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Laurel of Sune

Wondrous item, Rare, requires attunement

● Your Charisma score is 19 while you wear this laurel. It has no effect on you if your
Charisma is already 19 or higher without it.

Once per day, you may cast the Shield of Faith spell on yourself as a bonus action. Once
you’ve used this property, it can’t be used again until the next dawn.

This wreath of laurel leaves and roses was a gift from the church of Sune to the
priestesses of Hanali Celanil at the Hand of the Seldarine. The representatives of the
human goddess of love and beauty were well received, and the high priestess of Hanali
Celanil wore the laurel whenever humans were visiting the Hand. The orcs discarded the
laurel as useless trash when they sacked the priests' tower.

Applebane

Weapon (dagger), Uncommon, requires attunement

● You gain a +1 bonus to attack and damage rolls made with this magical weapon. If you
target a plant creature or a magical plant with it, you have advantage on the attack roll.

A small steel dagger with a shadowtop handle, Applebane was once owned by the
halfling thief Peliwen Redgrass. Peliwen was a kind but morose individual who spent
most of his time sitting in a large rocking chair that he took with him on adventures.
Before important adventures, he would just sit in his rocking chair and eat apples with
the aid of his dagger. Peliwen's blade was so rarely used for combat that his comrades
starting calling it "Applebane".

Amalion

Weapon (longsword), Legendary, requires attunement

● You gain a +3 bonus to attack and damage rolls made with this magical weapon.
Additionally, attacks you make against demons using this magical weapon have
advantage.

When you hit with an Attack using this magic sword, the target takes an extra 1d6 cold
damage. This damage ignores a creature’s resistance to cold damage if that creature is
a demon
In addition, while you hold the sword, you have Resistance to fire damage.

Demon Hunter

While you hold this weapon, you are aware of the presence of demons within 60 feet of
you. You also can’t be Charmed or Frightened by any creature.

Whenever you hit a demon with this magic weapon and it has 50 hit points or fewer, it
must succeed on a DC 15 Constitution saving throw or die. A demon slayed in this
manner has its soul devoured by the weapon and becomes unable to reform in the
Abyss. A demon whose soul has been devoured may only be freed by means of a Wish
spell.

This long sword is part of a matched pair of weapons, the other being the short sword
Malamion. Alamion's blade is slightly thinner than a typical long sword blade and
features a thin fuller down the center. Acid-etched snowflake patterns are scattered
along the length of the blade, most of them concentrated towards the hilt. The hilt of the
sword is made of bronze sandwiched between two off-white pieces of ivory carved to
show clouds unleashing winds and snow. The grip is covered with mother-of-pearl
lashed securely into place with bronze wire. The pommel of the weapon is a solid bronze
globe with the snowflake lozenge of Auril etched into the bottom.

The full history of this blade and its brother have been well documented. Roughly two
hundred years ago, a wizard from Shannath named Obren the Left-Handed was hired to
make a pair of swords for the glory of Auril. Obren reluctantly did so, producing Alamion
("Frost Daddy") and Malamion ("Frost Baby") over a five year period. After a dispute
about Obren's fee, priests of Auril tried to take the sword from him by force. The exact
outcome of the battle is unclear, but Obren's swords did not end up in the hands of
Auril's faithful. Thirty years later, a warrior named Berdino in Procampur bragged that he
had a blade that could kill demons in a single strike. Berdino was found dead on the
shore two tendays later, the victim of many poisoned crossbow bolts.

The new owner of Alamion was a vain, egotistical thief called Pellas the Fair. Pellas had
acquired Malamion, quite by accident, fourteen years earlier and strongly desired its
brother when he learned of its existence. Pellas held onto the swords until he died at the
hands of a paladin named Garijon Renold of Torm. Garijon found the blades invaluable
in his battles against the fiery denizens of the outer planes and the two swords were
passed on for generations from paladin to paladin. Heleban of Ithmong, a paladin of Tyr,
was the last warrior known to have used the swords. His battles against slavers and
pirates on the Sword Coast are believed to have brought him to an untimely end.
Mage Robe of Cold Resistance

Wondrous item, Uncommon, requires attunement by a Wizard or Sorcerer

● While wearing this robe, you have resistance to Cold damage. In addition, you
and everything you wear and carry are unharmed by temperatures as low as -50
degrees Fahrenheit.

Mage Robes of Cold Resistance are a common sight in the Sword Coast region,
especially as one travels north towards Neverwinter and the Icewind Dales. Many
young mages receive it as a gift from their instructors upon successfully
completing their first five years of study. As with other such robes, they can only
be worn by those of the wizardly profession.

Mummy’s Tea

Wondrous item, Rare

● You are cured of any diseases and the Blinded, Deafened, and Poisoned conditions
when you drink this potion.

Priests of Horus-Re in far off Mulhorand were the first to create this life-saving potion. A
foul-smelling brew, it is made by boiling used mummy wrappings along with naturally
desiccated animal remains. The resulting tea can then be consumed to neutralize the
effects of disease and certain afflictions.

Breath of Auril

Weapon (dagger), Legendary, requires attunement

● You gain a +3 bonus to attack and damage rolls made using this magic weapon.
Additionally, while you hold the dagger, you are immune to cold damage.

The dagger has 3 charges. As an action, you may expend 1 charge to cast the Cone of
Cold spell (spell save DC 17) centered on yourself. The dagger regains 1d3 expended
charges daily at dawn.

Curse: While you hold this dagger, you are vulnerable to fire damage.

Kontik, servant of Auril, once wielded this blade. It has been enchanted with several
beneficial magics.

Pale Justice
Weapon (longsword), Legendary, requires attunement by a Paladin of good alignment

● You gain a +3 bonus to attack and damage rolls made with this weapon. While you hold
this sword, it deals an extra 3d6 slashing damage to any target it hits and you are
immune to being Charmed or Frightened. In addition, the weapon ignores resistance to
slashing damage.

When you attack a creature and roll a 20 on the attack roll, it must succeed at a DC 20
Constitution saving throw or die. On a successful saving throw, the creature instead
takes 6d6 Slashing damage.

This sword was made with one purpose: to destroy evil. Though a powerful weapon,
Pale Justice has humble beginnings. The plain sword was crafted by a devout
worshipper of Tyr named Renold. Renold spent thirty years of his life perfecting the
metalworking techniques that allowed him to craft an almost flawless blade. As soon as
Renold had completed the unadorned weapon, he turned it over to the church of Tyr.
The priest who received it placed the naked blade on his monastery's altar. He asked his
brothers to join him in praying to Tyr to ask their god to bless the weapon with holy
power. The brothers never touched the blade, nor did they speak of it. After ten years,
despite the fact that all of the other brothers lost faith in the blade ever becoming
enchanted, the original priest, Edan, continued his prayers in silence. Another twenty
years passed, and there was still no sign from Tyr. Visiting priests of Helm scoffed at
Edan's blind devotion to the blade. It was then that, without warning, Edan walked up to
the altar and gently removed the dust-covered blade from the altar.

The priest of Helm asked Edan if he had finally come to his senses. Edan replied that he
had, that he had been expecting the wrong thing from Tyr the entire time. He stated that
Tyr had done his work long ago.

The priest of Helm laughed out loud at Edan's claim and asked his bodyguard to draw
his sword. The magnificent weapon in the hand of the Helmite had a gilded guard set
with pearls. Runes were etched along the blade, with a small cluster of fine rubies set in
the ricasso. The priest of Helm laughed again and spoke. "This is truly a sword blessed
by the gods. Your weapon looks like an ordinary soldier's blade. It pales in comparison."

Edan calmly grabbed the blade by the tang and swatted at the guard's weapon. The
priest of Helm's laughter cut off quickly as he stared down at his retainer's broken
weapon. He stood there speechless as Edan set the blade down and began to reply.

"Justice always pales in comparison to vanity and ostentatious displays of power. I


expected Tyr to manifest his divine will in this blade with lightning and fire. I should have
remembered how the blade was given to me... with simple charity and humility. Justice is
the right of every man, no matter how rich or poor, no matter how educated or ignorant. It
should be found as often in the fields of farmers as it is in the fields of battle."

Edan took the blade to a local weapon smith and had him put a wooden, leather
wrapped grip on it. He then gave it to a fledgling paladin and asked him to always
remember the potential for charity and kindness in the human race.

Clasp of Bron’s Cloak

Wondrous item, Very Rare, requires attunement

● While wearing this magical amulet, you have resistance to nonmagical bludgeoning,
piercing, and slashing damage.

This small talisman was the clasp of a cloak owned by the notoriously tough warrior
known as Bron Balhon. On at least ten different instances during Bron's life, he was
reported as dead after getting himself involved in some horrible situation. Some enemies
shot him full of crossbow bolts and pushed him into the ocean with lead weights only to
be killed by him a month later in a tavern four hundred miles away. On another occasion,
Bron's cowardly companions abandoned him when they were attacked by dire wolves in
the wilderness. Two weeks later, Bron swaggered into their camp wearing wolfskins.
Whether all of the tales surrounding Bron are true or not, it is known that Bron is believed
to have met his end in the Spine of the World mountains, fighting polar worms.

Chautog’s Thinker

Wondrous item, Rare, requires attunement

● Your Intelligence score is 19 while you wear this headband. It has no effect on you if
your Intelligence is already 19 or higher without it. Additionally, you gain a +1 bonus to
your Armor Class while wearing this headband.

Curse: This helmet is unappealing to look at and quite heavy, being of orc design. Your
Charisma score is 6 while you wear this headband. It has no effect on you if your
Charisma is already 6 or lower without it. In addition, a strength score of at least 17 is
required to wear the item.

This rare helm owes its creation to an orcish warrior mage. Chautog's unusual story
began when his village was destroyed in the crossfire from a battle between two rival
wizard factions. One of the victors, the enchanter Shandellon, felt a twinge of guilt when
he surveyed the collateral damage and as atonement took in the village's only survivor
and raised the young orc as his son.

Under Shandellon's tutelage, Chautog proved adept at magic despite his crude heritage.
However, Chautog constantly found himself working harder than Shandellon's human
apprentices and producing inferior results. As jealousy overtook him, Chautog locked
himself in his room and toiled day and night on an enchanted item that would allow him
to compete with his peers.

The fruit of his labor, though fairly unattractive, was an amazing helmet that would
dramatically increase the wearer's intelligence. Chautog immediately donned his prize.
However, he quickly discovered that ignorance can be a boon to one whose existence is
as pathetic as that of a jealous orc. Shandellon found the charred remains of his adopted
son, still wearing the now coal-black helmet, next to a note bearing one simple sentence:
"Some things are best left undone."

Cyclocone

Wondrous item, Very Rare, requires attunement by a wizard

● You gain a +1 bonus to your Armor Class while wearing this magical hat.

Once per day, you may unleash a magical cyclone. A 5 foot diameter column of swirling
winds forms at a point you can see within 100 feet. It remains as long as you concentrate
(as if concentrating on a spell), to a maximum of 1 minute. Any creature that ends its turn
within the cyclone must make a Dexterity saving throw against your spell save DC. The
creature takes 2d8 bludgeoning damage and 2d8 slashing damage and is knocked
prone on a failed save, or half as much damage and remains standing on a successful
one.

As a bonus action, you can move the cyclone up to 30 feet. If you ram the cyclone into a
creature, that creature must make the saving throw against the cyclone’s damage, and
the cyclone stops moving this turn.

When you move the cyclone, you can direct it over barriers up to 5 feet tall and jump it
across pits up to 10 feet wide.

The Cyclocone is a wizardly item of impressive power. The wizard Bemban of Immersea
was known to be quite fond of these pointed hats both for their appearance and their
power. Many wizards sought their own Cyclocones, but their distinctive appearance soon
became the butt of many jokes among adventurers. Bemban grew senile in his later
years, and left most of his fortune to private mages in the hope that they would continue
to make his favorite magical hat.

Dead Man’s Face

Wondrous item, Rare, requires attunement


● While wearing this helmet, you are immune to being Frightened. However, its visage is
disturbing and imposes disadvantage on Charisma checks you make while wearing the
helm.

These ancient helms were once common among the Reghedmen barbarians who came
to what is now known as Icewind Dale. The design of the armor is relatively simple: a
plain iron helm with a hinged faceplate. Once the basic construction of the helm had
been finished, craftsmen would tool the image of a dead warrior onto the faceplate. The
name of the warrior and a one-word description of his death were carved into the
forehead of the mask. The helm was then left in the dead warrior's funeral pyre. The
priests believed that the mask would hide the dead man's fear of the afterlife when he
was judged by Tempos. After a month had passed, the helms of particularly valiant
warriors were recovered by the priests. Over the next few years, the priests praised the
valiant warriors by name in their daily rituals. According to legend, if Tempos found the
warrior to be truly valiant, the helm would gain the power to make the wearer immune to
fear. This particular helm bears the ancient name "Siglef" and the word "Axe."

The Argent Shield

Armor (shield), Legendary, requires attunement by an elf or half-elf

● While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the
shield's normal bonus to AC. In addition, you have advantage on saving throws against
spells and resistance to damage from spells.

This silver shield once resided in the Hand of the Seldarine, where it was used to protect
its bearer from harmful magic and attacks. Because of its racial attunement, the
marauding orcs and goblins left it in the tower. Maiden Ilmadia grabbed it from the ruins.

Summoner’s Staff

Weapon (quarterstaff), Very Rare, requires attunement by a Cleric, Druid, Warlock, Wizard,
Bard, or Sorcerer

● This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and
damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.

The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended
charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains
its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff
regains 1d8 + 2 charges.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges
to cast one of the following spells from it, using your spell save DC and spell attack
bonus: Conjure Elemental (5 charges), Conjure Animals (5th-level version, 5 charges),
Conjure Celestial (7 charges), Conjure Fey (6 charges), Conjure Minor Elementals (4
charges), Conjure Woodland Beings (4 charges), Infernal Calling (5 charges), Summon
Lesser Demons (3 charges), and Summon Greater Demon (6th-level version, 6
charges).

A powerful weapon and tool, this staff was created by the powerful archmage Ubath of
the Celestial Sign. Originally of Aglarond, Ubath commanded great respect for his skills
as a summoner of beasts and elementals. Unfortunately, Ubath's desire for power drove
him to extreme lengths. His conjuring of extremely powerful entities from the lower
planes is what eventually did him in. This staff is his most prominent legacy. It was left
behind, slightly blackened, when he was dragged away to Acheron.

Ring of Pain Amplification

Wondrous Item, Rare, requires attunement

● Curse: While wearing this magical ring, you are vulnerable to Bludgeoning, Piercing, and
Slashing damage.

This cursed ring fuses itself to the wearer's finger, only coming off if a Remove Curse
spell is used on the wearer. While it is in use, the wearer suffers extra damage from
attacks. Lovitarians are known to create these items and distribute them throughout the
realms for their own amusement.

Lich Touch

● 6th level Necromancy


● Casting Time: 1 action
● Range: Self
● Components: VSM (a drop of the caster's blood and a sample of rancid meat or fish)
● Duration: Concentration, up to 1 minute
● Classes: Warlock, Wizard
○ The touch of your unearthly, blue-wreathed hand freezes and paralyzes. Make a
melee spell Attack against a creature within your reach. On a hit, the target takes
3d6 cold damage, and they must succeed on a Constitution saving throw or be
Paralyzed for 1 minute. The target can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success. Until the spell ends, you can
make the Attack again on each of your turns as an action.
Malavon’s Rage
● 7th level Evocation
● Casting Time: 1 action
● Range: Self (10 foot radius)
● Components: VS
● Duration: Instantaneous
● Classes: Sorcerer, Warlock, Wizard
○ Magical darts of force explode from your body in all directions. Each creature
within 10 feet of you must make a Dexterity saving throw. A creature takes 10d8
Force damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher,
the damage increases by 2d8 for each slot level above 7th.

Malavon's Rage was created by the dark elf sorcerer Malavon. It shoots darts of
pure energy out from the caster's body in all directions, harming friend and foe
alike. The small wedges of magic deal damage to everything caught in their path.
This spell is especially useful when a wizard is surrounded by enemies.

Mordenkainen’s Force Missiles

● 4th level Evocation


● Casting Time: 1 action
● Range: 150 feet
● Components: VS
● Duration: Instantaneous
● Classes: Sorcerer, Wizard
○ This spell creates a brilliant globe of magical energy that streaks forth from your
hand to unerringly strike a target you can see within range. A missile inflicts
2d4+1 Force damage to its target and then bursts into a concussive blast. Each
creature within 5 feet of the target must make a Dexterity saving throw. A
creature takes 2d6 Force damage on a failed save, or half as much damage on a
successful one.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher,
the spell creates one more globe for each slot above 4th. Subsequent globes all
strike simultaneously, and you can direct them to hit one creature or several.

Power Word: Silence

● 7th level Enchantment


● Casting Time: 1 action
● Range: 60 feet
● Components: V
● Duration: Instantaneous
● Classes: Bard, Sorcerer, Warlock, Wizard
○ You speak a word of power that renders one creature you can see within range
speechless. If the target has 150 hit points or fewer, it cannot speak. Casting a
Spell that includes a verbal component is thereby impossible.

The silenced target must make a Constitution saving throw at the end of each of
its turns. On a successful save, this silencing effect ends.

Spook
● 1st level Illusion
● Casting Time: 1 action
● Range: 120 feet
● Components: VS
● Duration: Concentration, up to 1 minute
● Classes: Bard, Sorcerer, Warlock, Wizard
○ You tap into the nightmares of a creature you can see within range and create an
illusory manifestation of its deepest fears, visible only to that creature. The target
must make a Wisdom saving throw. On a failed save, the target becomes
Frightened for the Duration. At the end of each of its turns, the target can make
another Wisdom saving throw. On a success, the spell ends on the target.

Sunscorch
● 3rd level Evocation
● Casting Time: 1 action
● Range: 120 feet
● Components: VS
● Duration: 1 round
● Classes: Cleric, Druid, Sorcerer
○ A brilliant ray of scorching heat slants down from the sky and strikes a target you
can see within range. Make a ranged spell Attack against the target. On a hit, the
target takes 6d6 Fire damage and must make a Constitution saving throw. On a
failure, the creature is Blinded until the end of its next turn.

Wall of Moonlight
● 7th level Conjuration
● Casting Time: 1 action
● Range: 120 feet
● Components: VSM (several seeds of any moonseed plant and a piece of opalescent
feldspar, a hand mirror)
● Duration: Concentration, up to 10 minutes
● Classes: Druid
○ A shimmering wall of ghostly white light appears at a point you choose within
range. This light is moonlight. The wall appears in any orientation you choose:
horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid
surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The
wall blocks line of sight, but creatures and objects can pass through it. It emits
bright light out to 120 feet and dim light for an additional 120 feet.

When the wall appears, each creature in its area must make a Constitution
saving throw. On a failed save, a creature takes 4d10 radiant damage, and it is
blinded for 1 minute. On a successful save, it takes half as much damage and
isn’t blinded. A blinded creature can make a Constitution saving throw at the end
of each of its turns, ending the effect on itself on a success.

A shapechanger makes its saving throw with disadvantage. If it fails, it also


instantly reverts to its original form and can't assume a different form until it
leaves the spell's light.

A creature that ends its turn in the wall’s area takes 4d10 radiant damage.

On each of your turns after you cast this spell, you can use an action to move the
wall up to 60 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher,
the damage increases by 1d10 for each slot level above 7th.

Thorn Spray
● 4th level Transmutation
● Casting Time: 1 action
● Range: Self (30 foot cone)
● Components: VSM (the stem of a plant with thorns)
● Classes: Druid
○ A spray of barbs, spikes, and thorns springs forth from your hand. Each creature
in a 30-foot cone must make a Dexterity saving throw. A creature takes 4d10
piercing damage on a failed save, or half as much damage on a successful one.

Mold Touch
● 4th level Necromancy
● Casting Time: 1 action
● Range: Touch
● Components: VSM (a pinch of brown mold)
● Classes: Cleric, Druid
○ This spell infects a creature you touch with a rapidly spreading brown mold. The
creature must make a Constitution saving throw. On a failed save, the creature
takes damage as follows:

1st round: 4d6 necrotic damage


2nd round: 2d6 necrotic damage
3rd round: 1d6 necrotic damage

Each round after the first, the nearest creature within 10 ft. of the victim must
make a Constitution saving throw or be infected by the mold at full strength. This
process continues until the mold fails to infect a suitable host in time. Creatures
already under the effects of the mold cannot contract it again. The brown mold
quickly dies once the spell expires.

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