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Armor of the Lionheart Claws of the Ocean’s Champion

Very Rare Medium Armor (Half Plate) Very Rare Wondrous Item
Requires attunement Requires attunement
AC. 16 + Dexterity modifier (max 2) Hard Shell. While wearing these gloves you deal an extra 2
Leader of the Pride. You and all allies within 30ft. of you Piercing damage when making an unarmed strike and gain a
have advantage on saving throws against being Frightened. +1 bonus to your AC.
Bolstering Roar. While wearing this armor you can use an Mighty Grip. While wearing these gloves you have
action to let out a roaring battle cry. All allies within 30ft. of advantage on all Athletics checks you make to attempt to
you who can hear you gain advantage on their first saving grapple a creature or prevent a creature from escaping your
throw, attack roll or ability check within the next minute. You grapple.
can use this feature once per long rest. Carapace Arcana. This glove holds 6 charges. It regains 1d6
Lion’s Resolve. While attuned to this armor you can use a charges at dawn. You can expend any number of charges to
reaction to decrease your own AC by 5 and increase the AC cast one of the following spells without requiring material
of a creature within 30ft. of you who you can see by 5. These components.
changes last until the end of your next turn. You can use this
feature twice per long rest. C arapac e A rcana S pells
Charges Spell
Bow of the Wandering Centaur 2 Water Breathing
Rare Longbow (Heavy, Two-handed) 3 Shield
Requires attunement 4 Stoneskin
Damage. 1d8+2 Piercing
6 Hold Monster (DC 16)
Range. 150/600
Gilded Wood. You gain a +2 bonus to attack rolls you make
with this weapon.
Charged Shot. You can use a bonus action at the end of your
Cloak of the River’s Splendor
Very Rare Wondrous Item
turn to start charging a nocked arrow. The first attack you
Requires attunement
make with this bow on your next turn deals an additional 3d6
Strong Swimmer. While attuned to this cloak you have a
Piercing damage on a successful hit. If you do not attack in the
swimming speed equal to your movement speed. Additionally
turn after charging, the magic fades and you expend one use
you gain the ability to breathe underwater.
of this feature. You can use this feature twice per long rest.
Go with the Flow. While attuned to this cloak, you gain a +3
Wanderer’s Blessing. You can use a bonus action to increase
bonus to Dexterity saving throws.
your movement speed to 50ft. for 10 minutes. You can use this
Shimmer and Shine. When you are the target of an attack
feature once per long rest.
you can use your reaction to flourish the cloak to distract your
attacker. You may roll 2d4 and subtract the number from the
attack roll. The reduction increases by 1d4 when you reach
11th level (3d4) and 17th level (4d4). You can choose to use
Bow of the
this feature after the creature makes its roll, but before it
Wandering Centaur
is determined if the attack roll succeeds. You may use this
feature twice per long rest.
Armor of the
Lionheart

Cloak of the
River’s Splendor
Claws of the
Ocean’s Champion

Trophies of the Zodiac 1 Bonus Action


Gift of the Cobalt Capricorn Horns of the Silver Bull
Rare War Pick Very Rare Wondrous Item
Requires attunement Requires attunement
Damage. 1d8+2 Piercing Bullheaded. While attuned to this helmet you have
Seaforged. You gain a +2 bonus to attack rolls you make with advantage on saving throws against being Paralyzed and
this weapon. Charmed, and cannot be put to sleep by magic.
Capricorn’s Might. You deal an extra 1d8 Force damage Horned Charge. While wearing this helmet you can
against Elemental creatures native to the Elemental Plane headbutt your target when you move at least 15ft. in a straight
of Earth or the Elemental Plane of Water. Additionaly, you line and make an attack. Make an unarmed strike. On a
cannot have disadvantage from being underwater when you successful hit the target takes the damage your unarmed
make an attack roll with this weapon. strike would normally do, plus 2d8 Force damage. If the target
Blessing of Land and Sea. While attuned to this war pick is a large or smaller creature they have to make a Strength
you may use a bonus action to grant yourself a swimming and saving throw. The DC for this saving throw equals 12 + your
climbing speed equal to your movement speed for 1 hour. You proficiency modifier. On a failed save they are knocked Prone.
can use this feature once per long rest. You can use this feature 3 times per long rest.
Bull’s Rampage. When you score a critical hit with Horned
Charge, you can take an additional action on top of your
Gloves of the Wellspring regular action during that turn.
Very Rare Wondrous Item
Requires attunement
Water Bearer. You can use a bonus action to speak a Justicar’s Flail of Balance
command word that causes up to one gallon of fresh water to Legendary Wondrous Item
pour out of the gloves. Requires attunement by a Druid
Water Burster. You can project a forceful jet of water from Damage. 2d8+2 Bludgeoning
these gloves. Make a ranged attack against a target within Well Balanced. You gain a +2 bonus to attack rolls you make
30ft. of you using your Dexterity or Strength modifier and with this weapon.
add your proficiency bonus. On a successful attack the target Justicar’s Focus. This flail counts as a spellcasting focus.
takes Bludgeoning damage equal to 1d8 + 1 + your Dexterity or While holding this flail you gain a +1 bonus to spell attack
Strength modifier. The attack is considered an unarmed strike. rolls. In addition, you ignore half cover when making a spell
You cannot use this feature while holding anything in one or attack.
both of your hands. Strike of Equilibrium. When you score a critical hit with
Shape of Water. While attuned to these gloves you may this weapon against a creature which has more hit points
use a bonus action to shapeshift yourself into an Elemental than you before you dealt the damage, you regain an amount
creature native to the the Elemental Plane of Water with a of hit points equal to half the damage you deal with that hit.
CR of 7 or lower. This effect is similar to the Polymorph spell. Gift of Equality. When you are the target of a spell that
You can remain in this shape for one hour but can use a bonus restores hit points, you may choose to regain half of the
action to end the effect early. You can use this feature once per amount of hit points the spell would restore, and have the
long rest. caster regain the other half.
Justicar’s Flail
of Balance
Gift of the Horns of the
Cobalt Capricorn Silver Bull

Gloves of the
Wellspring

Trophies of the Zodiac 2 Bonus Action


Mace of the Sacred Ram Spear of the Maiden’s Wealth
Very Rare Mace Rare Spear (Thrown, Versatile)
Requires attunement Requires attunement
Damage. 1d6 Bludgeoning + 1d4 Force Damage. 1d6 (1d8) +1 Piercing
Forged by Force. You gain a +2 bonus to attack rolls you Range. 20/60
make with this weapon. Additionally, attacks you make Blessing of the Field. You gain a +1 bonus to attack rolls you
with this weapon against objects and structures deal double make with this weapon.
damage. Harvest. You can use an action to speak a command word
Standing Ground. While attuned to this weapon you have and stick or throw this spear into the ground. Gold hued
advantage on Strength and Dexterity saving throws against arcane spikes resembling wheat briefly shoot up from the
being knocked Prone, shoved, or otherwise moved against ground in a 15ft. radius around the spear. All creatures of your
your will. choice have to make a Dexterity saving throw (DC 15). On a
Strength of the Flock. You can use an action to bless up to 5 failed save they take 3d6 Piercing damage. On a successful
creatures within 60ft. of you. A blessed creature gains a +1 to save they take half damage. You can use this feature twice per
death saving throws and regain one extra hit point whenever long rest.
they regain any number of hit points. These bonuses are Reap. As part of an attack or as a bonus action you can call
increased by 1 for each blessed ally within 20ft. of them. This back the spear to your open hand from up to 100ft. away from
effect lasts for 1 minute. You can use this feature once per long you. The spear shimmers, dissipates into nothingness, and
rest. reappears in your hand.

Rapier of the Mirror Image Sting of the Golden Scorpion


Rare Rapier (Finesse) Very Rare Light Crossbow (Loading, Two-handed)
Requires attunement Requires attunement
Damage. 1d8+2 Piercing Damage. 1d8 Piercing +2 Poison
Twin Blade. You gain a +2 bonus to attack rolls you make Range. 80/320
with this weapon. Desert Forged. You gain a +2 bonus to attack rolls you make
Mirror Image Strike. You can use an action to create an with this weapon.
arcane mirror image of yourself in an unoccupied space you Stinging Bolt. When you score a critical hit with this
can see within 60ft. of you. The mirror image can make two weapon, the target has to make a Constitution saving throw
melee weapon attacks against a creature within 5ft. of it, (DC 14). On a failed save they become Poisoned for 1 minute.
using your own scores and modifiers. On a hit, these attacks Scorpion’s Infusion. You can use a bonus action to infuse
deal the same amount of damage that you would deal on a the bolt loaded in the crossbow with magic and poison. On
successful hit with this weapon. At the end of your turn the a successful hit this bolt deals an additional 1d10+2 Piercing
mirror image disappears. You can use this feature twice per damage and the target has to make a Constitution saving
long rest. throw (DC 14). On a failed save they take 4d10 Poison damage.
Image Switch. You can use a bonus action to switch places On a successful save they take half damage. You can use this
with your mirror image. This movement does not provoke feature twice per long rest.
attacks of opportunity.

Spear of the
Rapier of the Maiden’s Wealth
Mace of the Mirror Image
Sacred Ram

Sting of the
Golden Scorpion

Trophies of the Zodiac 3 Bonus Action

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