DC:22 Constitution saving throw. deal equal amount of piercing damage to the creature
based upon what the character says turned into cheese (this turns the cheese back into the
Any spells and smites that require a melee weapon
within the next minute) original creature)
attack to work (Divine Smite, Searing smite, Booming
blade) Can deal poison damage instead of their normal Maasdam Labyrinth: Once per day, the wielder can use
damage type when used with this weapon this to cast the maze spell (concentration is needed even
though it is cast through the item) The creature it is used
You gain access to the Poison Spray (DC 16, 2d12 upon is however not sent into a labyrinth demiplane and is
poison damage) cantrip and can cast it as a bonus action instead drastically shrunk and trapped inside an
while wielding the weapon. (Only the cantrip granted by indestructible holed cheese. The creature returns to their
the weapon can be cast as a bonus action, you cannot use original height once they breaks free, and they get the holed
this to cast a higher level Poison Spray) cheese in their inventory.

66 67
These talismans, enchanted by shamans of the northern To the most despicable,
barbarian tribes, and worn by their more skilled hunters and Ignaz Blunt
warriors, are believed to be charms and wards against evil.
They are made from the bloodweed plant, commonly found on
D����� �� C�������� P��������’� V�������� Dear Ignaz,
places where grave battles and bloodsheds took place, and Dagger (light, versatile), very rare, requires Poison, Rare How have the years been treating you my dear treacherous
from skulls of dead seers and shamans of the barbarian tribe. attunement friend? How is your conscience, knowing, that you have left
A rare poison commonly used in letters, A bright green your trusted partner for dead and took his whole share with
It is unknown whether the parts affect the outcoming
This dagger has a -1 penalty to attack and damage rolls, liquid when in a cool environment , but with you? From what I have heard, you now have a nice little
enchantment, or if it's merely a primitive superstition, but
since barbarian magic seems to often not follow the common homewer if a wielder hits an enemy wearing metal only a little heat it quickly turns into lethal colourless mansion on the seaside, a beautiful wife, three little children
arcane teachings and is poorly understood, the former is far armour or shield; it permanently gains -1 penalty to its and odourless vapours. Due to its potency and and five damned servants. Not bad for a little halfling thief
AC. Armour reduced to an AC of 10 is destroyed and a so volatility it is ordinarily not used as a thrown weapon, that used to rob people in the slums to work his way up like
more likely to be the truth. The barbarians believe that magical
even amongst the criminal elements. If used in that. And all it took, was to betray a friend who made this all
power of a shaman remains in their bones after their death, is a shield the AC bonus of which is reduced to 0.
possible. Up to this moment, you probably took for granted
and therefore can ward against evil. These examples of If the dagger touches an inanimate metal object, a letter, only a small amount is needed to be applied
that I am dead, which is ironic, because you are dead now,
primitive magic rituals and enchantments only show, how that isn't worn or carried, it corrodes it near the wax seal; so when the seal is broken, the and you don't even know it yet, and I am very much alive.
little we know about the arcane, contrary to what the magic (essentially destroying it) with the speed of 1- liquid vaporizes and spells painful death to anyone You see, I have written this letter with a very special little
universities and schools would lead us to believe. foot cube per mintue. present; but many dramatic would-be poisoners ink, that is about to kill you in about the time it takes you to
A weapon used to parry use it instead of ink, because words should cut deeper read this letter (if you are still such a fast reader as I
this item gains a than swords after all. remember) and I am sure you will read this whole letter, for
B�������� T������� permanent -1 to its damage
roll.
If this poison was applied to a letter and its seal is
broken, or if a vial containing this poison is
that is pretty much all you can do right now. Try standing up,
or try to raise your hand, very difficult isn't it? You can't even
scream, can you? Scrolling with your eyes is literally the only
Wondrous item (talisman), uncommon (requires shattered, the poison turns into vapours any creature thing you can do right now. Have you felt the spasms yet, the
attunement) within 5 feet of the poison must make a DC 17 twitches? I hope you haven't, because I have used a very
Constitution saving throw. If they succeed, they take diluted version of this poison so your suffering should be as
Once attuned, this talisman gives its wearer +2 to any 6d6 poison damage; if they fail they must make long as possible. Still not as long as the suffering you have
saving throw against curses. It also gives the another DC 15 Constitution saving throw each round caused to me, but nothing is perfect. Shame that I am not
Rumors say that it is
wearer proficiency in survival skill (if they are and take 6d6 damage on failure (halved on a there to see the ruckus around you, is there a terrified servant
used in some thieves guilds nearby trying to find a cure for his kind master; or is he
proficient, their proficiency bonus for survival checks success). After eight rounds, a failure also results in
as a tool to open safes and perhaps rummaging through your belongings and stealing all
is increased by +1). The wearer is also perceived as a vaults; howewer the effect seems paralysis. The poison wears off after a minute (10 your silverware while your body still hasn't died yet. Will your
force to be reckoned with by ordinary animals to take it's toll on the dagger, for it rounds) or after three successful saves. children mourn for you, or will they cheer, because the tyrant
and animals that would otherwise attack the wearer, is very jagged, unwieldy and If this poison is imbibed in its liquid form (or dissolved has died and inheritance is theirs to collect. Will your wife
must make a saving throw with a DC 10 that is haphazard. Its effect remind one of a in water), the effects remain the same, but the honour your marriage after your passing, or is she bringing
increased by +1 for every level of the wearer and certain monster that turns metal into rusty first saving throw is after one hour, before that the her secret lover to your bedroom as we speak (figuratively)?
decreased by the combined CR of junk, perhaps it is involved in the creating Oh and by the way, there is an antidote for this thing just so
poisoned creature suffers from symptoms such as you know, and if anyone but my partner is reading trying to
the attacking procces of the these weapons. It may prove itself to vomiting, headaches, coughing and twitches and find it for him, I could give you an advice: I would find a nice
animals. Lastly, the wearer be a turning point in warfare if a mean of manufacturing spasms. little shade for him if I were you; after all, whom has shade
can, as an action, break the were to be found. There is no known safe antidote, but the poison’s effects ever harmed.
talisman, and be
seem to be negated by the fruit from
teleported to the Oh your clock is ticking my friend and I am certain that any
Belladonna plant or by
shaman that god who is to judge you will see, that under all that glitter you
any concoction made
enchanted hide behind now, is a rotten, treacherous, cowardly, pathetic,
from it. The downside of
it. backstabbing creature that deserves to be thrown into the
this treatment
deepest chasm of oblivion and punished for his sins eternally.
is that Not even the gods of thieves and scoundrels will save you, for
belladonna you have broken the thief code and that is not excusable in
is in itself their eyes. Perhaps you are so evil my friend, that demons will
toxic and causes take your soul; after all, there is a Demon prince of murder
the poisoned and betrayal isn't there? He might make you his right hand
condition and 3 man for all I know. But unfortunately partner, I am running
Strength loss for out of time (or rather, you are) so let us say our final
goodbyes.
one day.
Hope you burn in hell.
Your truly and cheerfully,

-You Know Who-

68 69
S�����'� E���
Rare Weapon (Longsword)/Musical Instrument (Lute),
Requires Attunement.
Can be used as a spellcasting focus for bard spells.
Instrument of Chivalry: This item can take on the
form of a lute or a longsword, switching between these
two forms requires a bonus action.
Once per short rest, when you change the item into a
longsword, you can decide to reveal to you which
creatures within 60 feet of you are aberrations, fiends or
undead, as well as knowing exactly where they are
located until the end of your next turn. Using this
feature also makes the blade shed bright light in a 30
foot radius and dim light for additional 30 feet until the
end of your next turn.
Once per short rest, when you change the item into a
lute, you can decide to remove the frightened condition
from all creatures within 30 feet and give yourself 5
temporary hit points for 1 minute.
Blade of the Poet, When in Longsword Form:
•You gain a +1 bonus to all attack and damage rolls
made with this magical weapon
•Once per turn when you hit with an attack made
with this weapon, you can give any creature within
30 feet of you a 1d4 bonus on their next attack roll
made until the end of their next turn.
Lute of the Warrior, When in Lute Form:
•You can use your bonus action to make a DC 14
Charisma or Dexterity (Musical Instrument: Lute)
check. Succeeding on this check allows you to give a
creature within 60 feet of you a bonus equal to your
proficiency bonus on their next attack roll, or on their
next damage roll, made until the end of their next turn.
•Once per long rest, You can use your action to make a
DC 10 Charisma or Dexterity (Musical Instrument:
Lute) check. Succeeding on this check allows all allied
creatures within 60 feet of you to immediately make
one weapon attack.

C��� �� V����
Rare Armor (Plate Armor), Requires Attunement

Gives advantage on saving throws against being


Charmed or Frightened.
If you are granting cover to a creature against an attack,
you can use your reaction to make yourself the target
instead.
If an attack against you is a critical hit, you immediately
gain 10 temporary hit points and advantage on all attack
rolls until the end of your next turn.
Once per long rest, when you are reduced to 0 HP but
not killed outright by a critical hit, you can drop to 1 hit
points instead.

70 71
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 day to
Lord of the Dead: Each undead creature that ends its the DM) cast the Summon Steed spell as an action without
turn within 30 feet of you must make a DC:17 Wisdom
Vessel of the Undying: If you die while wearing this requiring any components or spell slots, but only a Camel
saving throw, on a failed save, the target cannot directly
item, your body disintegrates and you must make a DC: 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 can
commands for the next 24 hours.
inhabit any undead under your control, in a 10-mile use your bonus action to increase its speed by 30
Creatures that roll a natural 20 on the saving throw, or
radius. You immediately take permanent and utter 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
•You can telepathically communicate with all the body forms around its form as if untouched by death. this item, you can use your action to give
undead you control, no matter the distance, and can Upon a failure, your soul is trapped in the Crown (similar your mount 1d10 Temporary Hit Points
issue commands to either all of them, or individually. in effect to the magic jar spell). Next time someone tries and the effects of the Bless Spell until the
Issuing a command uses a bonus action. to attune to the Crown, you both make a contested start of your next turn.
The undead creatures behave as they normally would Charisma ability check. If you win, you take control of You can use your reaction to half the
if they are not following a specific command. their character for as long as they are attuned, and you damage done to your mount while holding
•Intelligent undead creatures retain their intelligence may permanently posses them after continuously this whip
and personality and might try to find ways how to controlling them for at least a month Road Maintenance: Can be used once
bypass your control If you lose the check, your soul is destroyed and you a day to cast the Wall of Sand spell
cannot be resurrected by any means.

72 73
B�����'� B�������� S���� �� ��� O������
Very rare weapon (Quarterstaff), versatile, requires
Rare Weapon (Club), Light, Finesse, Hidden attunement
You gain a +2 bonus to Attack and Damage Rolls
You gain a +1 bonus to Attack and Damage Rolls made
made with this Magic Weapon
with this Weapon
While attuned to this weapon you know the Find
Bringing a creature to 0 HP with this weapon causes
Familiar spell and can cast it as a ritual, but it only
them to be knocked unconscious, but they are
teaches you how to summon the octopus familiar.
immediately stabilized
•While attuned, the octopus familiar can breathe air
•Creatures that are knocked unconscious by indefinitely and its walking speed is increased to 30
the weapon have disadvantage on feet.
intelligence checks and saving throws for •You may also use this staff once a day to polymorph
24 hours your octopus familiar into a Giant Octopus with a 40
If you score a critical hit with this weapon, or feet walking speed. This doesn't require
if you hit a surprised creature, the target has concentration, but lasts for one minute at most.
to make a DC: 14 Constitution Saving throw, As an action, you can create an ink cloud with a 30 feet
becoming stunned and gaining diameter centred on yourself.
disadvantage on saving throws against •The area is heavily obscured and each creature within
being charmed until the end of their can only see up to 5 feet away.
next turn on a failure •Any attack (from a creature that requires sight to
attack) made from within the cloud, or into the cloud
Once per day, you may cast the has disadvantage
Modify Memory spell (DC: 17) on •The cloud dissipates at the end of the next round
a creature you had knocked •Directly after using this, the attuned creature can use
unconscious with this dash as a bonus action
weapon in the last 24 •This ability has a Recharge (5-6) (at the start of each
turn roll a d6, if you roll a 5 or a 6, the ability
recharges)
As an action, you can also spray ink into a creature's
eyes. If they fail a DC:12 DEX saving throw they are
S�������� H����� blinded until the end of their next turn.
Rare Melee Weapon (Greatclub), Two-handed, Heavy,
Requires Attunement
You gain the ability to breathe underwater
You may use your bonus action to gain advantage when
M�����������
attempting to hide this turn. You also gain advantage on
Uncommon Wondrous Item (Hat), Requires attunement
You gain a +2 bonus to Damage rolls made with this
general stealth checks if they don't require movement
Magic Weapon Salt water can be drunk for the same effect as fresh
(standing still and trying to hide)
Can be used once per day as an action to cast the Tidal water while attuned.
Wave spell (DC:14) Gives additional +1 modifier on all charisma checks.
Dealing over 40 damage with a single melee attack Gives access to the Prestidigitation cantrip
using this weapon refreshes the cooldown on the ability If the attuned creature is a member of a party of
Any damage taken by the target as an immediate result creatures, they are considered to be the authority figure
of the melee attack factors into the overall damage in the party whilst attuned to the hat.
(Divine Smite, Green-Flame Blade, Hunter’s Mark, If you are forced (either by force or pressure) to take off
Manoeuvres, Hex, etc…) your Magitricorne, roll a DC:6 WIS saving throw, if you
The range of the spell is increased to 600 feet if cast fail you go into rage and will try to beat the creature
over open water at least ten-feet deep (and must not trying to take it away into submission. ( You go into a
touch land during the trajectory, if it does, the effects rage as if you were a lvl:1 barbarian with all the advantages
take place upon touching the land) and disadvantages included, you may stop trying to beat
Any creature holding this weapon starts to float on the creature into submission once it is unconscious or if
water (they cannot sink). If they are already underwater your rage wears off)
whilst starting to hold the weapon, they are pushed 100 As a bonus action, it can be destroyed to deal 6d8
feet upwards at the start of each of their turns until they psychic damage to a creature within 60 feet and 2d4 to
reach surface (if they try to swim against the pushing the attuned creature. (This can be done only once per
force, they have to pass a DC:19 STR saving throw lifetime, after that, destroying such a beautiful hat does
otherwise they lose all their remaining movement) only emotional damage)

74 75
U������� L���������
Very Rare Wondrous Item (Rocket), Special

•Once activated, the rocket cannot be deactivated until


it explodes.
•Strapping oneself to the rocket requires an action
•Being strapped to an unlit rocket halves your
movement speed
•Only creatures of creature size large or smaller can be
strapped to the rocket
C������ �� ��� C����� •The Rocket has a 1/10 chance of surviving an explosion
A creature strapped to this rocket may as a bonus action
Legendary Weapon (Scimitar), Finesse, Light,
Requires Attunement H��� �� BOOM! light its fuse, turning it into slightly controllable flying
object
Rare Adventuring Gear (Explosive)
Adds +3 to attack and damage rolls The creature strapped to the flying rocket loses all their
Attacks made with advantage deal additional 1d8 voluntary movement and instead they are forced to move
As a bonus action, the item can be activated and next 90 feet in a 60 degree cone (towards where the rocket is
damage round it will begin producing poisonous gas within a ten facing) at the start of their turn
If you are grappled by a creature, you have advantage on feet radius from it at the end of the activator's turn
attacks against them. •The strapped creature can use these 90 feet to go
•Each time a creature passes through the gas cloud, upwards, downwards or forwards, but at least 30 feet
If a creature is wounded by this weapon, you may they must make a DC: 11 Constitution saving throw, if of movement must always be used to go forward (even
choose to swap appearances with the creature (Disguise they fail, they become poisoned until the end of their if it is inconvenient)
Self rules apply here). This effect lasts until you decide to next turn and take 2d4 poison damage. •The strapped creature can use their bonus action to
end it, or until you take damage. The affected creature ◦Creatures starting or ending their turn in the cloud turn the face of the rocket up to 90° away, or their
isn't aware of the swap and still sees you and themselves take 2d4 poison damage action to turn it in any direction
in their true form. ◦If two or more gas clouds cover the same area, the •While flying on the rocket, the passenger makes
Once per day, you may choose a creature within 30 feet DC is increased by 1 and the damage is increased by ranged attacks with disadvantage. The passengers can
and curse them. They must succeed on a DC:20 WIS additional 1d4 poison damage for each head in that make melee attacks with no penalty. The passenger
saving throw, otherwise they become unable to express area can cast spells but not concentrate on them
themselves and all their spoken words become gibberish •The gas cloud lasts for 10 minutes, after which it •Creature flying on the rocket have their AC increased
for 8 hours. (This does not affect spellcasting for some explodes (as seen below) by +2
reason, only conversations) •Moving the item moves the gas cloud with it •Unstrapping oneself from the rocket requires an
Twice a day, you can spend your action to turn invisible •If the gas cloud comes into contact with any source of action and a successful DC:8 DEX check. (A rocket
for 1 minute and create an illusion of your dead body, the fire (magical or otherwise) it immediately explodes, without a passenger continues in its previous
body disappears after 1 hour (The items on your replica dealing 5d8 fire damage to anyone within 30 feet of trajectory at the start of the passenger's turn)
seem and feel real, but they do not work; a sword does no the item if they fail a DC: 13 DEX saving throw, taking •If the rocket collides with anything, it explodes,
damage and cannot cut through anything, and any weight
they have is only illusory)
B��� �� T������ half of the damage on a success.
◦This is done for each individual explosion (as one
dealing 8d8 fire damage and 7d8 force damage to any
creature within 15 feet, unless they succeed on a DC:15
Rare Boomerang, Thrown, Range (40,80)
Attacks of Opportunity against you are made with explosion can trigger the explosion of other heads) Dexterity saving throw, and taking half damage on a
disadvantage Is considered a Dart for the purposes of proficiency •The Head can be used as an improvised Thrown success.
The first time you take damage from a creature each (With the base damage of 1d6 piercing) Weapon, dealing no damage and causing the And 6d4 fire damage and 4d4 force damage to any
round, you must make a DC: 11 WIS saving throw, If you Adds a +1 bonus to attack and damage rolls made with explosion effect centred on the target to happen on a creature between 15 and 90 feet away (DC:13 DEX
fail you gain the Frightened condition (With the this weapon successful hit, and shattering without any effect on a saving throw, half damage on success)
damaging creature being the source of fear) until the end miss ◦If the Unstable Locomotion collides with a creature,
It ignores AC advantage from cover if at least one of the
of your next turn. The item is destroyed upon explosion that creature automatically fails the saving throw
sides of the attacked creature is exposed (without cover)
•Your AC is increased by +3 and you gain advantage on (the same works for the passenger)
•With the Sharpshooter feat, this gives the additional ◦However, if the rocket is to collide with a creature,
Dexterity and Wisdom saving throws, if you are in the ability to throw at creatures in total cover and not
Frightened condition that is of creature size Huge or lower, the creature
within line of sight (but the attacker has to target the makes a DC: 13 DEX saving throw and it dodges the
•Being frightened doesn't give you disadvantage on specific square they are on) with disadvantage.
Ability Checks collision on a success
The weapon returns to the thrower's hand upon a ◦Tiny creatures cannot be collided with
While you are attuned to the Cutlass, you can spend missed attack
your action to teleport to its current location. A successful attack deals additional 1d6 poison damage
You can spend a bonus action to remove the restrained and the hit creature becomes paralyzed until the end of
condition on yourself. their next turn unless they succeed on a DC: 8 CON
Whilst attuned, looting a creature is a free action saving throw

76 77
A���������
legendary Greataxe, (Heavy, Two-Handed), Requires Attunement

Adds +2 to all attack and damage rolls


Crystalline Song: Each hit with the weapon creates a
sharp deafening noise in the vicinity. After a successful
melee attack, any creature within five feet of the wielder
takes additional 1d8 thunder damage
•If the attack is a critical, each creature in the
radius must also make a DC:14 Constitution
saving throw, becoming deafened for one
minute upon a failure.
•The noise increases in strength and power
with each successful hit, capable of turning
into a haunting song in capable hands.
Each consecutive successful melee attack
increases the thunder damage by +1 (to up to
+6). This counter is reset by a missed attack
and by a round without attacking.
Memento of the Fallen: Upon closer inspection, soft
voices can be heard from within the crystalline structure
of the axe, these are the last words of all of its victims in
cacophonic unison

U���� G��������� •The wielder can at any point conjure a translucent


image of a creature that had been killed by the axe,
Rare Greatsword, Requires Attunement, Requires 16 STR to wield the image will precisely act out the last moments
before their death.
After making an attack you can use your reaction to cast •The voices within the axe can for a moment be
Earth Tremor (DC 12) (2x per day) transferred to a creature within 60 feet,
You can automatically cast Earth Tremor as a free action making them suffer from a 1st level
after dealing a critical hit with this weapon Dissonant Whispers spell (DC: 13)
You can use your action to cast the Thunderclap (DC 12) (Recharge 5-6)
cantrip Comforting Silence: If the wielder were
to take either psychic or thunder damage,
Creatures have disadvantage on concentration checks they can use their reaction to deafen
imposed by your melee attacks made with this weapon themselves for one minute, reducing the
damage in half. (This cannot be used
while already deafened)

B��������
Weapon (Longbow), Rare (requires Attunement), Heavy,
Range 150/600, Two-Handed

Bringing a creature below 0 HP (at least CR ¼) with this


weapon gives you 1d6 temporary HP
Before each attack roll, you can decide to lose 1d10 HP
to gain advantage on the roll and make it deal additional
1d10 necrotic damage to the target
Before each attack roll you can decide to lose all of your
temporary HP and make your next attack deal damage
equal to the temporary HP lost.
This bow does not require ammunition. It can drain
your lifeforce to create arrows that deal purely necrotic
damage. You lose 1 HP each time you shoot such an arrow

78 79
A������������ G������
Rare Adventuring Gear (Grenade) Thrown, Range 60

Can be used as an improvised Thrown weapon, it deals


no damage upon a hit, but it makes the hit creature suffer
from the following effects:
•The affected creature takes 1d10 poison damage at the
start of their turn until the spiders are removed.
•They may use their action to try to shake off the
spiders, this requires either a successful DC: 16
Strength ability check, or DC: 17 Animal Handling
check.
•At the start of each turn, they must make a DC: 10
Wisdom saving throw, otherwise they panic and have
to spend their action on trying to get rid of the spiders
(Only the Strength ability check is allowed)
•The spiders also disperse if the affected creature takes
any fire damage or if they become fully submerged in
water.
•Multiple stacks of spiders increase the damage by 1d10 W��������'� A��������
for each stack and the DC for panic by +1. Rare Weapon (Spear), Reach, Two-Handed, 1d10 damage
•The Grenade is destroyed after it is used to make an die, Requires Attunement
attack.
You gain a +1 bonus to all attack and damage rolls made
with this weapon
Deals additional 1d6 poison damage upon a successful
hit with this weapon
You gain 2 charges of the Spider Climb spell per day
Grappling Web: The Weapon contains retractable
strong sticky strand of web that can be launched from the
tip up to 60 feet away.
•The strand sticks to any surface and can be used for
climbing or grappling objects from a long distance
•Shooting this at a creature will make it so that the
creature can't move further that 60 feet away from you
unless they succeed on a contested Athletics
(Strength) check if they try to do so, breaking in the
strand in the process.
◦If the creature wins the contested check by the
difference of 10 or more, instead of breaking the
strand, you are dragged by the creature, you fall
prone and you move in the same direction and
distance as the dragging creature.
Sprawling Webbing: You gain 2 charges of the Web
(DC:14) spell per day without requiring any components.
You are not affected by the spell, and you know the exact
location of all creatures in the web.
One with the Brood: You shall not be attacked
without provocation by any spiders or creatures that have
spider as a part of their physique. You can also command
any ordinary spiders, but they do not understand
complex instructions, and will not do things against their
own nature.

80 81
J����� F����
Rare Flail/Musical Instrument, Light, Requires
Attunement
Deals additional 1d6 radiant damage to fiends and
undead hit by this weapon.
Bells of Serenity: 3x per day you can use your action
to sound the bells on the flail and cast Calm Emotions
(DC 15) centred on yourself with a 30 ft. radius
Thundering Humbug: Any evil creature ending their
turn within 10 feet of the wielder takes 1d6 psychic
damage and has disadvantage on concentration checks
until the start of their next turn if they are not deafened.
(Outside of combat this doesn't deal damage but only
annoys evil creatures to an unbearable degree)
Song of Merriment: Once per day you may spend
your action to make a performance check using the flail
as a musical instrument. Each creature within 90 feet of
you must make a Wisdom saving throw equal to your
performance check, being forced to sing along (or hum)
to your tune until the end of the performance on a failure.
•Deafened creatures are immune to the effect
•The creatures affected by the singing are for all
gameplay purposes considered silent (as ridiculous as
it may sound)
•You have to spend your action each round after using
this feature to maintain the performance, failing to do
so ends the performance immediately.
◦The performance can last up to 1 minute.

82 83
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