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Evolving Magic Items

Fifteen powerful evolving magic items/artifacts!


Note these items are designed for high magic campaigns!
Table Of Contents
Evolving Magic Items
- Introduction
- Upgrading The Unchained
The Unchained
- Virtuous Calamity
- Loreweaver
- Rapier of Azathoth
- Cull, The Skies Warden
- Distract
- Deceit
- Distract & Deceit
- Nightmist's Mantle
- Dawnflower's Ward
- Starfall, The Crusher of the Sky
- Edel's Crest
- The Anomaly
- Netherlight, The Soul of Broken
Bones
- Heartbeat
- Ganymede
- Supernova

Evolving Magic Items


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The Unchained

T
hese powerful weapons grow as character's Distract & Deceit
complete's special tasks throughout their "Our faith unwavering, our need great, our land soiled our
lifespan. These tasks can vary from side quests life soon. We beseech those who hear our plea we need
to personal goals, and even roleplay. your guidance..."
During times of great need, war, or survival This prayer was muttered by every felled soldier, child, and
mankind hungered for a way out. Some turned civilian within the Elven capital Iadara during the events of
to the arcane others turned to the help of Gods. Through The Ruin.
dedication, these items were made.
Nightmist's Mantle
Virtuous Calamity "The final dream of he who took and had what he wanted,
"Before there was time, before there was anything, there a luxurious coat that commanded those whose lives had
was nothing, and before there was nothing... there were ended."
monsters."-It from the Beyond
Dawnflower's Ward
These words symbolize the greater purpose of this ancient "Error's in judgement and morals are never the final say
Longsword. Currently, this weapon resides within The Plane for who you truly are."
of Earth guarded by one of the creatures it was created to
destroy. Starfall, The Crusher of the Sky
"Legend speaks of the God Aroden who arose the
Loreweaver Colossal meteorite Starstone from the sea and imbedded
"What story can be told from the bard who started it all? the metorite deep within the city of Absalom. Artisans
Who's tasked with keeping it kept and respected? This is have dreamed of using its materials." -Mythos of the Inner
why we are here, we are the story." - The begining of The Sea
Story
Rapier of Azathoth Edel's Crest
"Destruction, and entropy are all."- Azathoth's Devoted "Some say this bow's strength was so powerful that it had
to be contained by the strongst creature in the land." - Orc
Desire and a passionate devotion to the Eldritch God in Winterwall
Azathoth are what brought this maddening weapon to the
mortal realm. A massive family of cultist devoted to the The Anomaly
maddening and destructive tenants of Azathoth summoned "There was once a dark place, a place of decay no light,
this blade from the deep reaches of space to spread the seed nothing. There was once a place of noise, music,
of destruction to the ill-informed and weak willed. Its simple screaming, laughter, no darkness, no decay, just vibrancy.
appearance hides its true nature and purpose of total There was once a place of trees, foliage, dirt, and fey, no
destruction. Its previous wielders wanton path of destruction light, no laughter, no... nothing." -Monolog of a Drifter
led to their untimely demise at both the hands of each other
and a ravenous pack of Gnolls. Netherlight
"The Ravenger called for a new vassal, it is time to prove
Cull your worth." - The Ravenger's Carnivore
"This weapon will serve for the betterment of our land."-
The Creater Heartbeat
"The pulse of life courses through all and each will end."-
During the harsh war waged in the Plane of Air between The Shadow of Maizo
White and Silver Dragons. A powerful Dijinni by the name of
Creator determined to see the fray ceased did what it knew Ganymede
best, create. It went through numerous designs but eventually "Somewhere beyond the stars there is a land, a land of
settled on the perfect design a glaive that will end this battle. beauty, freedom and equilibrium."-Finder of the Stone
With its immense power, the devastating war was ended.
Since then the weapon has been passed around through a set Supernova
of uniquely placed Wish spells and time. Currently, it is in the "The heat was skin melting! Look what it did to me!"-
hands of a group of Warforge and genius Gnomes facing Crazy Hermit with one arm
against their own adversaries/Currently, it is in the hands of
an extraordinarily commanding and powerful White Dragon
within the Plane of Air.

Evolving Magic Items


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Dawnflower's Ward
Upgrading The Awoken: Forgive and attempt to change someone who has
Unchained wronged you or a large group of people for the better.
The advancement process for each of the Unchained varies Exalted: Erect temples of Sarenrae in places without her
depending on the item's nature, its creation, and purpose. light.
Some may advance due to a symbolic change in the wielder, Starfall, The Crusher of The Sky
this could be from self-discovery or a major accomplishment,
or even out of personal distress or desperation. Normally Awoken: Slay a powerful creature within the Inner Sea
Dormant Unchained items will remain dormant from levels region. CR:15+
1-8, Awoken items will become awoken around levels 9-15, Exalted: Fell a CR:20 monstrosity tied with The Rough
and Exalted items will become exalted around levels 16-20. Beast.
The triggering conditons are completely up to the DM, and
may occur in manners you had not expected it to. Allow the Edel's Crest
narrative moments you feel may exemplify such an Awoken: Absorb the heat from 20 creatures.
advancement to occur, and tailor your triggering moment Exalted: Slay a CR:20 flame birthed creature.
accordingly. Some examples uses for the items listed here.
The Anomaly
Virtuous Calamity
Awoken: Find the first missing piece of The Anomaly.
Awoken: Slay a Huge or larger sized CR: 15+ evil Exalted: Find the second missing piece of The Anomaly.
monstrosity, fiend, or undead.
Exalted: End a major threatning event caused by a CR: 20 Netherlight
evil monstrosity, fiend, or undead. Awoken: End the task placed by The Ravenger.
Loreweaver Exalted: Hunt then Kill or Capture a CR:20 beast.
Awoken: Make a name for yourself, become a hero. Sing of Heartbeat
your tales and exploits to the wold. Awoken: Assassinate someone close to you.
Exalted: Experience a truly life changing event and change Exalted: Slay 1 of each creature type in your universe with
from it, grow into a legend. this crossbow.
Rapier of Azathoth Ganymede
Awoken: Slay 20 living creatures with this rapier. Fall into Awoken: Submerge Ganymede in a pool of mercury.
a state of desperation. Exalted: Take Ganymede to stars.
Exalted: Slay 10 living creatures while blinded by the mist.
Grow comfortable with the feeling of destruction and Supernova
desperation.
Awoken: Submerge your arms and hands in the lava of a
Cull volcano while attuned to these knuckles.
Awoken: Assist in ending a large siege on a capital or Exalted: Receive the blessing of a God or Goddess blessed
kingdom. Slay 30 creatures attacking a location with this by fire.
Glaive.
Exalted: End a large-scale battle/war raging in another
plane. Prove that you are superior to all other's that once held
this weapon.
Distract & Deceit
Awoken: While attuned to both weapons, destroy that
which caused these blades to come to be.
Exalted: While attuned to both weapons surmount some of
your greatest fears, something that truly terrifes you such as
a phobia or person.
Nightmist Mantle:
Awoken: Prove your worth to Lord Nightmist, attain the
respect and admiration of a group of pirates, attain a large
sum of money and wealth.
Exalted: Become better than he who wore this before you.
Lord Nightmist awaits with a challenge in the crushing seas.

4
Virtuous Calamity Virtuous Calamity (Exalted)
Weapon (Longsword), Legendary (Requires Attunement) Weapon (Longsword), Legendary (Requires Attunement)
This thick longsword's hilt holds an unbreakable magic This thick longsword's hilt holds an unbreakable magic
chain, it was created during the world's worst disaster. chain, it was created during the world's worst disaster. The
You gain a +1 bonus to attack and damage rolls made with chain's strength is unmatched.
this magic weapon. As a bonus action, you can extend this You gain a +3 bonus to attack and damage rolls made with
sword's chain and increase its range by 25 feet. This benefit this magic weapon. As a bonus action, you can extend this
lasts until you retract the sword's chain again, as a bonus sword's chain and increase its range by 25 feet. This benefit
action, or until you are disarmed or put the sword away, at lasts until you retract the sword's chain again, as a bonus
which point the chain retracts automatically. action, or until you are disarmed or put the sword away, at
which point the chain retracts automatically.
Calamity's Grip. When you hit a target with a weapon attack Calamity's Grip. Three times per dusk, when you hit a target
using this weapon whi you may choose to force the target to with a weapon attack using this weapon you may choose to
make a DC:14 Strength saving throw, on a failed save they grapple the target (Escape DC: 17). Until this grapple ends
are grappled. (Escape DC: 14) Until this grapple ends this this weapon cannot be used on another target. When the
weapon cannot be used on another target. If a target is not target is grappled by Calamity's Grip, instead of using one of
grappled after an attack the weapon returns to your hand. your attacks when you take the Attack action, you can choose
When the target is grappled by Calamity's Grip, instead of to do one of the following effects.
using one of your attacks when you take the Attack action, Calamity's Tug. You can pull the target up to 30 feet
you can choose to do the following effect. towards you or pull yourself up to 30 feet towards them. After
Calamity's Tug. You can pull the target up to 60 feet this, the grapple ends.
towards you or pull yourself up to 60 feet towards them. After Calamity's Chains. You can knock the target prone.
this, the grapple ends. Calamity's End. Once per dusk, you can slam the target
onto a solid surface or creature within 60 feet. If slammed
Virtuous Calamity (Awoken) they are knocked prone and the grapple ends. If the target
Weapon (Longsword), Legendary (Requires Attunement) strikes a solid surface, the target takes 1d6 (1d8 if large,
This thick longsword's hilt holds an unbreakable magic 1d10 if Huge or larger) bludgeoning damage for every 10 feet
chain, it was created during the world's worst disaster. The it was slammed. If the target is slammed onto another
chain feels much thicker. creature, that creature must succeed on a DC: 17 Dexterity
You gain a +2 bonus to attack and damage rolls made with saving throw or take the same damage and be knocked
this magic weapon. As a bonus action, you can extend this prone.
sword's chain and increase its range by 25 feet. This benefit
lasts until you retract the sword's chain again, as a bonus
action, or until you are disarmed or put the sword away, at
which point the chain retracts automatically.
Calamity's Grip. Three time per dusk, when you hit a target
with a weapon attack using this weapon while its extended
you may choose to force the target to make a DC:16 Strength
saving throw, on a failed save the target is grappled (Escape
DC: 16). Until this grapple ends this weapon cannot be used
on another target. While a target is grappled by Calamity's
Grip, instead of using one of your attacks when you take the
Attack action, you can choose to do one of the following
effects.
Calamity's Tug. You can pull the target up to 30 feet
towards you or pull yourself up to 30 feet towards them. After
this, the grapple ends.
Calamity's Chains. You can knock the target prone.

5
Once per day each, while attuned to this weapon you can
Loreweaver let the spirit of previous bards overtake you and can cast the
Weapon (Canesword), Legendary (Requires Attunement by a spell Legend Lore, Otto's Irresistible Dance, and Unearthly
Chorus using your Bard spell save DC.
Bard)
This legendary, golden canesword has been used by powerful
iconic bards. It shines brightly, drawing the sword sends out a Canesword
heavenly whistle. Orginal Concept by: /u/TurtleKnyghte
You gain a +1 bonus to attack and damage rolls made with Design: by /u/Phylea
this magic weapon. https://drive.google.com/file/d/0B92oRLRd6WqrNWlGTGxtSE1
While attuned this weapon can be used as a spellcasting
focus for your bard spells and you gain a +1 bonus to your
saving throw DCs for your bard spells. The Canesword
While attuned to this weapon, the lowest number any Weapon (shortsword), uncommon
creature can roll on your bardic inspiration dice is equal to While sheathed, this weapon appears to be just a regular, if
your proficiency bonus. slightly heavier than normal, gentleman's cane. However, by
releasing a hidden catch, the user can draw the blade hidden
Loreweaver (Awoken) inside. The sheath itself is reinforced and can be used as a
Weapon (Canesword), Legendary (Requires Attunement by a weapon to make a deadly and surprising combination.
Bard)
While sheathed this weapon can be used as a heavy club.
This legendary golden canesword has been used by powerful When unsheathed, the handle and blade form a shortsword
iconic bards. It shines brightly, drawing the sword sends out a while the reinforced sheath can be used as a club. Sheathing
heavenly whistle. The weapon shines even brighter than and unsheathing the blade requires an action or bonus
before. action.
You gain a +2 bonus to attack and damage rolls made with
this magic weapon. When attacking with this magic Weapons
canesword you deal an extra 1d6 force damage. Name Cost Damage Weight Properties
While attuned this weapon can be used as a spellcasting Martial Melee
focus for your bard spells and you gain a +1 bonus to your Weapons
saving throw DCs for your bard spells. Canesword 50 1d6 4 lb. Finesse
(Sheathed) gp bludgeoning
While attuned to this weapon, the lowest number any
creature can roll on your bardic inspiration dice is equal to Unsheathed -
Sword
— 1d6 piercing 2 lb. Finesse,
light
your proficiency bonus.
Whenever you use your Bardic Inspiration feature, you Unsheathed - — 1d4 2 lb. Finesse,
gain advantage on attacks with this weapon until the end of Sheath bludgeoning light
your turn.
Loreweaver (Exalted)
Weapon (Canesword), Legendary (Requires Attunement by a
Bard)
This legendary golden canesword has been used by powerful
iconic bards. It shines brightly, drawing the sword sends out a
heavenly whistle. The sword vibrates endlessly while drawn.
You gain a +3 bonus to attack and damage rolls made with
this magic weapon. When attacking with this magic
canesword you deal an extra 1d6 force damage.
While attuned this weapon can be used as a spellcasting
focus for your bard spells and you gain a +1 bonus to your
saving throw DCs for your bard spells.
While attuned to this weapon, the lowest number any
creature can roll on your bardic inspiration dice is equal to
your proficiency bonus.
Whenever you use your Bardic Inspiration feature, you
gain advantage on attacks with this weapon until the end of
your turn.

Evolving Magic Items


6
Creatures slain by this rapier are enveloped by the dark mist
Rapier of Azathoth and frozen solid, terrified.
Weapon (Rapier), Legendary (Requires Attunement)
This steel rapier appears normal, but when held it expels an
endless cold dark mist. You gain a +1 bonus to attack and
damage rolls made with this magic weapon. When attacking
with this rapier you deal an extra 1d6 cold damage.
Creatures slain by this rapier are enveloped by the dark mist
and frozen solid, terrified.
Rapier of Azathoth (Awoken)
Weapon (Rapier), Legendary (Requires Attunement)
This steel rapier expels an endless cold dark mist, its hilt has
formed a spiked eight pointed star. You gain a +2 bonus to
attack and damage rolls made with this magic weapon. When
attacking with this rapier you deal an extra 1d6 cold damage.
Once per day, you may trace your fingers through the star
formed from the hilt, if you do you are coated in the magical
dark mist, that fills a 15-foot-radius sphere centered on you
for one minute. (This is an item interaction) While in this
state you are blind with regard to everything but creatures.
Creatures appear as faceless, shadowy figures.
While attuned to this weapon you can cast the spell Hunger
of Hadar (DC:15) once per day.
At the start of each of your turns while in this magical
darkness you must make a DC:13 Wisdom saving throw. On
a failed save you must move directly to the nearest creature
and use the attack action using this weapon against that
creature as an overwhelming sense of survival and mindless
destruction takes hold. If there are multiple targets the DM
chooses your target. Your turn then immediately ends and
you regain control of yourself.
Creatures slain by this rapier are enveloped by the dark mist
and frozen solid, terrified.
Rapier of Azathoth (Exalted)
Weapon (Rapier), Legendary (Requires Attunement)
This eldritch weapon expels an abyss like darkness so thick it
coats the wielder's arm. The eight pointed star glows with a
deep star like purple light. You gain a +3 bonus to attack and
damage rolls made with this magic weapon. When attacking
with this rapier you deal an extra 1d6 cold damage.
Once per day, you may trace your fingers through the star
formed from the hilt, if you do you are coated in the magical
dark mist, that fills a 30-foot-radius sphere centered on you
for one minute. (This is an item interaction) While in this
state you gain truesight up to 30 feet (Blind beyond this
point). You can end this affect on a subsaquent item
interaction, by tracing the hilt once more.
While attuned to this weapon you can cast the spells Hunger
of Hadar (DC: 17) and Armor of Agathys (4th-level version)
once per day each.

Evolving Magic Items


7
Cull, The Sky Warden
Weapon (Glaive), Legendary (Requires Attunement) Shocking Critical. When you roll a 20 with this weapon,
This lightweight mechanized glaive was forged during an the target takes an additional 2d6 lightning damage.
endless war. A furious azure gem crackles at the center of the Vortex of the Storm. As an action you can spin this glaive
to cause a powerful storming vortex. Creature within 15 feet
blade. of you must succeed a Constitution saving throw (DC:16) or
You gain a +1 bonus to attack and damage rolls made with take 2d6 lightning damage and are knocked prone. If you are
this magic weapon. This weapon gains the Finesse property outdoors in stormy conditions when you use this ability, the
and loses the Heavy property. damage increases by 2d6.
Air Step. As an action, you can cast the spell Thunder Step
(DC:13). If you are outdoors in stormy conditions when you
use this ability, the range of this spell doubles. This feature
cannot be used again until the next dawn.
Stormfury. As an action, you may choose a point within
120 ft. A bolt of lightning arcs from the glaive to that point.
Each creature within 5 ft. of that point must make a DC 13
Dexterity saving throw. A creature takes 5d6 lightning
damage on a failed save or half as much on a successful one.
If you are outdoors in stormy conditions when you use this
ability, the damage increases by 3d6. Once you have used this
ability you cannot use it again until the next dawn.
Cull (Awoken)
Weapon (Glaive), Legendary (Requires Attunement)
You gain a +2 bonus to attack and damage rolls made with
this magic weapon. This weapon gains the Finesse property
and loses the Heavy property.
Air Step. As an action, you can cast the spell Thunder Step
(DC:14). If you are outdoors in stormy conditions when you
use this ability, the range of this spell doubles. This feature
cannot be used again until the next dawn.
Stormfury. As an action, you may choose a point within
120 ft. A bolt of lightning arcs from the glaive to that point.
Each creature within 10 ft. of that point must make a DC 14
Dexterity saving throw. A creature takes 5d6 lightning
damage on a failed save or half as much on a successful one.
If you are outdoors in stormy conditions when you use this
ability, the damage increases by 3d6. This feature can be used
twice, regaining all expended uses at dawn.
Shocking Critical. When you roll a 20 with this weapon,
the target takes an additional 2d6 lightning damage.
Cull (Exalted)
Weapon (Glaive), Legendary (Requires Attunement)
You gain a +3 bonus to attack and damage rolls made with
this magic weapon. This weapon gains the Finesse property
and loses the Heavy property.
Air Step. As an action, you can cast the spell Thunder Step
(DC:16). If you are outdoors in stormy conditions when you
use this ability, the range of this spell doubles. This feature
cannot be used again until the next dawn.
Storm Born. When you hit a target with this weapon you
can choose to have this weapon deal lightning damage
instead of slashing damage. If you are outdoors in stormy
conditions this weapon deals an extra 1d10 lightning
damage.
Stormfury. As an action, you may choose a point within
120 ft. A bolt of lightning arcs from the glaive to that point.
Each creature within 15 ft. of that point must make a DC 16
Dexterity saving throw. A creature takes 6d6 lightning
damage on a failed save or half as much on a successful one.
If you are outdoors in stormy conditions when you use this
ability, the damage increases by 4d6. This feature can be used
twice, regaining all expended uses at dawn.
Evolving Magic Items
8
Whenever a creature is critically hit by Deceit they will have When
Distract difficulty harming you. While in this state if the creature difficu
Weapon (Shortsword), Legendary (Requires Attunement) targets you directly with an attack or harmful spell, that targe
creature must make a Wisdom saving throw (DC:14). On a creat
This legendary bronze shortsword was crafted during a time failed save, the creature must choose a new target or forfeit failed
of desperation. Holding it alone makes you feel incomplete. targeting someone instead of you, potentially wasting the targe
You gain a +1 bonus to attack and damage rolls made with attack or spell. You also have advantage on any ability check attack
this magic weapon. to interact socially with the creature. These effects last for 1 to int
minute or until you attack or cast a harmful spell against the minu
During your turn, if you attack a creature with Distract that creature. creat
creature can't make opportunity attacks against you for the
rest of your turn. Deceit (Awoken)
Weapon (Shortsword) , Legendary (Requires Attunement by a
If a creature is critically hit by Distract they have Rogue)
disadvantage on perception checks for 1 minute.
This legendary golden shortsword was crafted during a time
Distract (Awoken) of fear. Holding it alone makes you feel incomplete. You gain
Weapon (Shortsword), Legendary (Requires Attunement) a +1 bonus to attack and damage rolls made with this magic
weapon.
This legendary bronze shortsword was crafted during a time
of desperation. Holding it alone makes you feel incomplete. You learn the Green Flame Blade cantrip and can cast it only
You gain a +1 bonus to attack and damage rolls made with through this weapon. Charisma is your spellcasting ability for
this magic weapon. this spell. Once per long rest as an action you can cast the
spell Suggestion (DC:15). If you attack a creature with Deceit,
You learn the Booming Blade cantrip and can cast it only and that attack would deal sneak attack damage, you can roll
through this weapon. Once per day as an action you can cast an extra 1d6 and add it to the sneak attack.
the spell Pass without Trace. During your turn, if you attack a
creature with Distract that creature can't make opportunity Whenever a creature is critically hit by Deceit they will have
attacks against you for the rest of your turn. difficulty harming you. While in this state if the creature
targets you directly with an attack or harmful spell, that
If a creature is critically hit by Distract they have creature must make a Wisdom saving throw (DC:15). On a
disadvantage on perception checks for 1 minute. failed save, the creature must choose a new target or forfeit
targeting someone instead of you, potentially wasting the
Distract (Exalted) attack or spell. You also have advantage on any ability check
Weapon (Shortsword), Legendary (Requires Attunement) to interact socially with the creature. These effects last for 1
This legendary bronze shortsword was crafted during a time minute or until you attack or cast a harmful spell against the
of desperation. Holding it alone makes you feel incomplete. creature.
You gain a +2 bonus to attack and damage rolls made with
this magic weapon. While attuned to Distract you have Deceit (Exalted)
advantage on all Stealth rolls. Weapon (Shortsword), Legendary (Requires Attunement by a
Rogue)
You learn the Booming Blade cantrip and can cast it only
through this weapon. Once per day as an action you can cast This legendary golden shortsword was crafted during a time
the spell Pass without Trace. During your turn, if you attack a of fear. Holding it alone makes you feel incomplete. You gain
creature with Distract that creature can't make opportunity a +2 bonus to attack and damage rolls made with this magic
attacks against you for the rest of your turn. weapon.
If a creature is critically hit by Distract they have You learn the Green Flame Blade and can cast it only through
disadvantage on perception checks for 1 minute. this weapon. Charisma is your spellcasting ability for this
spell. Once per long rest as an action you can cast the spell
Suggestion (DC:17). If you attack a creature with Deceit, and
Deceit that attack would deal sneak attack damage, you can roll an
Weapon (Shortsword) , Legendary (Requires Attunement by a extra 2d6 and add it to the sneak attack.
Rogue)
This legendary golden shortsword was crafted during a time
of fear. Holding it alone makes you feel incomplete. You gain
a +1 bonus to attack and damage rolls made with this magic
weapon.
If you attack a creature with Deceit, and that attack would
deal sneak attack damage, you can roll an extra 1d6 and add
it to the sneak attack.

Evolving Magic Items


9
Whenever a creature is critically hit by Deceit they will have
Distract & Deceit difficulty harming you. While in this state if the creature
Weapon (Shortswords) , Legendary (Requires Attunement 2 targets you directly with an attack or harmful spell, that
creature must make a Wisdom saving throw (DC:15). On a
by a Rogue) failed save, the creature must choose a new target or forfeit
These perfectly symmetrical shortswords hunger for each targeting someone instead of you, potentially wasting the
other. Holding them in each hand makes you feel complete. attack or spell. You also have advantage on any ability check
You gain a total +1 bonus to attack and damage rolls made to interact socially with the creature. These effects last for 1
with these magic weapons. minute or until you attack or cast a harmful spell against the
creature.
If you attack a creature with Distract, that creature can't While dual wielding, you can add your ability score modifier
make opportunity attacks against you for the rest of your
turn. on the off-hand attack.Attuning to both blades only uses one
attunement slot.
If a creature is critically hit by Distract they have
disadvantage on perception checks for 1 minute. Distract & Deceit (Exalted)
Weapon (Shortswords), Legendary (Requires Attunement by
If you hit a creature with Deceit, and that attack would deal a Rogue)
sneak attack damage, you can roll an extra 1d6 and add it to
the sneak attack. These perfectly symmetrical shortswords hunger for each
other. Holding them in each hand makes you feel complete.
Whenever a creature is critically hit by Deceit they will have You gain a total +3 bonus to attack and damage rolls made
difficulty harming you. While in this state if the creature with these magic weapons.
targets you directly with an attack or harmful spell, that
creature must make a Wisdom saving throw (DC:14). On a You learn the Booming Blade cantrip and can cast it only
failed save, the creature must choose a new target or forfeit through Distract. If you attack a creature with Distract that
targeting someone instead of you, potentially wasting the creature can't make opportunity attacks against you for the
attack or spell. You also have advantage on any ability check rest of your turn. While attuned to Distract you have
to interact socially with the creature. These effects last for 1 advantage on all Stealth rolls.
minute or until you attack or cast a harmful spell against the If a creature is critically hit by Distract they have
creature.
disadvantage on perception checks for 1 minute.
While dual wielding, you can add your ability score modifier You learn the Green Flame Blade cantrip and can cast it only
on the off-hand attack. through Deceit. Charisma is your spellcasting ability for this
Distract & Deceit (Awoken) spell. If you hit a creature with Deceit, and that attack would
Weapon (Shortswords), Legendary (Requires Attunement by deal sneak attack damage, you can roll an extra 2d6 and add
a Rogue) it to the sneak attack.
These perfectly symmetrical shortswords hunger for each Whenever a creature is critically hit by Deceit they will have
other. Holding them in each hand makes you feel complete. difficulty harming you. While in this state if the creature
You gain a total +2 bonus to attack and damage rolls made targets you directly with an attack or harmful spell, that
with these magic weapons. creature must make a Wisdom saving throw (DC:17). On a
failed save, the creature must choose a new target or forfeit
You learn the Booming Blade cantrip and can cast it only targeting someone instead of you, potentially wasting the
through Distract. If you attack a creature with Distract, that attack or spell. You also have advantage on any ability check
creature can't make opportunity attacks against you for the to interact socially with the creature. These effects last for 1
rest of your turn. minute or until you attack or cast a harmful spell against the
creature.
If a creature is critically hit by Distract they have
disadvantage on perception checks for 1 minute. While dual wielding, you can add your ability score modifier
on the off-hand attack, and when you use your action to cast
You learn the Green Flame Blade cantrip and can cast it only one of the cantrips, you can use your bonus action to make an
through Deceit. Once per long rest as an action you can cast off-hand attack. Attuning to both blades only uses one
the spell Suggestion (DC:15). If you attack a creature with attunement slot.
Deceit, and that attack would deal sneak attack damage, you
can roll an extra 1d6 and add it to the sneak attack. Charisma
is your spellcasting ability for these spells.

Evolving Magic Items


10
Nightmist's Mantle
Wondrous Item, Legendary (Requires Attunement)
This immaculate black mantle was worn by a powerful pirate
lord. The cloak is adorned with piercing yellow eyes.
While attuned to this mantle you have resistance to necrotic
and cold damage.
You also gain the ability to breathe underwater. As long as
this cloak is on you, you are alerted of any undead creatures
within 1 mile of you.
Nightmist's Mantle (Awoken)
Wondrous Item, Legendary (Requires Attunement)
This immaculate black mantle was worn by a powerful pirate
lord. The cloak is adorned with piercing yellow eyes.
While attuned to this mantle you have resistance to necrotic
and cold damage.
You gain a swim speed equal to your walking speed, can walk
on water, and can breathe underwater.
As long as this cloak is on you, you are alerted of any undead
creatures within 1 mile of you.
Twice per midnight, you may cast the spell Animate Dead and
Control Water (DC: 16). These spells cannot be used again
until the next dawn.
Nightmist's Mantle (Exalted)
Wondrous Item, Legendary (Requires Attunement)
This immaculate black, and sea green mantle was worn by a
powerful pirate lord. The cloak is adorned with piercing
yellow eyes.
Nightmist's Ward. While attuned to this mantle you have
resistance to necrotic and cold damage.
Seafarer. You gain a swim speed equal to your walking
speed, can walk on water, and can breathe underwater.
Detect Undead. As long as this cloak is on you, you are
alerted of any undead creatures within 1 mile of you.
Death's Dance. Once per midnight each, you may cast the
spell Animate Dead and Danse Macrabre (DC: 17).
Water Warper. You learn the cantrip Shape Water. Once
per midnight you may cast the spell Control Water (DC: 17).
Undead Thrall. Once per day, you can use an action to
choose one undead that you can see within 60 feet of you.
That creature must make a Charisma saving throw (DC: 17).
If it succeeds, you cannot use this ability on it again. If it fails,
it becomes friendly to you and obeys your commands until
you use this ability again.
If the target has an Intelligence of 8 or higher, it has
advantage on the saving throw. If it fails the saving throw and
has an Intelligence of 12 or higher, it can repeat the saving
throw at the end of every hour until it succeeds and breaks
free. This ability returns to you at midnight.

Evolving Magic Items


11
Dawnflower's Ward
Shield, Legendary (Requires Attunement by a Cleric or
Paladin of Sarenrae)
This heavenly brass shield radiates an endless warm
flaming aura. The center holds a beautifully crafted silver
symbol of Sarenrae.
You gain a +1 bonus to AC while attuned to this shield.
When drawn this shield radiates 10 feet of bright light and 10
feet of dim light. The wearer of this shield is immune to the
frightened condition. Once per day, you may cast the spell
Fire Shield. This spell cannot be used until the next dawn.
Dawnflower's Ward (Awoken)
Shield, Legendary (Requires Attunement by a Cleric or
Paladin of Sarenrae)
This heavenly brass shield radiates an endless warm
flaming aura. The center holds a beautifully crafted silver
symbol of Sarenrae.
You gain a +2 bonus to AC while attuned to this shield.
When drawn this shield radiates 10 feet of bright light and
10 feet of dim light.
The wearer of this shield is immune to the frightened
condition and has resistance to fire damage.
Once per day, you may cast the spell Fire Shield. This spell
cannot be used again until the next dawn.
Dawnflower's Ward (Exalted)
Shield, Legendary (Requires Attunement by a Cleric or
Paladin of Sarenrae)
This heavenly brass shield radiates an endless warm
flaming aura. The center holds a beautifully crafted silver
symbol of Sarenrae while the back harbors a quote from The
Birth of Light and Truth.
You gain a +3 bonus to AC while attuned to this shield.
Luminous Resistance While donned the attuned is
immune to the frightened condition and has resistance to fire
and radiant damage.
Light of the Dawn. You can use an action to cast the spell
Fire Shield and Sunbeam using your spell save DC. Each
spell can only be cast once per dawn this way. When drawn
this shield radiates 10 feet of bright light and 10 feet of dim
light.
Rebuke Death. You can channel the healing light of
Sarenrae. As a reaction, when one or more friendly creatures
within 60 feet of you (including yourself) would drop to 0 hit
points as a result of taking damage from the same source, the
creatures instead drop to 1 hit point. If the creatures were
subjected to an effect that would kill them instantaeously
without dealing damage, that efect is instead negated against
the creatures. After this property is used it cannot be used
again until the next dawn.
“Light of the Dawnflower save us, Light of the Dawnflower
deliver us, Light of the Dawnflower forgive us, even as we
forgive one another.”

Evolving Magic Items


12
Starfall, The Crusher of the Sky
Weapon (Maul), Legendary (Requires Attunement)
This Maul has power only known in legends. It was forged
from the meteor that caused Earthfall.
You gain a +1 bonus to attack and damage rolls made with
this magic weapon. When you hit a target with this weapon
the target takes an additional 1d6 force damage.
This weapon deals double damage to objects and
structures also any hit on an object is considered a critical
hit.
Starfall (Awoken)
Weapon (Maul), Legendary (Requires Attunement)
This Maul has power only known in legends. It was forged
from the meteor that caused Earthfall.
You gain a +2 bonus to attack and damage rolls made with
this magic weapon. When you hit a target with this weapon
the target takes an additional 1d6 force damage.
When you score a critical hit with this weapon, the target
must succeed on a DC:15 Strength saving throw or be
knocked prone.
This weapon deals double damage to objects and structures
also any hit on an object is considered a critical hit.
Starfall (Exalted)
Weapon (Maul), Legendary (Requires Attunement)
This Maul holds power only known in legends. It was forged
from the meteor that caused Earthfall.
You gain a +3 bonus to attack and damage rolls made with
this magic weapon. When you hit a target with this weapon
the target takes an additional 1d6 force damage.
When you score a critical hit with this weapon, the target
must succeed on a DC:17 Strength saving throw or be
knocked prone.
Once per day, you may cast the spell Destructive Wave (DC:
17), this ability recharges at dawn.
This weapon deals double damage to objects and structures
also any hit on an object is considered a critical hit.

Evolving Magic Items


13
Edel's Crest
Weapon (Longbow), Legendary (Requires Attunement)
This bow was designed in the frozen tundras of Winterwall.
All except the wielder feel cold while the weapon is drawn.
Pulling back the bow string forms small frozen crystals
around the string and arrows.
While attuned to this weapon you gain a +1 bonus to attack
and damage rolls. When attacking with this magic weapon
you deal an extra 1d4 cold damage.
Creature's slain by this weapon become ice cold as the
weapon absorbs heat from the target.
Edel's Crest (Awoken)
Weapon (Longbow), Legendary (Requires Attunement)
This bow was designed in the frozen tundras of Winterwall.
All except the wielder feel cold while the weapon is drawn.
Pulling back the bow string forms small frozen crystals
around the string and arrows.
While attuned to this weapon you gain a +2 bonus to attack
and damage rolls. When attacking with this magic weapon
you deal an extra 1d4 cold damage. Creature's slain by this
weapon become ice cold as the weapon absorbs heat from
the target.
This weapon has 5 charges. While holding it, you can use
an action to expend 1 or more of its charges to cast the Heat
Metal spell from it. For 1 charge, you cast the 2nd-level
version of the spell. You can increase the spell slot level by
one for each additional charge you expend. This weapon
regains 1 charge whenever it absorbs heat from a target. All
expended charges are regained at dawn.
Edel's Crest (Exalted)
Weapon (Longbow), Legendary (Requires Attunement)
This bow was designed in the frozen tundras of Winterwall.
All except the wielder feel cold while the weapon is drawn.
Pulling back the bow string forms small frozen crystals
around the string and arrows.
While attuned to this weapon you gain a +3 bonus to attack
and damage rolls. When attacking with this magic weapon
you deal an extra 1d6 cold damage. While attuned to this
weapon you are resistant to cold damage and are not affected
by freezing temperatures.
Creature's slain by this weapon become ice cold as the
weapon absorbs heat from the target.
This weapon has 5 charges. While holding it, you can use
an action to expend 1 or more of its charges to cast the Heat
Metal spell from it. For 1 charge, you cast the 2nd-level
version of the spell. You can increase the spell slot level by
one for each additional charge you expend. This weapon
regains 1 charge whenever it absorbs heat from a target. All
expended charges are regained at dawn.

Evolving Magic Items


14
The Anomaly
Weapon (Staff), Legendary (Requires Attunement by a
Spellcaster)
This unnatural metallic staff is constantly withering away,
only to reform its lost parts seconds later. It's creation
unknown.
This staff has 8 charges and regains 1d4+2 expended
charges at dawn. While holding this staff, you can use an
action to expend some of its charges to cast one of the
following spells from it, using your spell save DC and spell
casting ability: Misty Step (2 Charges), Rope Trick (2
Charges), Blink (3 Charges), and Banishment (4 Charges).
The Anomaly (Awoken)
Weapon (Staff), Legendary (Requires Attunement by a
Spellcaster)
This unnatural metallic staff is constantly withering away,
only to reform its lost parts seconds later. It's creation
unknown.
This staff has 12 charges and regains 1d6+2 expended
charges at dawn. While holding this staff, you can use an
action to expend some of its charges to cast one of the
following spells from it, using your spell save DC and spell
casting ability: Misty Step (2 Charges), Rope Trick (2
Charges), Blink (3 Charges), Banishment (4 Charges),
Dimension Door (4 Charges), Passwall (5 Charges), and
Disintegrate (6 Charges).
The Anomaly (Exalted)
Weapon (Staff), Legendary (Requires Attunement by a
Spellcaster)
This unnatural metallic staff is constantly withering away,
only to reform its lost parts seconds later. It's creation
unknown.
This staff has 20 charges and regains 1d6+4 expended
charges at dawn. While holding this staff, you can use an
action to expend some of its charges to cast one of the
following spells from it, using your spell save DC and spell
casting ability: Misty Step (2 Charges), Rope Trick (2
Charges), Blink (3 Charges), Banishment (4 Charges),
Dimension Door (4 Charges), Passwall (5 Charges),
Disintegrate (6 Charges), Reverse Gravity (7 Charges), and
Plane Shift (7 Charges).

Evolving Magic Items


15
Netherlight, The Soul of Broken Primal Wolf Leader
Bones Large beast, Unaligned
Weapon (Greatsword), Legendary (Requires Attunement)
Armor Class 16 (natural armor)
This large greatsword made out of bone has seen much use, Hit Points 84 (8d10+40)
it drips a faint primal essence. You gain a +1 bonus to attack Speed 50ft.
and damage rolls made with this magic weapon.
When a creature takes damage from Netherlight the
attuned wielder can force the target to make a DC: 15 STR DEX CON INT WIS CHA
strength saving throw or become restrained until the end of 20 (+5) 17 (+3) 20 (+5) 7 (-2) 14 (+2) 8 (-1)
your next turn. This can only be used two times per day.
Condition Immunities Charmed, Frightened
Netherlight (Awoken) Skills Perception + 5, Stealth +6, Survival +5
Weapon (Greatsword), Legendary (Requires Attunement) Senses passive Perception 15
Languages Common, Sylvan but cannot speak
This large greatsword made out of bone has seen much use Challenge 5
the hilt's rust has faded. It flows with a strong primal essence.
You gain a +2 bonus to attack and damage rolls made with Pack Tactics. The wolf has advantage on melee
this magic weapon. When attacking with this weapon you attack rolls against a creature if at least one if the
deal an extra 1d4 necrotic damage. wolf's allies is within 5 feet of the creature and the
When a creature takes damage from Netherlight the ally isn't incapacitated.
attuned wielder can force the target to make a DC: 15 Keen Hearing and Smell. The wolf has advantage on
Strength saving throw or become restrained until the end of Wisdom (Perception) checks that rely on hearing or
your next turn. This can only be used three times per smell.
midnight.
Once per day you can cast the spell Polymorph targeting Actions
only yourself. You also gain knowledge of the Primal Wolf
Leader as a transformation option. Multiattack. The wolf makes two bite attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5ft.,
Netherlight (Exalted) one target. Hit 19 (4d6 + 5) piercing damage. If the
Weapon (Greatsword), Legendary (Requires Attunement) target is a creature it must succeed on a DC 16
Strength saving throw or be knocked prone.
This large ancient greatsword is made from the bones of
many legendary beast and has seen much use, it flows with a Howl of the Pack (Recharge 6) The wolf lets out a
powerful primal essence. proud howl. Each ally within 60 feet of the wolf
You gain a +3 bonus to attack and damage rolls made with gains advantage on all attack rolls until the start of
the wolf's next turn.
this magic weapon. When attacking with this weapon you
deal an extra 1d4 necrotic damage.
Restrain the Prey. When a creature takes damage from
Netherlight the attuned wielder can force the target to make
a DC: 16 Strength saving throw or become restrained as
powerful ancient bones grow around them until the end of
your next turn. This can only be used three times per
midnight.
Predator Shift. As an action you can cast the spell
Polymorph targeting only yourself. This feature can only be
used once per midnight.
Conjure Wolves. As an action, you can call upon the
Ravenger for aid, summoning one Primal Wolf Leader and
two Dire Wolves, they last for 1 hour, until you are
incapacitated, die, or you dismiss them (no action required by
you). They follow your commands, and If they receive no
commands from you, they protect you from harm and attack
your foes. This feature can only be used once per midnight.
Hall of Champions. Once Per Midnight, you may visit the
Hall of Champions. In this world you can see and meet all of
Thon's fallen warriors and previous champions. You can
perform this over the course of a long rest or short rest.

Evolving Magic Items


16
Heartbeat (Exalted)
Heartbeat Weapon (Hand Crossbow), Legendary (Requires Attunement)
Weapon (Hand Crossbow), Legendary (Requires Attunement) This pulsating crossbow has serviced the powerful assasin
This pulsating crossbow has serviced the powerful assassin Maizon.
Maizon. You gain a +3 bonus to attack and damage rolls made with
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this
this magic weapon. When you hit with an attack using this weapon the target takes an additional 1d6 poison damage.
weapon the target takes an additional 1d4 poison damage. When you deal damage with this weapon, you can choose
When you deal damage with this weapon, you can choose one of the four effects to trigger:
one of the two effects to trigger: Ruin the Flow. You can force the target to make a DC: 17
Ruin the Flow. You can force the target to make a DC: 15 Constitution saving throw on a failed save the target takes an
Constitution saving throw on a failed save the target takes an additional 8d6 poision damage or half as much on a
additional 4d6 poison damage or half as much on a successful save
successful save Stun the Flow. You can force the target to make a DC: 17
Stun the Flow. You can force the target to make a DC: 15 Constitution saving throw on a failed save the target stunned
Constitution saving throw on a failed save the target is until the end of your next turn.
stunned until the end of your next turn. Disable The Flow. You can force the target to make a DC: 17
You can use each effect once, and cannot use them again Constitution saving throw on a failed save the target can't
until you finish a long rest. take reactions and they cannot regain hit points until the end
of your next turn.
Cease The Flow. You can force the target to make a DC: 17
Constitution saving throw on a failed save the target falls
unconscious until the end of your next turn.
You can use each effect once, and cannot use them again
until you finish a long rest.
Heartbeat (Awoken)
Weapon (Hand Crossbow), Legendary (Requires Attunement)
This pulsating crossbow has serviced the powerful assasin
Maizon.
You gain a +2 bonus to attack and damage rolls made with
this magic weapon. When you hit with an attack using this
weapon the target takes an additional 1d6 poison damage.
When you deal damage with this weapon, you can choose
one of the three effects to trigger:
Ruin the Flow. You can force the target to make a DC: 16
Constitution saving throw on a failed save the target takes an
additional 6d6 poison damage or half as much on a
successful save
Stun the Flow. You can force the target to make a DC: 16
Constitution saving throw on a failed save the target is
stunned until the end of your next turn.
Disable The Flow. You can force the target to make a DC: 16
Constitution saving throw on a failed save the target can't
take reactions and they cannot regain hit points until the end
of your next turn.
You can use each effect once, and cannot use them again
until you finish a long rest.

Evolving Magic Items


17
Ganymede
Wondrous Item, Legendary (Requires Attunement)
This enormous pearl shines brightly along with a luxurious
brooch.
While attuned to this you are unable to be forcefully moved
and you are immune to the grappled condition. You also gain
the ability to breathe in any environment.
Ganymede (Awoken)
Wondrous Item, Legendary (Requires Attunement)
This enormous pearl shines brightly along with a luxurious
brooch.
While attuned to this you are unable to be forcefully moved
and you are immune to the grapple and restrained
conditions. You also gain the ability to breathe in any
environment.
You can use an action to grow in size as per the Enlarge spell
for 10 minutes. You cannot use this ability again until you
finish a long rest.
Ganymede (Exalted)
Wondrous Item, Legendary (Requires Attunement)
This enormous pearl shines brightly along with a luxurious
brooch.
While attuned to this you are unable to be forcefully moved
and you are immune to the grapple, restrained, paralysis and
prone conditions. You also gain the ability to breathe in any
environment.
You can use an action to grow in size as per the Enlarge spell
for 10 minutes. You cannot use this ability again until you
finish a short rest.
You can use an action to touch the pearl to cast the spell Wall
of Force. You cannot use this ability again until you finish a
long rest.

Evolving Magic Items


18
Supernova
Weapon, (Brass Knuckles), Legendary (Requires Attunement
by a Monk or Pugilist)
These brass knuckles ooze thick flames.
While attuned to these knuckles they can be treated as
unarmed strikes. Attacks made with this magic item deal an
additional 1d4 fire damage.
When you score a critical hit with an unarmed strike you
regain 1 expended moxie or ki point.
Supernova (Awoken)
Weapon, (Brass Knuckles), Legendary (Requires Attunement
by a Monk or Pugilist)
These brass knuckles ooze thick flames.
While attuned to these knuckles they can be treated as
unarmed strikes. Attacks made with this magic item deal an
additional 1d6 fire damage.
When you score a critical hit with an unarmed strike you
regain 1 expended moxie or ki point.
As a bonus action, you can cast the spell Burning Hands at
2nd level (DC:15). You cannot use this ability again until you
finish a long rest.
Supernova (Exalted)
Weapon, (Brass Knuckles), Legendary (Requires Attunement
by a Monk or Pugilist)
These brass knuckles ooze thick flames.
While attuned to these knuckles they can be treated as
unarmed strikes. Attacks made with this magic item deal an
additional 1d8 fire damage.
When you score a critical hit with an unarmed strike you
regain 1 expended moxie or ki point.
As a bonus action, you can cast the spell Burning Hands at
3rd level (DC:17). You cannot use this ability again until you
finish a long rest.
When you hit with an unarmed strike you can expend up to 5
ki or moxie points to deal an additional 1d6 fire damage per
point spent.

Evolving Magic Items


19

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