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ARCANUM

EMPORIUM
Fully illustrated Magic items
Table Of Contents
Undead Armory 3
Standard of Drakul 3
Festering Cube 3
Bonestrider 4
Scythe of the Fallen 4
Mummy Wrap Gauntlets 5
Gravekeeper’s Shovel 5
Blood Sucking Tendril 5
Drakul’s Bone Carver 6
Crown of Stolen Eyes 6
Fit for a King 7
Necklace of the Secret Prince 7
Jade Vase of Poise 7
Emboldened Beard 8
Kalidor’s Chest of Porcelain Servants 8
Ivory Glove of Providence 9
Ring of the King’s Demand 9
Codex of Kings 9
Maple Leaf Brooch 10
The Forever Knight 10
Moon & Sea 11
Spear of Eel Intent 11
Flail of the Anchor Lord 11
Ocean Man’s Hand 11
Gamblers Flintlock 12
Conchplate 12
Serrated Blood Blade 12
Orog’Gols Bracers 13
Pocket Storm 14
Patch of the Sea Lord 14
Smoldering Forge 15
Beragors Boomhammer 15
Volcanic Covering 15
Brunhelga’s Beard Bobbles 16
Boots of Steelquae 16
Dwarven Treant Chopper 17
Miners Mullet 17
Belt of Volcanic Vigor 17
Worker’s Apron 18
Stonemason’s Knuckles 18
Realm of the Witch 19
The Blade of Malignant Will 19
The Black Cat Pendant 20
Bridget’s Brimmy 20
Divination Bones 20
Witch’s Brew Supplies 21
Tome of Blood Magic 22
Undead Armory
Standard of Drakul
Wondrous item, Very Rare

A Black Flag with the mark of an undead dragon head latched upon a dull golden pole. This Dragon was said to be
under the service of a powerful necromancer who granted him unlife and the power to lord over the lesser undead.This
Standard has been used in an innumerable amount of Battlefields to command the Legion to certain victory.

While you don this standard, undead CR 3 and below


that are within 30 feet of you bow to you in reverence
and cannot take any other actions.

As an Action you can place standard into the ground,


while the standard is in place:
At the start of each of your turns, you may grant a
target creature within 120 feet of the standard 1d4
temporary health. Allies with temporary health from this
standard have advantage on saving throws made to
avoid becoming charmed or frightened.
Additionally, as a Reaction you may add 2d4 necrotic
damage to a weapon attack made by a creature you can
see within 120 feet of this standard.

Once the standard is placed it must remain in


place for 1 hour before it can be removed.

Festering Cube
Very Rare, Wondrous item
This puzzle box made of sunken bones and sinew has
the face of an ogre carved into it on either side, and a
small skeletal hand coming out the top. The beings that
made this cube did so as an experiment, those who took
part in its use were prone to various disagreements once
the ritual was completed, it often led to even more
bloodshed.

Any willing creature can grab the hand and make a


blood sacrifice to the Cube. When they do so they roll one
hit die and take damage equal to the number rolled.
That hit die is then expended, and the Festering Cube
gains charges equal to the damage taken.
When the Festering Cube is at 100 charges it opens up
and summons an Ogre Zombie that will obey the
commands of any creature who made a blood sacrifice,
and the box is destroyed.
Any creature that has made a blood sacrifice has to
wait at least 24 hours before making another one.
PART 1 | UNDEAD ARMORY 3
Bonestrider
Rare, Any Bow (Requires Attunement)

A bow carved from the leg of an undead warhorse,


covered in its teeth, and glossed over with blackened
soot. The Bow is said to be an artifact that is somehow
involved with the revival of the Necromancer Malik but
details are scarce and connections tenuous.

Ludicrous Speed: Arrows fired from this bow move with


uncanny speed. This magical bow adds a +1 bonus to
attack and damage rolls made with it. When you make a
ranged weapon attack with this bow against a creature
that is within 30 feet of you, you can add an additional
+1 bonus to the attack and damage rolls.

Mule Kick: Once per long rest as part of the disengage


action you can make a melee weapon attack with this
bow. The attack is made using your Strength modifier, on
hit the creature is knocked back 10 feet and takes 1d8
bludgeoning damage.

Scythe of the Fallen


Weapon (Greataxe), Very Rare (Requires Attunement)

This magical scythe has a grainy texture to it as if it


is covered in a layer of ash. When a creature is felled by
this weapon you can sometimes see dust leave their body
and coat the weapon.

When you hit with an attack using this magical


Greataxe, the target takes an extra 1d6 necrotic
damage. In addition, while you hold the greataxe, you
have resistance to Radiant damage.

When this weapon is drawn the wielder can cast one


spell from their spell list that requires an Action as a
Bonus Action. This effect can only be used once per long
rest.

When this weapon is wielded by a Warlock and made


into a Pact Weapon it grants them a +1 bonus to Attack
and Damage rolls made using the weapon.

4 PART 1 | UNDEAD ARMORY


Mummy Wrap Gauntlets
Wondrous Item, Uncommon (Requires Attunement)

A pair of old warrior gauntlets that were wrapped


and buried in a sarcophagus alongside the one who wore
them. Their fighting spirit remains waiting to enter the
fray again. Your unarmed strike uses a d4 for damage.

Mummies Rot: When hitting a target with these gauntlets


you may infuse the attack with a Cursed Rot. The target
must make a DC 12 constitution saving throw or be
cursed.
The cursed target cannot regain hit points for 1
minute. The cursed target can repeat the saving throw at
the end of each of its turns, ending the curse on a
successful save.
This effect can only be used a number of times equal
to the wearer’s proficiency bonus per long rest.

Gravekeeper’s Shovel
Weapon (Any Axe), Uncommon

This is an old, rusted shovel belonging to what was


once a grave robbing necromancer.

When this weapon kills a creature, it is put under the


effects of the Gentle Repose spell, allowing the body to be
preserved for a much longer period of time.

Blood Sucking Tendril


Weapon (Whip), Uncommon

This magical whip is wrapped in what looks like dried


flesh and its tip is that of a finger with a long, sharp,
bloody nail.

When you hit a creature with this weapon you can


siphon blood from them to heal their own wounds, the
target takes 2d6 necrotic damage in addition to the
whip’s normal damage, and you regain hit points equal
to half the amount of necrotic damage dealt (rounded
down).
You can use this feature a number of times to your
proficiency bonus, and regain all expended uses when
you finish a long rest.

PART 1 | UNDEAD ARMORY 5


Drakul’s Bone Carver
Dagger, Rare (Requires Attunement)

Drakul Lord of the undead legion used this very


dagger to carve ancient sigils into the flesh of the dead to
grant them the everlasting blessings of unlife. This cool
white dagger with a small skull on the hilt has etchings
on it that are older than can be dated.

While wielding this dagger you can spend 1 hour etching


magical runes into the corpse of a humanoid creature
that is medium or small. Afterwards the corpse may
become an undead creature under your control for 8
hours roll a d6 to determine what if any creature the
corpse becomes.

D6 Result
1 The butchered corpse turns to ash
2 Zombie
3 Skeleton
4 Ghoul
5 Ghast
6 Roll again and add you may +1 or -1 to your roll
(after Results)

After 8 hours, the creature no longer obeys your


commands and you must make a DC 14 wisdom saving
throw. On a failed save, the created creature becomes
hostile to you. On success the creature will begin to
wander aimlessly rather than attacking you. This ability
can only be used once per long rest.

Crown of Stolen Eyes


Wondrous item, Uncommon (Require Attunement)

This rusted crown has the flesh from multiple eyelids


strung around its base with gems inlaid underneath
them. The previous kings that wore this crown forfeited
one of their own eyes to bring this crown to its full power.

When used the eyes will open to reveal the gems inside.

While wearing this crown, you have advantage on


Wisdom (Perception/Insight) checks.

6 PART 1 | UNDEAD ARMORY


Fit for a King
Necklace of the Secret Prince
Wondrous Item, rare (Requires Attunement)

This necklace is made of gold, and painted in silver and blue hues for the chain links, with a large opal at its base. It has
been worn by many affluent royals through the years, allowing them to be in two places at once so as not to miss out on
any juicy gossip.

While wearing this necklace you have advantage on


Insight checks made when attempting to discern a truth
from a lie.

Additionally, as an Action you can cast the spell Mislead.


Once this property is used, it can’t be used again for 7
days.

Jade Vase of Poise


Wondrous Item, Rare

This flower vase is painted in swirls of blue and purple with an image of a white flower on the front. The vase has a 4-
inch opening at the top, and you can hear a soft and pleasant song coming from within it.

The vase can hold 100 cubic inches of material, provided


the objects stored therein fit through the opening.

Evergreen: Any object stored in the vase enters a stasis-


like state where the passage of time no longer has any
effect on it.

Blissful Harmony: As an action, you place this Vase on the


ground in an unoccupied place within 5 feet of you.
Afterwards the Vase Emits a soft song that can be heard
by all creatures within 30 feet of it, each creature must
make a DC 14 Wisdom Save on Failure the creatures are
restrained until the end of their next turn as the gentle
nod to the music.

PART 2 | FIT FOR A KING 7


Emboldened Beard
Wondrous Item, Uncommon

This small tincture is filled with a swirling white and red liquid with a minty taste.

the vial for once use. You can use a Bonus Action to drink
this tincture and give yourself advantage on all
Charisma Checks for 24 hours. The tincture causes your
face to sprout a marvelous beard, trimmed and formed
to your liking.

Kalidor’s Chest of Porcelain Servants


Wondrous Item, Very Rare

This Chest is made of a fine Mahogany wood, and trimmed with gold and red tassels. Inside the chest are 16 porcelain
figurines secured so that they cannot be damaged or removed. Each figurine appears as a well kept servant for various
races and sexes wearing either a blue, red, or green uniform. There is a 4 inch opening on top of the chest.

each servant returns to the servant’s quarters, which


If you pour 5 gallons of water into the hole, the chest shrinks back down to its chest size after all servants
expands slowly over 1 hour to a 10 foot by 10 foot within 200 feet have returned to their place inside.
servant’s quarters and all 16 Figurines are brought to Afterward this item cannot be used for 24 Hours. Any
life, growing to their normal height and dimensions. Figurines that turned to dust are magically reforged
inside the chest after 1d4 days.
Each servant has an AC of 10, 15 Hit Points, and a
Strength score of 10.

A servant cannot move more than 200 feet from the


servant’s quarters.

If they are forcefully moved further away, they slowly


revert to their regular size and turn to dust.

Each servant can perform simple tasks such as


fetching things, cleaning, mending, folding clothes,
lighting fires, serving food, and pouring wine.
The servants can even construct a small shack for
cover provided they can locate the materials.

In addition each servant is proficient with Mason’s


tools, Cook’s utensils, Weaver’s tools and Carpenter’s
tools.

Once you give a command, a servant performs the


task to the best of their ability until they complete the
task, then waits for your next command. After 8 hours,
8 PART 2 | FIT FOR A KING
Ivory Glove of Providence
Wondrous Item, Uncommon

This silken glove lined with black and gold accents always fits its wearer’s hand in a flattering way. The inside of the
glove is lined with treated leather along the fingers, and the outside is adorned with a royal crest.

When you touch a creature while wearing this glove, for


the next minute you have advantage on persuasion
checks involving that creature. If you already have
advantage on the check you get an additional +4 bonus
to your roll.

Additionally You have advantage on deception checks


used to convince a creature(s) that you are of higher
social standing.

Ring of the King’s Demand


Wondrous Item, Very Rare (Requires Attunement)

This ring has a small crown which is bent at the top holding in a small white gem of some sort. While wearing this ornate
ring you feel as though your words carry more weight.

You can use this ring to cast the spell Geas.

If the target succeeds the saving throw you cannot use


this feature again until you finish a long rest. If it fails the
saving throw the target is put under the effects of the
spell, and the ring cannot be used again until the target
is freed from its magic and you finish a long rest.

Codex of Kings
Wondrous Item, Uncommon

This book was recovered from the library of a long forgotten nation. It was found within a stone crate with some strange
carving on its side, which was later roughly translated to “People who say flattery will get you nowhere simply haven’t
found the right words yet.”

A red and gold trimmed book that always appears to be


in pristine condition - When this book is opened, the book
is filled with a detailed biography of the person opening
it, showing them in a gloriously flattering light.

If the book changes hands while open, it will remain the


same. Once the book is closed all the information
disappears. The book never reads exactly the same twice
even if the person who opens it is the same.

PART 2 | FIT FOR A KING 9


Maple Leaf Brooch
Wondrous Item, rare (Require attunement)

The decorative brooch happens to have inlaid strange crystals that are effective in absorbing both kinetic energy and
heat. Perfect for when you need to dodge a bullet and look Great doing it.

This Brooch can be magically attached to any article of


clothing or armor.

While wearing any item with this brooch attached you


gain the following magical effects:

Once per long rest, you can use your Reaction to


deflect a projectile when you are hit by a ranged
weapon attack. When you do so, you take no damage
from the attack.

So Icy: Your body maintains a cool and comfortable


temperature while you wear this brooch.

The Forever Knight


Armor (Shield), Legendary (Requires Attunement)

This ornate gold and blue shield is emblazoned with a symbol of a winged helm and crossing swords. It glistens with a
golden glint and has the sweet smell of bluebell flowers.

misunderstood. It will also constantly advise its wielder,


While wielding this shield you gain a +2 bonus to AC in striving to lead it down a righteous path.
addition to the shield’s normal bonuses.

This magic shield also warns you of danger. While the


shield is on your person, you have advantage on
initiative rolls.

In addition, you can’t be surprised, except when


incapacitated by something other than non-magical
sleep. The shield magically awakens you when you are
sleeping naturally when combat begins.

The Forever Knight is a sentient lawful good shield with


an Intelligence score of 12, a Wisdom score of 14, and a
Charisma score of 16.
It can hear out to a range of 120 feet.
The shield can communicate telepathically with its
wielder and can speak, read, and understand Common.
It shouts battle cries in Common when used in combat
and is willing to converse with others about its wielder’s
marvelous exploits.

The Forever Knight’s purpose is to protect, honor, and


glorify the wielder of the shield. Even if the owner of the
shield is not of a good nature, it will try to convince
others that they are not such a bad person and only

10 PART 2 | FIT FOR A KING


Moon & Sea
Spear of Eel Intent
Weapon (Glaive), Rare

This blue and gold spear with a sharpened purple sea shell as a blade, is wrapped in a venomous black eel.

Eelastic Reach: As a Bonus Action, you can extend the


reach of this weapon by 5 feet, or 10 feet if this feature is
used underwater, for 1 minute.
When you hit a creature with this weapon, you can
choose one of the following effects:

Coil: The creature must succeed on a DC 13 Strength


Save or be grappled for 1 minute. At the start of each
of its turns the creature can repeat the save, ending
the grapple on a success.

Bite: The creature takes an additional 1d6 poison


damage, and must make DC 13 Constitution save or
be poisoned for 1 minute. At the start of each of its
turns the creature can repeat the save, ending the
poisoned effect on a success. Each of these effects can
be used once per long rest.

Flail of the Anchor Lord


Weapon (Flail), Uncommon
The head of this flail resembles that of a small anchor
covered in barnacles, and the grip is wrapped with dried
seaweed.

Drop the Anchor: As a Bonus Action, you can use the


anchor to weigh down those around you with its magic.
After using this bonus action, the ground within 15 feet
of you becomes difficult terrain for your enemies for the
next minute.
You may use this feature once per long rest.

Ocean Man’s Hand


Wondrous item, Uncommon (Requires Attunement)

These green webbed gloves give off the subtle scent of the ocean.

Hyper Adaptive: While wearing these gloves, you gain a


swimming speed equal to your walking speed, and
advantage on any Strength (Athletics) checks made to
swim.

PART 3 | MOON & SEA 11


Gamblers Flintlock
Weapon (Hand Crossbow), uncommon

You may use an action to cast the scorching ray spell


from this weapon, using either your spellcasting modifier
or your Wisdom modifier, whichever is higher, focusing
all beams on a single target.

For every beam that hits, You gain +1 bonus to attack


and damage rolls made with this weapon for 1 minute.

You can use this feature once per long rest.

Conchplate
Armor (Plate), rare (Requires Attunement)

This armor is much lighter and sturdier than it appears. Sometimes you can hear faint sounds similar to that of a breeze
coming from it.

Breezy Sea’s: While wearing this armor you gain a bonus


to your walking speed equal to 5 times half your
proficiency bonus (rounded down).
You also gain a swimming speed equal to your
walking speed.

Serrated Blood Blade


Weapon (any sword), Rare

This magical sword has rusted from being submerged for ages, and has some sort of dried blood along the edges of its
blade, giving it a jagged edge.

Blood Plague: When you hit with an attack roll using this
sword, the target takes an extra 1d6 necrotic damage
and must succeed on a DC13 Constitution saving throw
or be poisoned for 1 minute.
A creature poisoned in this way can repeat the saving
throw at the end of each of its turns, ending the effect on
a success.

Expunge: When you hit a poisoned creature with this


weapon you can remove the poison from the creature
and deal 2d6 necrotic damage to them.

12 PART 3 | MOON & SEA


Orog’Gols Bracers
Wondrous item, very rare

These Bracers were forged and custom made by the now incarcerated Oolto Stellion for a certain Orc War chief named
Orog’Göl after he and his crew spent 6 months in the Hashsin sea tracking down the miles long sea serpent known as
“Big Red’’. Even though the voyage took many of his brethren from the orc, he was able to at least remove a single scale
from the Behemoth. Now these bracers stand as both a testament to his bravery and a foul reminder that so many of his
kind had to die for them to exist.

While attuned to these bracers your unarmed strikes are Orcish Pinball: : After landing a successful unarmed strike
empowered by the mythical life force of the Crimson on a creature no more than one size larger than you, you
Serpent, and deals bludgeoning damage equal to 1d6 + may push the target up to 15 feet away from you.
your Strength modifier on a hit. If the target enters the space of another creature, both
If you aren’t wielding any weapons or a shield when creatures take 1d12 + your Strength modifier
you make the attack roll, the d6 becomes a d8. bludgeoning damage in addition to the attack’s normal
Unarmed attacks made while attuned to these bracers damage.
are considered magical for the purpose of overcoming If the target enters the space of an obstruction like a
resistance and immunity. wall or any large object, they take an additional 2d12 +
your Strength modifier bludgeoning damage in addition
Forward Unendingly: The Power of the Crimson Serpent to the attack’s normal damage.
guides you endlessly forward.
After moving in a straight line for at least 15 feet, Blood Oath: As a Reaction, when a friendly creature you
your next unarmed attack deals an additional 1d4 can see takes damage from a creature within 30 feet of
damage for every 15 feet you have moved since the start you, you can cause the attacker to make a DC 16
of your turn.. wisdom save.
On a failed save, the creature takes 1d8 + your level
If the user is attuned, the bracers also gain the following psychic damage, becomes frightened of you for 1 minute,
effects. You may used each of them once per long rest: and must use any remaining movement to immediately
move away from you.

PART 3 | MOON & SEA 13


Pocket Storm
Wondrous item, Uncommon

As an Action, you may pull a small bolt of lightning from


this bag and hurl it at a target within 30 feet.
The target must make a DC 13 Dexterity Saving
Throw. The target takes 3d8 lightning damage on a
failed save or half as much on a success.
You can use this feature twice per long rest.

Patch of the Sea Lord


Wondrous item, Rare (Requires Attunement)

This black leather eyepatch has the symbol of a golden kraken imprinted on it.

While wearing this eyepatch you can see normally in


darkness, both magical and non-magical, to a distance
of 120 feet.

Once per long rest you can cast the see invisibility spell
using this eyepatch.

Curse: This eyepatch is cursed. Attuning to it curses you


until you are targeted by the remove curse spell or similar
magic. Removing the eyepatch fails to end the curse on
you.

While cursed, you have disadvantage on all Wisdom


(Perception) Checks relying on sight.

14 PART 3 | MOON & SEA


Smoldering Forge
Beragors Boomhammer
Weapon (Maul), Very Rare

A combination of dwarven metal forging, an artificer’s magical knowledge, and years of trial and error culminated in
the creation of this weapon of pure power. Beragor Bluntbeard, the dwarven master smith, was the one who invented its
design. Being a devout cleric of craft and a student of arcane knowledge, he used both of these skills to create this
magnificent piece of work.

You gain a +2 bonus to attack and damage rolls made


with this magic weapon.

Whenever you roll a 20 on your attack roll with this


weapon, each creature of your choice within 5 feet of the
target takes 1d6 fire damage.

As an Action you can fire a beam of energy from the


maul that is 120 feet long and 5 feet wide in a direction
you choose. Each creature in the line must make a DC 15
Dexterity saving throw, taking 6d6 fire damage on a
failed save, and half as much damage on a successful
one.
You can use this feature once per long rest.

Volcanic Covering
Armor (breastplate, half plate, or plate), Very Rare(Requires Attunement)

This armor consists of multiple plates of metal that look as if its edges are molten hot magma.

While wearing this armor, you gain a +2 bonus to AC, in


addition to the armor’s normal bonus.

You have advantage on any Strength (Athletics) and


Dexterity (Acrobatics) checks you make to escape from
being grappled.
Additionally, whenever a creature becomes grappled
by you, or you become grappled by another creature,
that creature immediately takes 2d8 fire damage.
Until the grapple ends, the creature takes 2d8 fire
damage at the start of each of their turns.

PART 4 | SMOLDERING FORGE 15


Brunhelga’s Beard Bobbles
Wondrous item, Very Rare(Requires Attunement)

This heavy necklace consists of a single finely crafted charm from the famed clan chief, Brunhelga Brawnbolt. She was
known to be one of the most terrifying warriors ever to step foot into battle. The strikes of her weapons could be heard
even amongst the shouts of battle. She defended her clan for centuries until she finally retired and chose to spend the
rest of her life crafting the most beautiful jewelry, most of which she chose to adorn onto her braided mutton chops so
that she could show them off to other dwarves who potentially wanted to own them. Right before she passed away she
took all the jewelry she had left and put it all onto one chain, offering it up to her clan members for them to sell and earn
gold.

You have resistance to lightning and thunder damage


while you wear this necklace.

The necklace has 10 charges. While holding it, you can


use an Action to expend 1 or more of its charges to cast
one of the following spells from it, (save DC 17):

Thunderwave (1 charge)
Lightning Bolt (3 charges)
Chain Lightning (6 charges)

The staff regains 1d6 + 4 expended charges daily at


dawn.
If you expend the last charge, roll a d20. On a 1, the
necklace crackles and explodes dealing 3d10 lighting
and 3d10 thunder damage to all creatures within 30
feet of it. The necklace is destroyed during the explosion.

Boots of Steelquae
Wondrous item, Rare (Requires Attunement)

These boots were forged near the planet’s tectonic plates, and the metals used were infused with some of the very
rumblings of the planet. The steel boots have markings on either side that resemble cracks in the earth.

As an Action you can forgo the remainder of your


movement to stomp on the ground. Creatures within 10
feet of you must make a DC 12 (+1 for every 10 feet of
movement forgone) Constitution Save. On a failed save,
a creature is knocked prone and has its speed reduced by
20 until the end of their next turn. Creatures who fail
their save by 5 or more have their speed reduced to 0
instead.
This feature can be used a number of times equal to
half your proficiency modifier per long rest.

16 PART 4 | SMOLDERING FORGE


Dwarven Treant Chopper
Weapon (any axe), Rare

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


with this magic weapon.

When you hit a Plant with this weapon, it takes an extra


2d6 damage.
For the purpose of this weapon, “Plant” refers to any
creature with the plant type, including treants and fungi.

If this weapon hits an object made of wood, the hit is


automatically a critical hit.

Miners Mullet
Wondrous item, Uncommon

This helmet has a small lamp affixed to the front of it.

As an Action, you can light the lamp. It burns for up to 8


hours, shedding bright light in a 20-foot radius and dim
light for an additional 20 feet.

Invisible creatures and objects are visible as long as they


are in the lantern’s bright light.
You can only use this Action once per long rest.

Belt of Volcanic Vigor


Wondrous item, Very Rare (Requires attunement)

This belt is made of a special magical metal that helps conduct heat away from its wearer. The belt itself is filled with
swirling lava and molten rocks.

While attuned to this belt you gain a +2 bonus to your


constitution score.

Anytime you would make a saving throw to reduce


damage taken from a spell or effect that deals fire
damage any roll on the dice lower than 11 is treated as
an 11.

Hostile creatures who start their turn within 5 feet of you


take 5 fire damage.

PART 4 | SMOLDERING FORGE 17


Worker’s Apron
Wondrous item, Uncommon

This black leather apron has 2 small pockets and 1 large pocket that are all extradimensional spaces.

The small pockets can hold up to 10 pounds of gear and


the large pocket can hold 30 pounds.

This apron always weighs 3 pounds no matter how much


is put into the pockets.

Placing an object in the Apron follows normal rules for


interacting with objects.

Retrieving an item requires an Action unless you have a


feature such as the Thrown Weapon Fighting style
allowing you the option to pull out a throwing hammer
or handaxe from it.

Stonemason’s Knuckles
Wondrous item, Uncommon (Requires Attunement)

These are a finely crafted pair of knuckle dusters made from basalt. Each of the knuckles have dwarvish symbols on
them.

While attuned to these knuckles your unarmed strikes


are considered magical for the purpose of overcoming
immunity and resistance.

Additionally, while wearing these knuckles your


unarmed strikes deal an extra 1d4 force damage.

18 PART 4 | SMOLDERING FORGE


Realm of the Witch
The Blade of Malignant Will
Weapon (Dagger), Very Rare (Requires Attunement)

This evil obsidian blade was created by a long-forgotten coven of witches with the explicit purpose of making human
sacrifices to their dark god.

Ritual Slaughter: The Blade of Sacrifice deals double


damage against incapacitated creatures. For every
incapacitated humanoid slain, the daggers damage
increases by 1, to a maximum of +5.
The dagger’s damage modifier resets when you take a
long rest.

Dark Ritual: Once per long rest, within one minute of


killing an incapacitated humanoid with the blade of
sacrifice, you can begin to cast the commune spell at 5th
level, without the use of components, provided that the
entity contacted is not of good alignment.

Demand of Sacrifice (Curse): After your first Dark Ritual,


the dagger is awakened. It begins whispering to you in
the soft voice of the entity you contacted, demanding
more sacrifices.
The longer you go without making another sacrifice,
the louder and more impatient the entity becomes. You
cannot willingly become unattuned from the dagger. If
you go 24 hours without making a sacrifice (killing an
incapacitated creature with the dagger), you begin to
have dreadful nightmares.
As long as these nightmares persist, you cannot
benefit from the effects of a long rest. When you make a
sacrifice, the voice is immediately quieted and the
nightmares end.

PART 5 | REALM OF THE WITCH 19


The Black Cat Pendant
Wondrous (Amulet), Rare (Requires Attunement)

This amulet consists of a thin silver chain looping through a jet-black gemstone in the shape of a house cat. It is a
peculiar, yet understated, piece of jewelry. The cats sure seem to like it though…

Cat Charm: Cats can’t get enough of you while you are
attuned to this amulet. You have advantage on all
charisma checks made to interact with feline creatures,
such as house cats, tigers, and Feline Humanoid Races.

Bound Familiar: Living within the Cat Pendant is a black


cat familiar. You may use the amulet to cast find familiar
to summon it once per long rest.

Cat Whisperer: Once per short rest, you can speak with
animals to communicate with feline creatures.

Bridget’s Brimmy
Wondrous (Hat), Rare (Requires Attunement)

This hat is pointy, crooked, and black as night. It is the perfect statement piece to complete a fashionable dark magic
user’s ensemble. You’re looking more witchy already…

Will of a Witch: Attuning to the hat imbues you with the


willpower of a dark magic adept. Your Charisma score is
increased by 2.

Face of a Witch (Curse): The longer you wear the hat, the
more you look like a hag. Your nose grows long, thin, and
pointy as your hat. You start to develop deep, ugly
wrinkles, and your skin is covered in warts.
You have disadvantage on Charisma checks made to
interact with any creature that can see your face –
except for hags.
You have advantage on Charisma checks made to
interact with hags.

Divination Bones
Wondrous, Uncommon

This is a glass wine bottle containing bones inside of it of all shapes and sizes. It is unknown how the bones managed to
get inside of it. A finger bone is used to cork the bottle shut and is unable to be removed.

Using an Action you can shake the jar stirring the bones
around, in doing so you cast the spell Augury.
You can do this a number of times per long rest equal
to your proficiency bonus.

20 PART 5 | REALM OF THE WITCH


Witch’s Brew Supplies
Spellcasting Focus (Alchemist’s Supplies), Very Rare (Requires Attunement)

This flesh bound alchemy kit consists of two glass beakers, a cast iron frame to hold a beaker in place over flame, an
bone stirring rod, a mortar and pestle carved from meteoric stone, and a pouch of alchemical ingredients, including
common ingredients such as salt, powdered iron, and purified water, and less common ingredients, made for concocting
various witch’s brews.

Alchemy Made Easy: While attuned to the Witch’s Brew


Supplies, you have proficiency in alchemist’s supplies. If
you were already proficient, your proficiency score is
doubled.

Witch’s Brew: Whenever you finish a long rest, you can


produce a witch’s brew in an empty flask using your
supplies. Roll a d6 on the Witch’s Brew Table for the
potion’s effects. Which are triggered when someone
drinks the elixir.
As an action, a creature can drink the elixir or
administer it to an incapacitated creature.
Any potion you create with this feature must be
consumed within 24 hours or it will spoil and have no
effect.
The effects of a Witch’s Brew last for a duration of 24
hours, or until they are countered by an effect that
removes magic, such as dispel magic.

Witch’s Brew Table


D6 Effect
1 Sleep Brew: The Drinker falls into a magical slumber for the
duration.
2 Forgetful Brew: The drinker instantly passes out for 30
seconds (or until they take damage), after which they will
wake up with no memory of the events of the last 24 hours.
This effect is permanent unless lifted magically.
3 Lover’s Brew: The drinker is charmed by the first creature
they see after consuming the potion. While charmed in this
way, they believe themselves to be deeply in love with the
creature and would do almost anything for them.
4 Frog’s Brew: The drinker is instantly transformed into a frog,
as if by the polymorph spell. The transformation lasts for
the duration, or until the target drops to 0 hit points or dies.
5 Deadly Brew: The drinker instantly takes 14d6 poison
damage and is poisoned for the duration. While poisoned
in this way, their hit point maximum is reduced by the
amount of poison damage taken.
6 Growth Brew: The drinker instantly grows one size category,
doubling their height and weight. Their strength is
increased by 5 and their intelligence is diminished by 5 for
the duration. If this results in an intelligence score of 5 or
less, they lose their ability to speak.

PART 5 | REALM OF THE WITCH 21


Tome of Blood Magic
Spellcasting Focus (Spell Tome), Legendary (Requires Attunement by a Spellcaster)

This wicked book is bound in the flesh of its creator’s victims. Its spells are scrawled in the blood of the innocent. It is a
truly horrific book of forbidden magic used only by the most cruel and villainous of casters.

Blood Magic: The Tome is filled with knowledge on how to


use blood magic to cast spells. The following spells are
always prepared and don’t count toward your prepared
spell list, as they are cast directly from the book and
require no other components:

Hex
remove curse
bestow curse
life transference
vampiric touch
hold person
compulsion
hold monster
dominate person
dominate monster
harm

Additionally, you gain 10 charges, which can be used


to the spells from the list above, expending charges equal
to the spell level when cast.

Blood Hex: Attuning to the Tome gives you knowledge of


an advanced method of casting the Hex spell known as
the Blood Hex.
When you cause necrotic damage to a creature under
your hex, you may use a bonus action to regain hit
points equal to half of the necrotic damage you dealt to
the creature.
Additionally, whenever the target of your hex makes
an ability check, saving throw, or attack roll, you can use
your reaction to give them disadvantage on the roll.

Augmented Blood: You are resistant to necrotic damage


and immune to poison and disease and have advantage
on saving throws and ability checks that rely on
Constitution.

22 PART 5 | REALM OF THE WITCH

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