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Ægir’s Tree-engraved

Drinking Horn Ægir’s Tree-engraved


Marvelous Item, Very rare Drinking Horn

This magic horn allows you to drink at twice the


normal rate and, other than being happily tipsy, you
will not suffer the effects of any alcohol you have
imbibed. Bearing this horn, you gain advantage to
Charisma (Persuasion) checks to convince somebody
to participate in a drinking contest or in social interac-
tions with people under the effect of alcohol.
Taking a swig of beer or mead from this horn grants
you advantage to saving throws against being fright-
ened for 24 hours.

Angurvadal (Flow of Anguish)


Weapon (any sword), rare

Angurvadal is a viking sword with magic runes etched


on the blade. You gain a +1 bonus to attack and
damage rolls made with this weapon.
Sentient. Angurvadal is a Lawful Neutral intelligent Angurvadal

magic weapon with Intelligence 8, Wisdom 12 and


Charisma 10. It can’t speak, but it communicates with
its wielder by lighting up the runes on the blade if
there are enemies within 60 ft.
Personality. Even without speaking, Angurvadal can
relay its feelings to the wielder. Since it has been used
only in battle, during a fight it instills a feeling of fero-
cious joy.

Conqueror’s Axe
Weapon (any axe), Very Rare (requires attunement)
Conqueror’s Axe
You have a +2 bonus to attack and damage rolls made
with this magic weapon and you deal an additional
2d6 damage against undead creatures.
As long as you wield the Axe, you gain advantage to hit
rolls for shoving and grappling, to opposed checks to
keep a creature grapplend and to Strength (Athletics)
checks to climb.

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Draupnir
Marvelous Item, Legendary
Every nine nights, eight new rings appear alongside Draupnir
this one, identical to their original save for this effect.
Telling which of these simple gold rings is the original
requires a DC 15 Intelligence (Investigation) check.

Freya’s feathered Cloak


Marvelous Item, Legendary (requires attunement)

This beautiful cloak is made of braided falcon feathers


and belongs to the goddess Freya. When you wear this
cloak you gain +2 to saving throws and AC.
You can also use an action to transform into a falcon
or revert back to your normal form. If you die while in
falcon form, you turn into your original form, suffer-
ing all the excess damage.
Freya’s
feathered Cloak
Gramr
Weapon (greatsword), Legendary (requires attunement)

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


with this magic weapon.
When you hit an item, a creature who wears armor or has
a natural armor bonus to AC, you deal maximum damage.
When you attack an item and roll a natural 20 to hit,
it automatically breaks.
When you attack an armored creature and roll a natu-
ral 20 to hit, its armor is automatically destroyed and
cannot be used anymore.

Gramr

Magical Items 159


Gungnir, Oden’s Spear Járngreipr, Dwarven Gauntlets
Weapon (spear), Artefact (requires attunement) Marvelous item, variable (requires attunement)

Gungnir is the legendary spear that the sons of the Designed for the greatest of warriors, these dwarven
dwarf Ivaldi forged for Oden. As they were led by gauntlets are masterpieces that make any weapon
Dvalin the blacksmith during the process, it is a per- wielded while wearing them even deadlier.
fect weapon in craftsmanship and balance. Depending on their rarity, they grant their wearer
Magical Weapon. Gungnir deals 1d12 damage. You additional Strength points. Their wearer cannot be
have a +3 bonus to attack and damage rolls made with disarmed and rolls grappling and shoving checks with
this magic weapon and it deals an additional 3d8 radi- advantage. The only Legendary version of this item
ant damage. ever made is owned by the god Thor.
Divine Aura. While attuned to Gungnir, your size
increases to Large, if it is not already, and your skin Bonus to Strength
gives off a faint aura, shedding dim light within 10 Rarity
score
feet of you.
Uncommon +1
Relentless. All attacks with Gungnir hit automatically
and ignore any resistance or immunity. Rare +2
Divine Influence. While attuned to Gungnir, your Very Rare +3
ability scores are 20 if not already higher. Legenda +4
The Power of Time. While attuned to Gungnir, you
can use an action to cast the Time Stop and Magic Medallion of the Heart
Missile spells as if you were a 20th level spellcaster, of Muspellsheimr
without the need for components. After casting either Marvelous Item, Rare
spell, roll a d6: on a 1 to 5, you cannot cast again that
spell until the next dawn. As long as you wear this medallion, you can tolerate
Destroying Gungnir. Being perfection made steel, any environmental heat and are not damaged by nat-
Gungnir cannot be destroyed in any way. ural fire.

Járngreipr

Gungnir

Medallion of the Heart


of Muspellsheimr

160 Journey to Ragnarok


Megingjörð, Mjollnir, Hammer of Thor
Belt of Dwarven Strength Weapon (warhammer), Artefact (requires attunement)
Marvelous item, variable (requires attunement)
Mjollnir can be lifted or attuned to only if wearing a
A great many legends speak of these powerful magic Megingjörð (Belt of Dwarven Strength) the Járngreipr
items that the Dwarven people managed to infuse (Gauntlets of Dwarven Strength).
with the strength of Giants. Magical Weapon. You have a +3 bonus to attack and
While a character wears this belt, their Strength score damage rolls made with this magic weapon. Targets
is set to the one corresponding to the belt’s rarity. If also suffer an additional 2d6 lightning damage and 2d6
their Strength score is already equal or higher, then thunder damage. Mjollnir possesses the Thrown prop-
the belt has no effect. The character rolls with advan- erty, with a normal range of 20 feet and a long range of
tage Strength (Athletics) checks and those not to be 60 feet. After an attack, it flies back into your hand.
knocked prone or not to lose their balance. Aura of Storms. While attuned to Mjollnir, your size
There are four variants of this belt, each infused with increases to Large if it was not already and your skin
the strength of powerful giants. The only known constantly crackles with faint electrical discharges.
Legendary version is owned by the god Thor. When you are hit in melee, your attacker suffers 2d6
lightning damage.
Rarity Strength score Giantsbane. If you hit a giant, you deal an additional
4d8 damage with Mjollnir.
Uncommon 20
Father of Lightning. While attuned to Mjollnir, you
Rare 22 can use an action to cast the Chain Lightning spell
Very Rare 24 without the need for components. After casting the
Legenda 26 spell, roll a d6: on a 1 to 5, you cannot cast again it
until the next dawn.
Mjollnir’s replica: Kuttnir Medallion of Thunder. Speaking the command work
Weapon (any sword), Very Rare (requires attunement) changes Mjollnir’s size and weight into that of a small
pendant.
You have a +2 bonus to attack and damage rolls made Infusion of Strength. While attuned to Mjollnir, your
with this magic weapon. On a hit, the target suffers an Strength score is 30.
additional 1d8 lightning damage. Destroying Mjollnir. Only decades spent in the forges
If you roll a 19 or 20 to hit with this weapon, an unsta- of its birth can challenge the innate toughness of this
ble bolt of lightning surges from the blade to deal an mighty weapon.
additional 2d8 lightning damage to up to 3 enemies
within 20 feet from you.

Mjolnir

Meging jørð

Kuttnir

Magical Items 161


Ring of Andvari, Andvaranautr The DC to get rid of the ring, if not already higher, is
Marvelous Item, Artifact (requires attunement) 30. Your only, all-consuming goal now becomes pro-
tecting from any other living being the hoard you have
This cursed ring gifts its owner with long life, at the cost gathered, treating anyone as a thief and an enemy.
of making them covet riches and treasures. Every crea- Destroying the ring. In spite of its mundane appear-
ture that sees the ring must pass a DC 15 Wisdom saving ance, the Ring of Andvari must be cast into the flames
throw or be fascinated by it and badly wanting to own it. of Muspellsheimr after passing a DC 30 Wisdom saving
The Treasure of its Master. Taking the ring off, throw- throw. On a fail, the bearer is charmed by its magics.
ing it away, ceding it to anybody else or breaking Those who try to destroy Andvaranautr in any other
attunement with it can be attempted only once a day way suffer 4d8 psychic damage and must pass a DC 30
and requires a DC 15 Wisdom saving throw. The Wisdom saving throw or are charmed.
saving throw DC increases by 1 each time its bearer
tries to remove it. Ring of the Silent Hunter
Thief. While attuned to Andvaranautr, you are profi- Marvelous Item, Rare (requires attunement)
cient in the Stealth skill if you previously were not and
roll Dexterity (Stealth) checks with advantage to steal This ring has 3 charges and recovers 1d3 charges
gold and precious items. every dawn.
Long life and prosperity. While attuned to As an action, the bearer can spend a charge to cast
Andvaranautr, you gain the following benefits. the Silence spell, without the need for material
• You are immune to diseases components.
• You cannot be charmed or frightened The spell has a radius of 5 feet centered on a spot within
• You age and need sustenance at a tenth the normal 120 feet of the bearer of the ring or on the ring itself.
rate for your race
• You gain +1 AC
Curse. Andvari’s curse afflicts the bearer of this ring.
If you have been wearing the ring for a month, your
body starts growing glossy scales, granting you an
additional +2 natural AC. The DC to get rid of the Andvaranaut
ring, if not already higher, is 18 and you become par-
ticularly attracted by gold and treasure.
If you have been wearing the ring for 3 months, your
teeth become fangs and your nails sharpen into claws.
You obtain a bite attack (1d4 + STR) and a claw attack
(1d6 + STR). The DC to get rid of the ring, if not
already higher, is 20. You become increasingly greedy Ring of the
and reluctant to share riches with anyone else. Silent Hunter
If you have been wearing the ring for 6 months, your
organism has been changing and you now can breathe
death onto your enemies (Poison cone, 30 feet, 12d6
poison damage). The DC to get rid of the ring, if
not already higher, is 25. Your primary goal becomes
hoarding immense treasures in a secure place.
If you have been wearing the ring for a year, you must
pass a DC 30 Wisdom saving throw each day. On a
fail, the essence of the ring permanently transforms
your body into that of an Adult Green Dragon.

162 Journey to Ragnarok


Skíðblaðnir, Ship of Freyr Svalin, Shield of the Sun
Marvelous Item, Legendary Armor (shield), Artefact (requires attunement)

Among the magical ships built by the Dwarves, the Svalin is the legendary shield that protects Sol from the
most amazing is Freyr’s. This item appears as a one sun when she rides on her chariot.
pound leather bag, large enough to fit in a pocket, that Magic Shield. In addition to the usual AC bonus for a
can float. It has 3 command words, each requiring an shield, you gain an additional +4.
action to be pronounced. Solar Protection. If you wield Svalin while attuned to
The first command word calls forth a boat from the it, you gain the following benefits.
bag, 30 feet long, 10 wide and 5 deep. It features a • You are immune to fire and frost damage and feel
helm, two pairs of oars, an anchor and mast with a comfortable in any temperature.
sail. The boat can fit 5 medium-sized creatures and will • You cannot be charmed or frightened
always sail with fair winds, unless there are magical • You cannot be blinded, deafened or stunned.
effects that prevent it. Freezing Aura. While attuned to Svalin, your size
The second command word calls forth a boat from the increases to Large if it was not already and your skin
bag, 120 feet long, 40 wide and 15 deep. It features constantly shimmers with condensing frost. When you
a helm, five pairs of oars, an anchor and two sailed hit in melee, you deal an additional 1d6 frost damage;
masts. The boat can fit 30 large-sized creatures and when you are hit in melee, instead, the attacker suffers
their escort and will always sail with fair winds, unless a 2d6 frost damage.
there are magical effects that prevent it. Font of Frost. While attuned to Svalin, you can use
The third command word causes the ship to return your action to cast the Cone of Cold spell without the
into the bag, if empty of people. need for components. After casting the spell, roll a d6:
on a 1 to 5, you cannot cast it again until the next dawn.
Skofnung Destroying Svalin. Only an extremely powerful
Weapon (any sword), Legendary (requires attunement) Disintegrate effect can destroy the Shield of the Sun.

You have a +1 bonus to attack and damage rolls made


with this magic weapon.
You can use your action to say the command word,
when wielding this weapon, to summon the spirits of
12 Berserkers within 60 feet of you.
If you say the command word but are not of honorable
alignment, then the Berserkers will attack you.
Otherwise, they remain friendly to you and your allies,
following your orders.

Svalin

Skofnung

Skíðblaðnir

Magical Items 163


Sword of Skallfoss
Weapon (any sword), Uncommon

These weapons are the opera magna of the legendary


blacksmith Skallfoss. They were dedicated to the Aesir Sword of Skallfoss
and Vanir and have been faithful companions of the
mightiest Midgardian heroes, handed down to the
next generation of warriors when the previous owner
was defeated.
You have a +1 bonus to attack and damage rolls made
with this magic weapon.
As long as you visibly carry one of the Swords on your
person, you have advantage on Charisma (Persuasion)
checks when dealing with Aesir and Vanir.

True Sunstone
Marvelous Item, Very Rare

Using this sunstone as a navigation tool, the characters


cannot be lost in their travels at sea or on land. It can
also point the direction of any place or item the user
has already seen and they need to get to.

Tyrfing
Weapon (any sword), Very rare (requires attunement)

You have a +2 bonus to attack and damage rolls made True Sunstone

with this magic weapon.


Hit points lost to this weapon cannot be regained by
resting, but only through regeneration or magic.
Once drawn, it is impossible to sheathe Tyrfing until it
has killed a sentient creature.

Tyrfing

164 Journey to Ragnarok

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