Calpurnias 101 Lesser Magical Items
Calpurnias 101 Lesser Magical Items
Calpurnias 101 Lesser Magical Items
101 Lesser
Magical Items
2
ABOUT THIS DOCUMENT USING MAGIC ITEMS
Magic items are like heroes: we know of the mighty ones spoken of The items listed in this document use rules, conventions and
in legend, but rarely remember the more humble ones who pass terminology from the Dungeon Master’s Guide, particularly
through our communities every day. This is natural enough, I suppose, Chapter 7, Magic Items.
but it’s a phenomenon I intend to fight in my own small way.
In this book I describe 101 magical items that, for the most part, are ITEM VARIANTS
simply not powerful enough to have made their way into legends. It is
Many magic items listed in this document have a number of
optional variants. These can alter the item in one or more
my hope that this catalogue enters hands of artificers, artifact dealers
ways, often changing its potency or how it can be used.
and adventurers alike, leading to greater awareness of modest magical Using Variants. Variants on an item are intended to be
items. I will consider my work a success if it enables just one small- something chosen by the DM at the time of adding the item to
town hero to get his or her hands on an item that would otherwise have an adventure. During play an item might gain or lose
been overlooked. variants, but this should only happen after extensive work or
extraordinary events.
After all, it is the lesser heroes with whom we interact with every
Some variants alter an item’s rarity. Make sure you
day. They protect our crops and livelihoods, put local bullies in their
consider this when evaluating an item’s general power level.
place, and inspire us to do better. Lesser heroes make the world a place Combining Variants. Many variants will work together
worth saving by the greater heroes. and can be combined. Some won’t make sense combined. It’s
– Archmage Calpurnia Askew down to DM discretion to pick combinations that work. You
may find that combining certain variants will drive the item’s
rarity level above Legendary. That doesn’t mean you can’t
combine these variants, but be mindful that it will likely be a
powerful item. It may even be worth classing it as an artifact.
Variant Names. Variants names can generally be added
to the magic item’s name for quick identification. For
example, an item “Ring of Magic” with variants “Magician’s”
and “Supernatural” could be called a “Magician’s
Supernatural Ring of Magic”. This doesn’t always work: DMs
and players should carefully note down variant information
in cases when this naming convention could be ambiguous.
Cursed Variants. Some items have cursed variants. These
follow the rules for cursed items as laid out in the Dungeon
Master’s Guide. Pay close attention to the wording of a curse
– many curses persist even if an item is discarded.
A cursed item still performs the functions of the regular
item, unless otherwise specified.
3
APPARATUS OF ATHERTON
MAGIC ITEMS A-Z Wondrous item, uncommon
The apparatus of Atherton is complex bundle of rods and joints
weighing 30 pounds. It can be assembled into a Small object.
ABLATIVE SHIELD Assembling the apparatus is difficult: it takes a number of
Shield, common
turns equal to 10 – your Dexterity ability modifier – your
When you take damage while holding this shield, you can use Intelligence modifier (minimum 1 turn).
your reaction and speak its command word to gain As part of assembly you must choose a direction for the
temporary hit points equal to 1d8 per your character level. apparatus to face. You must also equip the apparatus with a
You gain the temporary hit points before the triggering weapon (hand crossbow, light crossbow or shortbow only)
damage is applied to you, and they last until the start of your and ammunition, which it uses to attack. You can supply a
next turn. magic weapon or magic ammunition if it doesn’t require
When you use the shield in this way it crumbles to dust attunement. (Weapons shown in the stat block below are
and is destroyed. examples only.)
enchantments. You’ll need to find other ways to destroy that evil Immobile. The apparatus can only see in a cone in front of it, and it
artifact. cannot change which way it faces. It cannot attack if prone and cannot
recover from the prone condition.
ACTIONS
Hand Crossbow. Ranged Weapon Attack: +3 to hit, ranged 30/120 ft.,
one target. Hit: 4 (1d6+1) piercing damage.
4
prioritises nearby targets; if multiple targets are at equal assembled relatively quickly to create an autonomous archer or sentry.
range it will randomly select one each turn. (It does look strange though. Like a squat, headless, skeletal archer
You can right a toppled apparatus and change its facing as made of metal rods and hinges.)
a bonus action if you are within 5 feet of it. In keeping with her design principles of modularity, Atherton
If the apparatus drops to 0 hit points it disassembles. It
purposely left the weapon up to the owner to supply. It would be truly
can be re-assembled. At the DM’s discretion, excessive or
repeat damage may render the apparatus less effective or something to see her design fitted with a potent magical weapon.
even unusable until it is repaired using smith’s tools or These devices were often distributed with special brooches which
tinker’s tools. prevent their wearers from being attacked. I do not know whether the
In many cases apparatuses of Atherton come with several brooches are keyed to certain individual apparatuses or whether they
brooches. The DM chooses a number of brooches, or rolls work with any.
1d10-2. The apparatus can sense creatures with such a brooch
on their person and will ignore them as potential targets.
Variant: Alarm. The apparatus is fitted with a bell. When ARCANE-TIPPED STAFF
it attempts to attack a creature it rings the bell. An unarmed Weapon (quarterstaff), uncommon (requires attunement)
apparatus will ring the bell if it sees a creature without a This staff has charges equal to your Intelligence modifier. It
brooch. This variant is simple enough to make with tinker’s regains all charges at dawn.
tools and a bell or similar noise-making device. While you hold this staff you can expend a charge as a
Variant: Arcane. The apparatus can use wands. bonus action to cause a blade or spike made of magical energy
Variant: Light. The apparatus weighs 20 pounds. When to appear at its tip. This lasts as long you concentrate (as if
assembled, it has 9 (2d8) hit points. It can only wield a hand concentrating on a spell) and continue to hold the staff.
crossbow. While the effect lasts, the staff behaves as a different
Variant: Heavy. The apparatus weighs 40 pounds. When weapon. Each arcane-tipped staff acts as a different weapon,
assembled, it has 18 (4d8) hit points. It can wield a heavy depending on the shape of the energy it produces. The DM
crossbow in addition to its other weapons. chooses the type or determines randomly.
Variant: Farseeing. Instead of blindsight, the apparatus
has normal vision with no range limitation. d6 Weapon Type
Variant: Illuminating. The apparatus is fitted with a
1-2 glaive
bullseye or hooded lantern. The lantern must be manually lit.
This variant is simple enough to make with tinker’s tools and 3 pike
a lantern. 4 spear
Variant: Obedient. You can attune to the apparatus, in
5 trident
which case it will ignore you as a potential target and follow
your verbal commands. If you don’t give it any commands, it 6 halberd
acts as normal.
Variant: Rangefinding. The apparatus features a dial. As The staff takes on the properties of its new weapon, except
a bonus action you can set the dial can to a value between 10 that:
and 600 feet. The apparatus won’t attempt to attack creatures • The weapon’s weight doesn’t change.
beyond this range. • This weapon doesn’t have the Heavy property, even
Variant: Rapid-fire. The apparatus has multiattack. It if it would normally.
can make two ranged attacks on its turn, provided the • This weapon deals force damage instead of its
weapon it is using does not have the loading property. This normal type.
variant increases the rarity by one category. • You are proficient with this weapon if you are
Variant: Rotating. The vision of the apparatus is no proficient with quarterstaves.
longer limited to a cone in front of it. While the effect lasts, the staff sheds bright light in a 10-
foot radius and dim light for an additional 10 feet.
Ellen Atherton was a skilled tinkerer and wizard who specialised in This staff can be used as an arcane focus.
constructs. Instead of using her tinkering talents to enhance already- Variant: Variable. The staff has many weapon types. The
mighty golems and guardians, she used it to lessen the magic needed to DM chooses which types, or rolls 1d4+1 times on the table
ignoring duplicates. You choose which type it uses each time
animate relatively simple creations. After all, well-designed machines are
you use the bonus action to activate it. This variant increases
easier to move both manually and magically.
the rarity by one category.
The results were constructs that were durable, re-usable, and Variant: Unlimited. The staff no longer requires charges.
relatively easy to create. This particular item was her most popular This variant increases the rarity by two categories.
invention. Highly portable when disassembled, this device could be
5
ASTRAL ORB animation ends early if the armour drops to 0 hit points, or if
Wondrous item, rare (requires attunement by a sorcerer, warlock, or the creature that spoke the command word repeats that
wizard) command word. The armour cannot be animated again until
the next dawn.
This orb extends the set of spells you have prepared while you
If you are wearing the armour when it animates, it acts on
hold it. For each spell listed below, if you can cast spells of
your turn. Otherwise roll initiative for the armour, which has
that level, you have that spell prepared and it does not count
its own turns.
against the number of spells you have prepared.
If you are wearing the armour, only one creature – you or
Creatures that don’t sleep, such as elves, cannot attune to
the armour – can be “in control” at a time. If you or the
this item.
armour acquiesce control the other can act freely. Otherwise,
This item can be used as an arcane focus even by those not
both make a contested Strength check at the beginning of
attuned to it.
your turns. The loser is incapacitated for that turn. The victor
has control but is hampered: its speed is halved and it has
Spell Level Spell
disadvantage on ability checks, attack rolls and Dexterity
1 sleep saving throws. Until the beginning of your next turn, only the
2 phantasmal force victor can be targeted by attacks or harmful spells, including
3 fear by area effects.
The animated armour does not regain hit points between
4 phantasmal killer
animation uses unless it is repaired with smith’s tools or
5 dream similar. If the animated armour is reduced to 0 hit points it
9 astral projection cannot be worn or activated unless repaired.
Variant: Stabilising. When the armour is animated, the
Variant: Cursed. Some astral orbs are cursed. 1d4 days creature wearing it becomes stable if it has 0 hit points. This
after attuning to the item you begin to have vivid nightmares variant increases the rarity by one category.
any time you try to sleep. The effect is as per the terrifying Variant: Channelling. The animated armour gains the
messenger variant of the dream spell, and the DC is your own spellcasting abilities of any creature wearing it. It uses the
spell save DC. creature’s spell slots, spell save DC and spell attack modifier.
The message relayed by the messenger purposefully Since it cannot speak it cannot cast spells with somatic
avoids indicating that the astral orb is the source of the components unless the wearer purposefully co-operates.
nightmares. Instead, it either relays random nonsensical Variant: Enduring. The armour’s animation duration
messages, or it purposefully tries to suggest that something extends to 1 hour, or 8 hours. This variant increases the rarity
else in your life is the cause. (The message is determined by by one or two categories respectively.
the DM.) Variant: Greater. The animated armour has better
Parting with the orb doesn’t break the curse, but it does statistics, as per the DM’s design. This makes the item more
help. If the orb remains more than 500 feet away from you useful to higher-level adventurers. This will likely increase
while you sleep, you gain advantage on the dream saving the rarity.
throw. Variant: Cursed. Some autonomous armours are cursed.
Cursed armour ignores orders of the creature that spoke its
Astral orbs are clear glass globes, a few inches in diameter, whose command word, and attacks it instead. At the DM’s
interior contains slowly swirling clouds of grey, silver and while. When discretion, the cursed armour may also animate
spontaneously, either at random, opportunistically at the
taken to the Astral Plane the orb becomes clear but loses no
worst moment, or when a certain condition is met.
effectiveness.
Autonomous armour can make for a useful disposable soldier, if
AUTONOMOUS ARMOUR you’re willing to carry about an empty suit of plate mail armour.
Armour (plate), rare More commonly adventurers wear this as their main suit of armour.
A creature within 60 feet of this armour can speak its If terrible circumstances arise – paralysed by a ghoul, charmed by a
command word as a bonus action to cause the armour to dryad, or just beaten unconscious by an orc – a comrade can shout the
animate as an animated armour. See the Monster Manual for command word. The armour can then be ordered to help win the fight,
statistics. The armour is proficient with all weapons (its or to march off with the fallen soldier safely encased inside.
proficiency bonus is +2).
A warning – be careful who you trust with the command word. This
The armour understands and obeys any verbal commands
is not something you want your enemies to know.
given by the creature that spoke the command word. If given
no commands it defends itself but takes no other actions.
The armour remains animated for 10 minutes. The
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BALLISTIC WEAPON BIFURCATING WEAPON
Weapon (any crossbow, any bow, or sling), uncommon (requires Weapon (varies), uncommon
attunement) While you hold this weapon in both hands you can use a
This weapon has charges equal to your Dexterity modifier + bonus action to speak a command word and magically
your Wisdom modifier (minimum 1 charge). It regains all separate the weapon into two different weapons, holding one
charges at dawn. in each hand. You can also use a bonus action and speak the
While holding this weapon you can expend one or more same command word to reverse the process, joining the two
charges to launch ammunition high in the air. Choose a target smaller weapons back into the larger one.
for each piece of ammunition. You expend one charge per The forms the weapon takes when split or joined depend
piece of ammunition launched. Crossbows can launch only on the particular type of bifurcating weapon, shown in the
one piece of ammunition in this way; bows and slings can table below. The DM chooses the type or determines
launch up to three. randomly.
At the end of your next turn each piece of ammunition
falls onto its target, if that target is within the maximum d12 Joined Form Split Form
range of the weapon. Make an attack roll with advantage for 1 battleaxe handaxe
each piece of ammunition, ignoring disadvantage imposed by
2 greataxe battleaxe
long range. The targets can benefit from cover, but consider
that the attacks are originating from above. You cannot use 3 greatclub club
Sneak Attack with these attacks. 4 greatsword longsword
This action can only be used when there’s enough 5-6 longsword shortsword
clearance for high-arcing attacks. You need space above you
7 maul mace
equal to the maximum range of the weapon. At the DM’s
discretion this action may be impossible or less effective in 8 pike spear
certain situations. 9 scimitar sickle
10 shortsword dagger
Ballistic weapons can imbue high-flung projectiles with a weak kind
of homing ability. As they fall they steer themselves toward the target. 11 spear javelin
These arcing attacks can be put to good use by a creative archer. 12 warhammer light hammer
7
BLINDFOLD OF TRUESIGHT creatures that can’t be charmed (such as compulsion, enthrall or
Wondrous item, rare suggestion).
You can wear or remove this blindfold as an action. While If you can’t keep control over your own mind you may as well limit
wearing this blindfold you lose your normal vision, but gain
the damage you can do while you don’t have control. Boots of sound
truesight out to 30 feet. You gain this vision even if you are
mind will root you to the spot any time you aren’t compos mentis, for
blinded.
Upon removing the blindfold you are blinded until you better or worse.
take a short or long rest, or your sight is restored by magic
such as lesser restoration or heal.
Variant: Cursed. Some blindfolds of truesight are cursed.
BOOTS OF STEADY STEPS
Wondrous item, rare (requires attunement)
The blindness inflicted on removing the blindfold is not
ended by a short or long rest. While you wear these boots:
Variant: Active. You only gain truesight while wearing • If an effect moves you against your will along the
this blindfold while you concentrate (as if concentrating on a ground, you can use your reaction to reduce the
spell). The item does not blind you when removed. This distance you are moved by 10 feet.
variant of the item requires attunement. • If you are knocked prone, you can use your reaction
Variant: Perceptive. The range of truesight is no longer to instead not be knocked prone.
30 feet. Instead, it is 15 feet x your Wisdom modifier. If your • You have disadvantage on Dexterity (Stealth)
Wisdom modifier is zero or less you do not gain truesight. checks.
Variant: Great. The range of truesight provided by this Variant: Cursed. Some boots of steady steps are cursed.
item doubles. This variant increases the rarity by one Once you put on cursed boots, you cannot remove them
category. unless you are targeted by the remove curse spell or similar
Variant: Greater. The range of truesight provided by this magic. While wearing cursed boots, all positive benefits are
item is multiplied by 4. This variant increases the rarity by suppressed, but negative effects remain. Cursed boots often
two categories. have the Heavy variant, below.
Variant: Heavy. Though they actually weigh the same as
Blindfolds of truesight have a perverse nature that is as normal boots, these boots feel cumbersome and heavy when
contradictory as the name. Wear one, and your vision will unhampered worn, as if weighted.
While you wear the boots:
by darkness, illusions, invisibility and even the barrier between our plane
• Your speed is reduced by 10 feet. If your Strength
and the Ethereal. But the range of your vision will be severely curtailed.
score is 13 or more, this speed reduction is 5 feet
For those of us living ordinary lives on the surface world, this is an instead. If your Strength score is 15 or more, your
unacceptable trade-off. Imagine not being to see to the end of the speed is not reduced.
street, let alone see the sky? It’s more useful to adventurers, especially • Your high jump and standing long jump distances
those underground. If your vision is going to be limited by darkness – are halved.
• You have disadvantage on Dexterity (Acrobatics)
and this is true even for races such as dwarves – then why not sacrifice
checks.
a bit of range for a lot of clarity?
• You have disadvantage on Strength (Athletics)
Being nothing more than an (enchanted) strip of cloth, a blindfold checks where weighted boots would be an
of truesight is extremely portable. If you have one, there’s very little impediment (including climbing, jumping,
reason not to carry it in a pocket, just in case you bump into an invisible swimming and running).
foe or illusionary wall. This variant decreases the rarity by one category.
Variant: Unstoppable. While wearing the boots, you are
The drawback? Temporary blindness. It can be a tough call whether
not slowed down by difficult terrain while you have not taken
to wear one. It might be extremely useful in the moment to see the the Dash action in your current turn or your previous turn.
invisible monster attacking you, but you’ll be stuck with that range- This variant increases the rarity by one category.
limited vision until you have a quiet moment to let your eyes recover
from the lingering enchantment. BRACERS OF THE OUTNUMBERED
Wondrous item, rare (requires attunement)
BOOTS OF SOUND MIND Each time you are hit by an attack while you wear these
Wondrous item, uncommon (requires attunement) bracers, you gain a cumulative +1 bonus to AC against
subsequent attacks. An attack only causes this effect if it does
While you wear these boots, your speed is reduced to 0 while
damage to you or otherwise harms you. The bonus to AC
you are charmed or frightened. You speed is also reduced to 0
resets to zero at the start of your turn.
while you are affected by any spell that cannot affect
8
CALIGINOUS COWL Cenobite headbands don’t have to be worn around the head. It’s
Wondrous item, uncommon (requires attunement) enough for the item to be visible, so they can be worn as handwraps,
looped around belts, tied into hair, etc.
While you have this cowl pulled over your head it magically
reduces light around you. Nearby light is reduced: bright light Some aren’t even headbands at all, but some other lightweight
becomes dim light, and dim light becomes darkness. On adornment that serves a decorative purpose at least as much as a
activating the cowl you choose the radius of this effect, up to a practical one. Whatever their form, they usually sport symbols or
number of feet equal to your Wisdom modifier x 5 feet phrases relevant to a monk’s training.
(minimum 5 feet).
The cowl’s magic is suppressed while its area overlaps
with an area of light created by a spell of 2nd level or higher. CIRCADIAN WEAPON
When the cowl’s magic has been used for a total of 10 Weapon (any), uncommon
minutes, its magic ceases to function until the next dawn. This weapon behaves differently depending on whether it is
in bright light, dim light, or darkness. The DM determines
which properties the weapon has, or rolls 1d4 times on the
below table ignoring duplicates.
d6 Property Active In
1-2 nocturnal darkness
3-4 crepuscular dim light
5-6 diurnal bright light
9
CIRCLET OF MENTAL SHIELDING This movement might be noticed by observant
Wondrous item, uncommon (requires attunement) creatures.
Variant: Cursed. Some clairvoyant glass eyes are cursed.
While you wear this circlet, you can spend an action to gain
Using the eyes to cast the clairvoyance spell extends the curse
temporary hit points equal to 1 + the number of temporary hit
to you. While you are cursed, you are blinded. However, you
points you already have from this circlet, up to a maximum
can still cast clairvoyance with the eyes, and can cast it as a
equal to your Wisdom modifier. All temporary hit points are
bonus action with no limit to its duration. While you are
lost if you remove the circlet.
cursed only you can use the eyes.
Variant: Greater. The maximum temporary hit points
Variant: Cursed (Lesser). As the Cursed variant above,
increases to your Wisdom modifier + your character level.
but the clairvoyance spell cast using the eyes no longer requires
This variant increases the rarity by two categories.
concentration.
Variant: Effortless. A bonus action is required instead of
Variant: Farsighted. The clairvoyance spell cast using this
an action to gain temporary hit points from the circlet. This
item no longer has a range, though the other eye must be on
variant increases the rarity by one category.
the same plane of existence. This variant increases the rarity
One can create a protective barrier with a circlet of mental shielding by two categories.
simply by focusing mental energy on it. The process is dreadfully slow,
however, so it’s more useful to prepare this barrier before combat
rather than during it.
CIRCLET OF NOCICEPTION
Wondrous item, uncommon (requires attunement)
While you wear this circlet, you can use your reaction when
you take a Wisdom saving throw to gain a +2 bonus on that
saving throw. You can wait until after you roll the d20 before
deciding to use the reaction, but you must decide before the
DM says the saving throw succeeds or fails.
The bonus to the Wisdom saving throw is doubled if you
are vulnerable to psychic damage, halved if you are resistant
to psychic damage, or reduced to zero if you are immune to
psychic damage.
I’ve several unrelated, but hopefully interesting, titbits of
When you use the reaction described above you take
information about clairvoyant glass eyes.
psychic damage equal to your character level – your Wisdom
modifier (minimum 0 damage). You also take this damage at If you happen across a single clairvoyant glass eye you can use it to
the end of every turn if you wear this circlet, are a barbarian, try to find its missing pair. Obviously the visual surroundings will give
and are raging. you a strong clue, but don’t forget to also make use of its limited range
Variant: Greater. The bonus to Wisdom saving throws is (if it has one) to narrow down the search area.
doubled, as is the psychic damage. This variant increases the
I’ve heard mention of a clairaudiant equivalent of this item (hearing,
rarity by one category.
as opposed to seeing) that takes the form of a hearing trumpet.
Nothing focuses a confused or dulled mind like a short, sharp spike I’ve often wondered if it would be possible for a sinister creature
of pain. A circlet of nociception can deliver it when you most need it. with an enthralling gaze – a vampire for example – to purposefully
“misplace” one eye of a pair and wait for hapless adventurers to peer
Clairvoyant glass eyes come in pairs. While touching one of the cause users to lose their natural eyesight and be forced to use the glass
eyes, you can cast the clairvoyance spell with the following eyes to see. A nasty curse, to be certain, but one that can be partially
changes: mitigated if you keep both eyes close at hand. You may wish to mount
• You must choose the seeing variant of the spell. You one of the eyes on a helmet.
cannot switch to hearing.
There are stories of people using these glass eyes as actual glass
• The spell does not create a sensor. Instead, you see
eyes. This may make some amount of sense if you use such items
through the other eye in the pair. If the eye moves
out of the spell’s range the spell ends. anyway – why not have magical pair than can actually help you see, and
• The eye rotates as you look in different directions. can be optionally removed for a bit of spying?
10
CLOAK OF AUTOTOMY The cloak retains any damage taken to it. At the DM’s
Wondrous item, uncommon (requires attunement) discretion, you can repair the cloak with weaver’s tools or
similar. A cloak that drops to 0 hit points is destroyed and
If you are wearing this cloak, or if it is unattended and not in
becomes nonmagical.
a container, you can speak its command word as a bonus
Variant: Cursed. Some cloaks of autotomy are cursed.
action to animate it. If worn, the cloak automatically detaches
Cursed cloaks attack you when animated rather than your
from your person. The cloak appears in the nearest
enemies.
unoccupied space.
Variant: Ornamented. The cloak is ornamented with
Alternatively, you can speak its command word while you
sharp metal pieces. Its Lash action now does 1d4 slashing
throw the cloak up to 15 feet as an action. If you throw it at an
damage instead of 1 bludgeoning damage.
enemy creature, the cloak can immediately make an attack
Variant: Replaceable. The cloak’s magic is stored in its
against that creature. The cloak appears in the nearest
clasp; the cloak itself is replaceable. You can no longer
unoccupied space to where it was thrown.
animate the cloak if it is not worn by you. When you speak
An animated cloak fights for you. Roll initiative for the
the cloak’s command word to animate it, it detaches from the
cloak, which has its own turns. The cloak is friendly to you
clasp, and the clasp remains worn by you. The clasp can be
and your companions. It innately knows who your enemies
fastened to a new cloak using a weaver’s kit, and that cloak
are and will attack the nearest enemy without any sense of
can be likewise animated. This variant increases the rarity by
self-preservation, moving on only once that enemy is
one category.
incapacitated. The cloak’s animating magic will end when it
drops to 0 hit points, it cannot see any more enemies, or after A cloak of autotomy lacks the killing power to turn the tide in most
10 minutes.
stand-up fights. But it does tenaciously wrap around its victims’ arms
and legs, hampering them at best and annoying them at worst. This
11
Thieves’ Cant. Its voice does not sound supernatural or devoid of emotional intelligence.
otherworldly; indeed it has the strong accent and vocabulary Variant: Second-Hand. A crystal assistant with one or
of a street-wise charlatan. more previous owners could be loaded with useful
A contumelious weapon has the following skills: Deception knowledge. Or it could be filled with lies and misinformation.
+5, Insight +2, Intimidation +5, Perception +2, Persuasion +5. This could alter the rarity of the item.
Personality. A contumelious weapon houses the soul of a Variant: Telepathic. You can communicate telepathically
scoundrel with a razor-sharp wit. It is crude, boorish, and ill- with the crystal if you are attuned to it. While you are attuned
educated as well as cunning, street-smart and worldly. to it, the crystal knows and understands any language you
A contumelious weapon seeks entertainment. Luckily, it is know.
fairly easily entertained by things violent, criminal, obscene, Variant: Personality. The crystal’s Charisma score is
bawdy or raucous. It greatly fears being abandoned or hidden raised, and it possesses personality more like a normal
away, as that would be extremely boring. It tries to keep these person. Usually this personality is designed to improve the
fears secret as it knows many wielders would use this crystal’s usefulness as a tool, perhaps giving it the proactive
information to punish or force compliance. mind of a dedicated servant or wise advisor. But any sort of
A contumelious weapon is generally fairly co-operative to personality is possible. This could alter the rarity of the item.
wielders it favours. Its street-smart knowledge can be useful,
especially for cities or regions it knows well. I could not part with my crystal assistant. It has its trivial uses, like
It will try to make life difficult and unpleasant for wielders reminding me of appointments and helping me remember potion
it dislikes. Wielders it despises it will actively plot against, ingredients. But more importantly it is useful as a sort of librarian. It has
feigning co-operation until an opportunity for treachery memorised literally thousands of hours of my dictation. It can do basic
presents itself.
things, like reading back my notes on dissecting a carrion crawler. Yet I
A contumelious weapon can never take anything fully
seriously. It loves making jokes and teasing its wielder and can also ask it questions that require analysis, such as “did I find similar
anyone else it can see. At best, this is annoying. At worst, its digestive tracts in both the grick and the carrion crawler?”
sharp critiques will get under the skin of all but the most stoic Yet I can’t ask it which set of formal robes best compliment my
adventurer. eyes, or what gift to bring to a colleague’s dinner party. Not without
Variant: Guiding. If a contumelious weapon is on your teaching it some kind of rules system about that first, at least.
person, you can allow it to speak with your voice. It can also
Several of my students have objected to applying the term
attempt to do this without your permission if you fail a DC 13
Wisdom saving throw. You can repeat the saving throw at the “sentient” to this item. At the most dull, pedantic level they are
end of each of your turns. If your saving throw is successful, probably correct.
the weapon’s control over your voice ends and it cannot I’ve heard rumours of wizards using the imprisonment spell to store
control your voice against your will for 24 hours. souls in crystal assistants as a means to give them more “authentic”
personalities. If true, it’s unethical. It also seems bizarre: why taint such
CRYSTAL ASSISTANT a useful servant with such foibles?
Wondrous item, rare
A crystal assistant is a magical tool designed to assist in
organising knowledge. It takes the form of a crystal arcane DEBILITATING DART
focus, and can be used as one. Weapon (dart), uncommon
Sentience. Crystal assistants are a sentient items with an If you succeed with an attack roll against a creature with this
Intelligence of 20, a Wisdom of 10, and a Charisma of 1. They dart, that creature is affected by one of the spells below,
have hearing and normal vision out to 30 feet. chosen at random. No concentration is required to maintain
Crystals can speak, read and understand one language the spell. The spell’s save DC is 13.
(usually that of its creator). Crystals have flat, monotone
voices whose pitch and speed varies from crystal to crystal. d8 Spell
Personality. Crystal assistants have extremely dry 1 Blindness/Deafness (blinded)
personalities, not dissimilar to the obedient personalities
2 Blindness/Deafness (deafened)
found in magical constructs. A crystal has no motivations or
desires of its own and simply follows orders of anyone it 3 Confusion
hears, though it will prioritise the orders of the creature 4 Enlarge/Reduce (as reduce)
currently attuned to it. 5 Hold Person
Crystal assistants have faultless memory and a perfect
6 Ray of Enfeeblement
internal sense of time. Their phenomenal Intelligence score
allows them to think with lightning speed and without error. 7 Ray of Sickness
However, their abysmal Charisma score renders them utterly 8 Slow
12
This dart comes in a small holder that can be affixed to a ELEMENTAL FOCUS
belt, harness or other similar item. The dart disappears after Wondrous item, uncommon (requires attunement)
it has been used in an attack roll (hit or miss) or if it is
This item takes the form of an arcane focus, a druidic focus, or
removed from its holder for more than 10 minutes. A
a holy symbol. You can only attune to an elemental focus if you
disappeared dart has a 50% chance of reappearing in its
can use that kind of spellcasting focus. This item comes in
holder each day at dawn.
different types, as shown on the table below. The DM chooses
Dead-Eye’s. The spell save DC is no longer 13. Instead, it is
the type or determines randomly.
equal to 10 + the amount your attack roll exceeded the
d8 Type Bonus Penalty
creature’s AC.
1 Pyromancer’s fire cold
Elemental focuses take all sorts of forms and are made by all sorts of
artificers. Often their appearance belies their type: a pyromancer’s wand
might be made of blackened wood, a saviour’s holy symbol might be
gilded and glow faintly with golden light, and a keeper’s druidic focus
might be decorated with the fangs of venomous creatures.
13
FERALIA’S FERULA While you have the fragment of divinity on your person, you
Weapon (club), uncommon (requires attunement) can expend a charge to gain advantage on a saving throw
against being frightened.
If you are attuned to this weapon, it is a finesse weapon for
When you use the fragment of divinity as a holy symbol to
you.
Channel Divinity, you can expend a charge to cause enemies
When you roll maximum on a damage or sneak attack die
to have disadvantage on any Wisdom saving throws related
on an attack you make with this weapon, ignore that die for
to that use of Channel Divinity.
the purposes of counting damage. If you ignored at least one
If you are a druid and you are holding the fragment of
die in this manner, the target must succeed on a Constitution
divinity, you can expend charges as an action to regain
saving throw. The DC is equal to 10 + your Strength ability
expended spell slots. The spell slots have a combined level
modifier. On a failed save, the target is stunned for a number
equal to the number of charges expended. You are limited in
of rounds equal to the number of ignored die in the attack.
the number of charges you can expend in this way: the limit is
A stunned target must repeat the saving throw at the end
equal to your druid level; this limit resets at dawn.
of each of its turns, and every time it takes damage (not
Variant: Authentic. The fragment’s magic is not
including the attack that caused the stunned condition). On a
suppressed by antimagic fields. This variant increases the
successful save, the stunning effect ends.
rarity by one category.
A ferula is a rod-like implement used for discipline, and Feralia’s Variant: Cursed. Some fragments of divinity are cursed.
Becoming attuned to a cursed fragment extends the curse to
Ferula fits this, being enchanted to enhance the “side effects” of
you. The curse does not take effect immediately, but strikes at
damage – pain and discombobulation – rather than the damage itself. a moment when you have cause to doubt yourself or your
At first blush, it may seem like Feralia’s Ferula is for pacifists or abilities, as determined by the DM. The curse amplifies and
hemophobes unwilling to plunge a knife into a foe’s vitals. There could nourishes these doubts. After the curse takes effect you must
be some truth in that – the name traces back to certain traditions make a Wisdom saving throw whenever you cast a spell or
respecting the dead.
Channel Divinity. The DC is equal to 5, plus the level of the
spell cast (if casting a spell). On failure the spell or Channel
That said, don’t underestimate this weapon’s combat potential. A
Divinity fails. The DC increases by 1 every time you take a
foe staggered by pain and wracked by concussion is easy to strike, and long rest. You are aware that self-doubt is causing the
can’t strike back! If you’re fighting with friends, the extra hits they land problem, but you aren’t automatically aware that it is caused
may make up for the reduced lethality of your own blows. by a curse.
You’ve likely seen this kind of thing peddled before. A splinter from
FLAGELLATING WEAPON a weapon used by a once-mortal god. A hunk of bark from the “world
Weapon (flail or whip), very rare (requires attunement)
tree”. The tooth of a long-dead saint.
If you roll the maximum possible when rolling damage dice It’s rare that these fragments exist bare and unadorned. For starters,
with this weapon, roll one of the weapon’s damage dice an
many would be too vulnerable, and need to be protected in boxes or
additional time as extra damage. If that die also rolls its
maximum, add another die in the same fashion, repeating fixed solidly to something durable. They also need to be portable and so
until you don’t roll maximum. are fashioned into amulets, emblems, staves – typical forms for druidic
and holy symbols. Finally they often (but not always) will need to look
Flagellating weapons turn solid hits into devastating ones as the
fancy – rare metals, gems, ornate craftsmanship – because having such
weapon forms extra lashes, or flails, mid-way through a swing. These
a holy item isn’t enough if other people’s eyes aren’t drawn to it!
extra parts have a ghostly appearance, but they hit just as hard!
Much of the time, these things are frauds. But they often work
Some of my colleagues believe that it would be possible to strike
anyway. Partly this is due to the sheer power of belief. But importantly,
down a dragon or giant with a single, lucky blow from such a weapon.
many of these items do actually have considerable magic bound up in
My reply to them is that I’ll pay for the weapon if they’ll perform the
them; sometimes from rituals when they were fashioned into a holy or
experiment in person. So far I’ve not had any takers.
druidic symbol, sometimes from a pedigree of past owners.
When they aren’t frauds, they can often serve an additional purpose:
FRAGMENT OF DIVINITY the material component for powerful divine magic such as holy aura.
Wondrous item, rare (requires attunement) Astute readers may be asking, “what’s the difference between a
This item takes the form of a druidic focus or a holy symbol. fragment of divinity and a regular druidic or holy symbol?” Excellent
You can only attune to a fragment of divinity if you can use that question. Both often boast being made from some “powerful” source
kind of spellcasting focus.
material. Fragments, in theory, should be uniquely rare. A fuzzy
The fragment has charges equal to your spellcasting ability
modifier. It regains all charges at dawn. definition that, unfortunately, allows for overlap and confusion.
14
GHOST WEAPON weapons are light – shortswords are common – which means an
Weapon (any), uncommon adventurer can carry something else as her main weapon.
It’s not uncommon to run across badly-enchanted ghoul-touch
This weapon glows with a faint blue light. Any creature in the
Border Ethereal that is within 30 feet of the weapon appears weapons that also paralyse their wielders. Such blades can be useful.
as a translucent, ghostly image of itself. Elves or undead might be able to wield them without worry. If not, they
While the weapon itself is in the Border Ethereal, it and can always be thrown.
anyone wielding it appears as a ghostly visage on the
overlapping plane.
The weapon can be used to attack creatures across planes – HARNESS OF BEAST’S REFUGE
from the Border Ethereal to an overlapping plane or vice Wondrous item, rare
versa. These enchanted leather straps can be adjusted to form a
The weapon’s magic is suppressed if it is not in the harness for a Large, Medium or Small animal. The harness
Ethereal Plane or on another plane that overlaps the Ethereal only functions if worn by a beast with an Intelligence of 3 or
Plane. While suppressed, the weapon counts as nonmagical less; it is nonfunctional otherwise.
for the purposes of damage resistances and immunities. If you speak the command word within 60 feet of the
harness, it transports the beast and all items it carries to the
Ethereal Plane as per the etherealness spell. Assuming the beast
does successfully enter the Ethereal Plane, it enters a state of
suspended animation: it is unconscious, does not need food or
air, and doesn’t age. There is no maximum duration on the
etherealness or the suspended animation: they both persist
until the command word is repeated, the harness is removed,
or the creature drops to 0 hit points.
After the harness has been used to send or recall an animal
to or from the Ethereal Plane it can’t do so again for 10
minutes.
Variant: Cursed. The command word to return the
creature from the Ethereal Plane fails to work. At the DM’s
discretion this could happen on the first use, it could happen
randomly, or it could happen after a certain number of uses.
GHOUL-TOUCH WEAPON steed, pack animal, or pet that they don’t want to take into dangerous
situations. Park your mule outside the dungeon, send it away (along
Weapon (any), rare
with its saddle-bags), and recover it when you get back. Just make sure
This weapon has 5 charges. It regains 1d4 charges at dawn.
When you hit a creature with it weapon while it has you remember where you left it, otherwise you might need to trek back
charges, a charge is expended, and the struck creature must to town for a see invisibility scroll.
succeed on a DC10 Constitution saving throw or be paralysed If you are leaving your animal while going into danger, you might
until the end of its next turn. Elf and undead creatures are keep a note on your person with the command word. If you die, your
immune to the paralysing effect. animal might be saved by a future adventurer discovering your bones.
Variant: Jink. Elves are no longer immune to the
While the Ethereal Plane may be free of orcs, bandits and hungry
paralysing effect.
Variant: Cursed. Some ghoultouch weapons are cursed. wolves it is not always a safe place! Ghosts are a threat to be mindful of.
While you hold the weapon and it has charges, when you There’s also the small chance that some traveller using the Ethereal
strike a creature with the weapon you must succeed on a Plane will stumble across your animal.
DC10 Constitution saving throw or be paralysed until the end The harness is humane. The animal is unconscious during its time in
of your next turn.
the Ethereal Plane, and the transportation process causes no more
stress than the etherealness spell.
Ghoul-touch weapons are so named because they mimic a ghoul’s A final tip: don’t try using this item to banish dangerous creatures.
paralysing touch. Well, many do. Some seem to work slightly differently, These harnesses need to be securely-fitted. It’s theoretically possible
as elves aren’t immune; but I’ve never had such a weapon to study. you could hold down a giant scorpion long enough to fit the harness
These weapons are very powerful in combat, but their paralysing and speak the command word. But if you could do that, why not just
effect is unavoidably released on striking. Luckily, most ghoul-touch restrain it and kill it?
15
HEARTSEEKER
Weapon (any), rare (requires attunement)
While you hold this weapon, you can spend an action to begin
concentrating on a creature (as if concentrating on a spell).
You can only concentrate on a creature if it is not a construct,
elemental, ooze, plant or undead.
While you are not deafened, attacks with this weapon
against the creature being concentrated on score a critical hit
on a 19 or 20.
Variant: Limited. The weapon has a number of charges
equal to your Wisdom modifier. If you are proficient in the
Perception skill you can add your proficiency bonus to the
number of charges. You must expend a charge when you
begin concentrating on a creature. The weapon regains a
charge when you score a critical hit with it. This variant
decreases the rarity by one category.
I’m told that wielders of Heartseeker can hear the blood pumping in
the bodies of their foes. As they move to attack, these sounds grow
louder and more intense if the blow is likely to connect with an artery or
the heart itself. By heeding these prompts, a warrior can improve their HOLY SYMBOL OF SALUS
Wondrous item, uncommon (requires attunement by a cleric or
chances of a devastating blow.
paladin)
This makes me suspect Heartseeker is somewhat pre-cognisant and
While this holy symbol is on your person:
desirous of blood. It creates these “sounds” (which I doubt are actually
• When you cast a spell of 1st level or higher, you gain
noises, but more of an audible figment) to assist its wielder make temporary hit points equal to the level of the spell
bloody strikes. slot used.
I’m not actually sure what Heartseeker is, though I would bet it must • When you use your Channel Divinity class ability,
be some slicing or piercing weapon given its proclivities. Perhaps out you gain temporary hit points equal to your
there is a crushing variant called Skullcrusher or some-such, tempting
spellcasting ability modifier.
All temporary hit points granted by this item are lost if
its user with the sound of breaking bones.
you remove the item from your person.
This item can be used as a holy symbol even by those not
HELM OF THE DECANUS attuned to it.
Wondrous item, rare (requires attunement) Variant: Flamen’s. Any time the holy symbol grants you
temporary hit points, increase the amount gained by a value
You can only attune to this helm if you have at least one
equal to your character level. This variant increases the rarity
superiority die (associated with combat maneuvers and the
by two categories.
Battle Master archetype of the fighter class).
Variant: Cursed. Some holy symbols of Salus are cursed.
While you wear this helm, you gain the Rally maneuver if
Becoming attuned to the holy symbol extends the curse to
you did not already have it. In addition, you gain extra
you. While you are cursed, the holy symbol does not grant
superiority die equal to your Charisma modifier (minimum 0
any temporary hit points but instead causes you to take an
superiority die). However, you can only use these extra
equal amount of necrotic damage.
superiority die on the Rally maneuver.
Variant: Of the Commander. You also gain the Many of these holy symbols are named after gods of some long-
Commander’s Strike maneuver while you wear this helm, if
forgotten religion. Nowadays the same holy symbols are made with a
you did not already have it. The extra superiority die can also
be used on the Commander’s Strike maneuver. This variant different god’s name and design; usually one with a similar portfolio.
increases the rarity by one category.
16
HOLY SYMBOL OF VEJOVIS ICY BLADE
Wondrous item, uncommon (requires attunement by a cleric or Weapon (dagger, shortsword, longsword or greatsword), uncommon
paladin) This weapon’s blade is made from magical ice. It deals an
While this holy symbol is on your person, you can potentially extra 1 cold damage to any target it hits.
improve your spells that restore hit points to a creature, if the If you take fire damage or thunder damage while holding
number of hit points restored is determined by a die roll. You this weapon, make a Dexterity saving throw with a DC of 5 +
can change a single die’s result to a value equal to your the damage taken. On failure, the blade is destroyed, leaving
spellcasting ability modifier. only the hilt.
This item can be used as a holy symbol even by those not A destroyed blade can be reformed by submerging or
attuned to it. burying the hilt in freezing cold water, ice or snow. It will
Variant: Greater. Instead of being limited to changing a reform in 1d4 hours. Removing the blade early pauses the
single die, you can change any or all dice. This variant reformation, but a partially-reformed blade is extremely
increases the rarity by two categories. fragile – any damage, moderate heat, or forceful impact will
Variant: Cursed. Some holy symbols of Vejovis are cursed. destroy it, removing all progress.
Becoming attuned to the holy symbol extends the curse to Variant: Greater. Instead of dealing an extra 1 cold
you. While you are cursed the holy symbol’s die-altering damage, the weapon deals an extra 1d4, 1d6 or 1d8 cold
power functions for you whether you wear it or not, and you damage. This increases the rarity by one, two and three
must use this power to minimise hit points restored by your categories respectively. The weapon now requires
spells. attunement.
Variant: Protective. You have resistance to cold damage
HYPNOPOMPIC GLOVES while you hold this weapon. The weapon now requires
Wondrous item, uncommon (requires attunement) attunement. This variant increases the rarity by one category.
These gloves will take control of your arm and attempt to slap
you awake in the event that you fall asleep. While you wear ILLUMINATING AMMUNITION
these gloves, at the beginning of your turn when you are Weapon (any ammunition), common
asleep, make a DC 10 Strength check. On success, the gloves If you speak a command word while making a ranged attack
slap you awake and you are incapacitated until the end of with this ammunition it becomes luminous. For 1 minute it
your turn. On failure, your arm moves clumsily and fails to sheds bright white light in a 20-foot radius and dim light for
wake you. The gloves can’t operate if both of your arms are an additional 20 feet. It then becomes nonmagical.
restrained. Variant: Coloured. Instead of white light, the
While you wear the gloves, you can spend an action to ammunition has been crafted to shed light of a different
instruct the gloves to suppress their magic until one or more colour. To allow for easy identification, the ammunition itself
criteria are met. These criteria must be fairly simple and must is usually coloured in some way.
be based on the passage of time (e.g. “until 8 hours pass”) or Variant: Faerie Fire. If the ammunition strikes a creature
visible and audible cues (e.g. “until the sun rises” or “until an that creature begins to glow as if caught in the faerie fire spell
intruder approaches the camp”). The gloves have normal (save DC 13). The colour of the glow is the same colour as the
vision and hearing with passive Perception 10. The DM ammunition glows. Concentration is not required to
determines how the instructions are interpreted. The gloves maintain this effect. If the creature fails its saving throw the
forget all instructions any time you awaken from sleep. ammunition immediately becomes nonmagical and stops
shedding light. This variant increases the rarity by one
For adventurers, hypnopompic gloves offer some protection against category.
sleep spells and similar magic. They are also used to keep watch over Variant: Feather Fall. If the ammunition reaches its
the camp at night. maximum range without striking anything its descent is
Adventurers are the sort to sleep with gloves on, and new owners of automatically slowed as if affected by the feather fall spell.
Concentration is not required to maintain this effect.
these gloves will very quickly learn to remove them or suppress them
before sleep! Illuminating ammunition is useful for any dungeon-delving
Civilians can use these gloves to set a wake-up schedule. One that’s adventurer. Illuminate distant, dark corners of a dungeon. Send colour-
decidedly difficult to ignore. coded signals to distant allies. Or, in a pinch, purposefully shoot it at the
floor, pick it up, and use it as a replacement for the light spell.
17
INCENDIARY AMMUNITION INSTRUMENT OF MINOR SCALES
Weapon (any ammunition), common Wondrous item, rare (requires attunement by a bard)
If you speak a command word while making a ranged attack This instrument has charges equal to your Charisma modifier
with this ammunition it catches alight. It deals 1 extra fire (minimum 1 charge). It regains all charges at dawn.
damage. A flammable object hit by this projectile ignites if it While playing the instrument, you gain the following
isn't being worn or carried. benefits:
After being used in an attack, incendiary ammunition • You can expend a charge to increase the size of one
becomes nonmagical. of your Bardic Inspiration die as if you were 5 bard
levels higher, provided the die is used to hinder or
Incendiary ammunition may seem an extravagance: why use magic harm an enemy.
for something that can be done mundanely? There are a few reasons. • You can expend a charge when casting vicious
Firstly, regular flaming ammunition is slow to ready and inaccurate mockery to increase your damage as if you were 5
when fired. That’s assuming the ammunition type can be set alight at all: levels higher.
• You can expend a charge to double your proficiency
a slinger isn’t going to want to spin a flaming bullet in a sling!
bonus on ability checks using Performance if you
Secondly, regular flaming ammunition is impossible to light in the play a tune that is mournful, ominous or oppressive.
rain or other damp conditions.
Finally, the incendiary ammunition is cheap and simple to make. ITEM OF COMPETENT ABILITY
Novice artificers can generally prepare batches within their first week. Wondrous item, uncommon (requires attunement)
This item comes in various types, as shown in the table below.
INSTRUMENT OF MAJOR SCALES While you wear this item, your listed ability score is 12, if it
Wondrous item, rare (requires attunement by a bard) isn’t higher already.
18
MAGE-CRUSHER Variant: Routing. While frightened by the helm’s power,
Weapon (any bludgeoning), rare a creature must spend its turns trying to move as far away
from you as it can, and it cannot willingly move to a space
This weapon has charges equal to your Strength modifier
within 30 feet of you. It also can't take reactions. For its
(minimum 1 charge). It regains all charges at dawn.
action, it can use only the Dash action or try to escape from
You can expend 1 charge as part of an attack roll to gain
an effect that prevents it from moving. If it has nowhere it
advantage against any creature that is concentrating on a
can move, the creature can use the Dodge action. This variant
spell.
increases the rarity by one category.
A creature that takes damage from this weapon has
Variant: Cursed. Some masques of intimidation are cursed.
disadvantage on Constitution saving throws to maintain
Becoming attuned to a cursed helm extends the curse to you.
concentration.
As long as you remain cursed, you are unwilling to part with
If you are a spellcaster, your spell save DC and spell attack
the helm, wearing it at all times, removing it only when
modifier are both reduced by 1 while this weapon is on your
absolutely necessary to eat and drink. While attuned to the
person.
helm you communicate brusquely; you have disadvantage to
The artificers of this weapon should be ashamed of themselves, checks involving Deception, Performance or Persuasion.
having used their talents to forge a tool that can be used against them. A masque of intimidation covers the user’s face with that of a
Despite the idiocy of such a weapon, I can’t help but admire it. grotesque one. They are usually crafted as full helmets but it’s not
Magic that disrupts magic is not easy to make. There’s a reason why uncommon to find variants that look more like costume or masquerade
antimagic field is not a spell for novices. masks.
19
MERCURIAL OIL Variant: Nonlethal. Damage caused by the net cannot
Potion, uncommon reduce a creature below 0 hit points. If the net reduces a
creature to 0 hit points the creature becomes unconscious
This oil can cover one weapon. Applying the oil takes 1
and stable and the net deactivates.
minute. For 1 hour, when you make an attack with this
Variant: Greater. Increase the damage to 2d6, 3d6 or 4d6.
weapon and you hit, compare the attack roll with your
This variant increases the rarity by one, two or three
damage roll, including any modifiers for each. If the attack
categories respectively.
roll is a multiple of the damage roll you can immediately roll
an extra attack on the same creature with the same weapon.
This extra attack can cause more extra attacks in the same NET OF STRANGULATION
manner. Weapon (net), uncommon
At the DM’s discretion, mercurial oil may not be compatible The Strength check to free a creature from this net is DC13
with some magical weapons. This should be apparent early in instead of the net’s usual DC10. Any time this Strength check
the coating process so that the oil isn’t wasted. fails, the restrained creature takes 2d6 bludgeoning damage
The oil is silvery, like liquid mercury, but is as viscous as as the net retaliates with constricting force.
honey. Weapons coated with it take on the silvery sheen. If the net is destroyed by slashing damage there is a 20%
Variant: Concentrated. The mercurial oil’s effect is chance it will immediately wither into brittle, useless fibres.
permanent. If applied to a nonmagical weapon, that weapon Otherwise it is capable of magically reforming and
becomes magical. This increases the rarity by three regenerating if more than half of its remains are collected
categories. together and left undisturbed for 8 hours.
The net can be completely destroyed by fire damage.
Mercurial oil grants intermittent supernatural bursts of speed to Unlike slashing damage this will also damage any creature
anyone wielding a weapon coated in it. No-one has been able to restrained by it.
distinguish a pattern behind these rapid strikes, save that it appears Variant: Acidic. The net oozes acidic liquids when
faster weapons tend to cause the effect more often. I once saw an disturbed. Instead of doing 2d6 bludgeoning damage, the net
does 1d6 bludgeoning damage and 1d6 acid damage.
experiment with a blowgun produce amazing results.
Variant: Barbed. The net bristles with barbs or spikes.
Skilled alchemists sometimes collect large quantities of mercurial oil
Instead of doing 2d6 bludgeoning damage, the net does 1d6
to distil down to a concentrated form that is permanent. I estimate that bludgeoning damage and 1d6 piercing damage.
such a concentrate would require somewhere between five and twenty Variant: Toxic. The net oozes acidic liquids when
normal doses of the oil. disturbed. Instead of doing 2d6 bludgeoning damage, the net
Anyone foolish enough to drink mercurial oil will find it has a similar does 1d6 bludgeoning damage and 1d6 poison damage.
Variant: Resilient. It takes 20 damage to destroy the net
effect to a potion of exhausting speed (see further below), except that it
instead of 5. Its AC increases from 10 to 12.
cannot be ended at will and must be endured for 10 minutes.
Nets of strangulation look organic, appearing to consist of things
NET OF LIGHTNING like vines, tendons, tentacles or snakes. More disgusting variants will
Weapon (net), uncommon ooze blood, sap or other gunk.
This net has 12 charges. It regains 1d4 charges at dawn. If the Many of these nets will wriggle or writhe when left alone, and will
net has any charges left, it becomes active when thrown, flinch or twitch when touched. It is, of course, this very reaction to
crackling and sparking with electricity. stimuli that kicks into overdrive when the net is used offensively.
While the net is active and has charges, any creature Stories tell of reclusive elf druids cultivating particularly nasty
restrained in the net, or attempting to free that restrained
creeping plants which grow nets of strangulation like a vine might grow
creature using a Strength check, takes 1d6 lightning damage.
grapes. These are then supplied as standard issue to rangers to use on
The same creature cannot be harmed by the net more than
once per round. Each time damage is rolled against a anyone daring to enter their forest.
creature, the net expends 1 charge.
The net deactivates if it runs out of charges, if the
NIBANI’S TRICKY POUCHES
restrained creature becomes free, or if the creature that
Wondrous item, uncommon
attacked with the net speaks its command word.
The net is made from metal wire and so is resistant to These grey leather pouches are made to fit on a belt. Each
damage. It has has an AC of 14 and requires 10 slashing pouch has 1 charge, but when multiple pouches are worn
damage to be destroyed. At the DM’s discretion, a destroyed together the charges are pooled. All charges are regained at
net of lightning can be repaired with appropriate artisan’s dawn.
tools. Each pouch contains a certain type of item. The DM
chooses which pouch or pouches are found or determines it
20
randomly by rolling on the table below 1d6 times, discarding choose to cast a spell as if you were outdoors even if you are
duplicates. not. Once used, this power of the orb cannot be used again
until next dawn. This variant increases the rarity by one
d12 Pouch Item category.
1-2 acid (vial) Variant: Cursed. Some orbs of Caelus are cursed. A cursed
orb misrepresents the state of the sky. It does so with devious
3 alchemist’s fire (flask)
cunning, patient enough to wait for an opportunity where it
4-6 ball bearings (bag of 1,000) won’t be easily be caught out.
7-9 caltrops (bag of 20)
Orbs of Caelus allow dungeon delvers to keep track of the time
10-12 oil (flask)
while they are deep underground.
While a pouch has charges, you can reach inside and take
the listed item from it. Taking an item in this manner
expends a charge. The item will disappear after 10 minutes. A
pouch weighs 1 pound whether it has charges or not.
It’s possible to put items into a pouch, but the pouch’s
magic is suppressed and its weight becomes normal until the
item is removed.
Variant: Random. This pouch doesn’t always contain the
same item. Roll on the table above each time you take an item
to determine what it is. You don’t know what the item is until
it is removed fully from the pouch.
Variant: Uncatchable. As a part of performing a Dash or
Disengage action you can expend 1 charge to deposit the
contents of a pouch on the ground anywhere along your path.
This applies only to ball bearing, caltrop and oil pouches.
ORB OF CAELUS
Wondrous item, uncommon ORBS OF WEATHER CONTROL
This glass orb weighs 3 pounds and can be held in one hand. It Wondrous item, uncommon
glows to match the sky’s light and colour. A bright day will These are decorated metallic spheres measuring three inches
cause it to shed dim light in a 20-foot radius. At night it in diameter and weighing a 1/2 pound each. Each is inlaid
becomes dark. with a gem to denote its type (see below). Multiple orbs are
As an action, you can hold the orb to your eye to perceive usually kept together in an ornate case. Roll 1d4 for each type
the sky as if you were standing on the surface with an of orb to determine how many are present.
unobscured view. An orb can be twisted open to activate. Luminous energy
On planes of existence with no sky the orb loses its glow the colour of the associated gem appears inside the orb,
and becomes clear and glassy. shedding dim light in a 10-foot radius. It remains active for 8
This item can be used as an arcane focus. hours, after which time it becomes non-magical.
Variant: Bead. The item is a small glass bead instead of a While an active orb has a clear view of the sky it alters the
larger orb. It weighs as much as a coin. It can no longer be weather as per the control weather spell (no concentration
used as an arcane focus and it only sheds dim light up to 10 required). The effect of each orb is listed below. It’s possible to
feet. activate multiple orbs of the same or different types to
Variant: Of The Day. While you hold this orb and it is achieve a greater effect (or even to negate the effect of other
daytime, when you cast a spell that does radiant damage to a orbs).
creature it takes extra radiant damage equal to your spell Gem Effect
attack modifier. You must be attuned to the orb to use this
Pearl Alter precipitation by 1 stage (less precipitation).
feature. This variant increases the rarity by one category.
Variant: Of The Night. While you hold this orb and it is Jet Alter precipitation by 1 stage (more precipitation).
night-time, when you cast a spell that does cold damage to a Garnet Alter temperature by 1 stage (hotter).
creature it takes extra cold damage equal to your spell attack Tourmaline Alter temperature by 1 stage (colder).
modifier. You must be attuned to the orb to use this feature.
Amber Alter wind by 1 stage (calmer).
This variant increases the rarity by one category.
Variant: Conductive. While you hold this orb, you can Jade Alter wind by 1 stage (stronger).
21
Amber and jade orbs have directional arrows marked on Unlike the rest of your equipment, the periapt can not
their surface. If all active amber and jade orbs are set to face meld into your new form. Instead, it changes shape and size
in the same direction, the wind will change to blow in that to fit your new form. If removed, the shapechange ends.
direction. Each periapt of animal form is associated with a particular
These orbs change weather conditions gradually, stage- beast as per the table below. The periapt will only shapechange
by-stage, as per the control weather spell. you into that form. Moreover, the beast has a specific
Used orbs can still fetch a decent price because of the inlaid appearance. For example, a periapt associated with a cat
gemstone. might transform its user into a ginger tabby with black
stripes, and never any other type of cat. The DM chooses the
Truly powerful wizards do not bother themselves with things as associated beast or determines it randomly.
mundane as weather, so orbs of weather control tend to be made by Each type of periapt of animal form is associated with an
lesser artificers for more trivial concerns. A king might want a sunny day ability score, as per the table below. Your modifier for that
for his daughter’s wedding. A rich merchant captain may carry some in ability determines the number of charges the item has. You
cannot attune to the periapt if your associated ability score
case he sails into a dangerous storm.
modifier is zero or less. The periapt regains 1 charge at dawn.
Orbs of weather control contain elemental energies. In some cases
this is an actual imprisoned elemental that is consumed and destroyed d10 Beast Ability Score
to power the orb’s use. Improper use of such an orb can set the 1 badger Strength
imprisoned elemental free.
2 cat Charisma
3 crab Strength
ORICHALCUM ARMOUR 4 frog Intelligence
Armour (medium or heavy, but not hide), uncommon
5 hyena Constitution
Orichalcum is lighter and stronger than steel. Orichalcum
6 jackal Wisdom
armour weighs 20% less than normal armour of the same
type. If the armour has a Strength requirement, that 7 lizard Intelligence
requirement is reduced by 1. 8 mastiff Wisdom
Orichalcum items are immune to acid damage. 9 rat Constitution
22
PERIAPT OF ANIMAL SENSES PERIAPT OF IMPROMPTU ENERGY PROTECTION
Wondrous item, rarity varies (requires attunement) Wondrous item, uncommon (requires attunement)
While wearing this periapt, your natural senses are improved This periapt has 1 charge. It regains all charges at dawn.
to the level of certain animals. The senses that are improved While wearing this periapt, you can expend 1 charge and
depend on the type of periapt, as shown in the table below. use your reaction when you take acid, cold, fire, lightning or
The DM chooses the type or determines it randomly. thunder damage to gain resistance to that damage type. The
You gain advantage on any Wisdom (Perception) checks resistance protects against the triggering damage and lasts
that rely on improved senses. A sense can only be improved if for ten minutes or until you remove the periapt.
you have it to begin with. Variant: Delayed. The periapt’s effect does not provide
resistance against the damage or effect that triggered it. It
d10 Type Improved Senses Rarity still provides resistance for 10 minutes afterward. This
1-2 hawk sight uncommon variant decreases the rarity by one category.
Variant: Arcanist’s. Instead of acid, cold, fire, lightning
3-4 bat hearing uncommon
or thunder damage; this periapt protects against force or
5-6 hound smell uncommon psychic damage.
7 cat sight and hearing rare Variant: Necromancer’s. Instead of acid, cold, fire,
8 shark sight and smell rare lightning or thunder damage; this periapt protects against
necrotic, poison or radiant damage.
9 rat hearing and smell rare
Variant: Automatic. When you attune to this periapt you
10 wolf sight, hearing and smell very rare choose an amount of damage (e.g. 10), and you can adjust this
number any time you take a long rest. You can no longer use
Variant: Cursed. Some periapts of animal senses are cursed. your reaction to activate the periapt. Instead, it triggers
Once you put on a cursed periapt, you cannot remove it automatically if you are wearing the periapt and you take
unless you are targeted by the remove curse spell or similar equal to or more than the specified amount of acid, cold, fire,
magic. Instead of having advantage to Wisdom (Perception) lightning or thunder damage from an attack or effect. If a
checks that rely on the periapt’s improved senses, you have single attack or effect consists of multiple eligible damage
disadvantage. types, choose one at random.
Variant: Darkvision. While wearing this periapt, you Variant: Recuperating. The periapt no longer regains
gain darkvision out to a range of 60 feet. This variant charges at dawn. Instead, it regains all charges when you take
increases the rarity by one category. a short rest while attuned to it. This variant increases the
rarity by one category.
Periapts of animal senses have sparked debates for as long as Variant: Greater. The periapt has 3 or 5 charges. This
variant increases the rarity by one or two categories
they’ve existed. Artificers will argue over which animal best represents a
respectively. When the periapt is triggered, it cannot be
set of senses. “The cat represents all senses better than a wolf,” or “bats
triggered again until the resistance it provides ends.
actually have excellent senses of smell.”
It doesn’t really matter at the end of the day. It’s true that these PERIAPT OF MEDIOCRITY
periapts are usually made with enchanted remains of the animal in Wondrous item, rare (requires attunement by a humanoid)
question (such as a tooth, claw or bone) but it’s the nature of the While you wear this periapt, all of your ability scores are 8
enchantment that matters a lot more. With good enough magic you unless they were already 8 or higher.
could probably make a periapt that enhances all senses out of a snail’s
While periapts of mediocrity could be useful to some adventurers,
shell.
they are more often used by royalty and nobility to compensate for
physical or mental shortcomings. Frail queens become moderately
PERIAPT OF CONTUMANCY healthy, idiot prince-generals become somewhat competent, and
Wondrous item, uncommon (requires attunement)
clumsy husbands are given a modicum of grace.
The item has a number of charges equal to the sum of your six
ability modifiers (minimum zero charges). It regains all
charges at dawn. PERIAPT OF PLENARY BETTERMENT
While wearing this periapt, you can expend 1 charge and Wondrous item, uncommon (requires attunement)
use your reaction when you fail a saving throw to double your While you wear this periapt, all of your ability scores increase
proficiency bonus for that saving throw, possibly causing the by 1 to a maximum of 20.
saving throw to succeed instead.
23
PERIAPT OF SPELL SCATTERING
A periapt of stony sanctum can be useful to protect against
Wondrous item, rare (requires attunement)
permanent petrification when going up against medusae and basilisks.
While wearing this periapt, when a spell targets only you not
More generally, however, it is used as a last-ditch survival tool. When
with an area of effect, roll on this table:
your enemies encircle you and your comrades have perished (or fled)
d6 Effect being stone is a better fate than being stone cold dead. Maybe someone
1-2 You are targeted by the spell as normal. In addition, the will be able to rescue you. Hopefully before you are vandalised.
periapt’s magic ceases to function until you complete a long Periapts of stony sactum are often sold alongside scrolls of greater
rest.
restoration.
3-4 The spell has no effect.
5-6 The spell instead targets a randomly-determined creature
other than you that is Tiny or larger within 1d6 x 10 feet of PERIAPT OF WILD SHAPE
you, using the slot level, spell save DC, attack bonus and Wondrous item, uncommon (requires attunement by a druid)
spellcasting ability of the caster. If no such creature exists,
you are the target of the spell. You can affix to this periapt small pieces from the remains of
any beast (e.g. a tooth, a claw, a small bone, a cured ear, a
The periapt works against all spells in the same way feather). The remains of up to three distinct types of creature
whether the caster is an enemy, a friend, or even yourself. can be fitted to the periapt. Exceeding this limit will suppress
The periapt must be clean of dirt and grime and worn the magic of the amulet.
visibly to work. While it is dirty or not worn visibly you While you wear this periapt, requirements for Wild Shape
always roll 1 on the table above. are altered, but only for transforming into beasts whose
If you remove the periapt, its magic ceases to function remains are affixed to the periapt.
until you complete a long rest. You can transform into a beast affixed to the periapt even
if you haven’t seen it before. In addition, your challenge
Periapts of spell scattering tend to feature large, finely cut clear rating limit for Wild Shape either increases by 1, or it doubles;
gems. The sparkle-factor is necessary for the enchantment to work. whichever provides the lower result.
If the periapt is removed while you are in Wild Shape form
Unfortunately this often gets them confused as expensive, if mundane,
and you would be unable to achieve that form without the
jewellery – they can end up being worn by some ostentatious noble who
periapt, you automatically revert to your normal form.
has no clue of their power.
24
Variant: Of The Claw. You can only affix the claws of already has some remains attached to it. Lucky adventurers may find the
beasts to this periapt; other types of remains have no special remains include exotic beasts that would otherwise be difficult (or
effect. While you are transformed into a type of beast affixed impossible) to find.
to the periapt you gain a +1 bonus to claw attack and damage
rolls and your claw attacks count as magical for the purpose
of overcoming resistance and immunity to non-magical POISON OF MAGESLAYING
attacks and damage. This variant increases the rarity by one Wondrous item, uncommon
category. You can use the poison in this vial to coat one slashing or
Variant: Of The Tooth. You can only affix the teeth of piercing weapon or up to three pieces of ammunition.
beasts to this periapt; other types of remains have no special Applying the poison takes an action. Once applied, the
effect. While you are transformed into a type of beast affixed poison retains potency for 1 minute before drying.
to the periapt you gain a +1 bonus to bite attack and damage A creature hit by the poisoned weapon or ammunition
rolls and your bite attacks count as magical for the purpose of must make a DC 12 Constitution saving throw or lose one
overcoming resistance and immunity to non-magical attacks spell slot of the lowest level it has remaining.
and damage. This variant increases the rarity by one
category. Exotic poisons are not easy to come by at the best of times, but you
Variant: Of The Ooze. You can only affix the remains of try asking for “mageslaying poison” when you are a wizard yourself. No
oozes to the periapt, perhaps as samples in small vials. You sane person is going to admit to that and risk being turned to a
can ignore the fact that the affixed types of oozes are not
centipede.
beasts for purposes of using Wild Shape.
This means I’ve not been able to acquire a sample to investigate. I’m
Variant: Of The Plant. You can only affix the remains of
plant-type creatures to the periapt. You can ignore the fact not certain if this poison is magical – a sort-of antimagic field in a
that the affixed types of plants are not beasts for purposes of bottle, if you will – or simply some sort of mind-altering drug that
using Wild Shape. hampers one’s ability to do anything mentally taxing.
Variant: Of the Feral. If you Wild Shape into a beast
affixed to this periapt there is no longer a maximum time
duration for staying in that form. This variant increases the POTION OF CRESTING LUCK
rarity by one category. Potion, very rare
Variant: Outsider’s. All classes can attune to this periapt, After you drink this potion, you have advantage on all ability
not just druids. If you do not already have the Wild Shape checks, saving throws and attack rolls. In addition, the targets
class ability, you gain it as if you were a level 2 druid (without of your spells have disadvantage on their saving throws.
any druid circle features), which is then further enhanced by The potion’s effect ends if you fail an ability check, saving
the periapt’s normal powers. This variant increases the rarity throw, or attack roll; or if a target of your spell succeeds at its
by two categories. saving throw.
Variant: Cursed. Some periapts of wild shape are cursed. A faintly luminous white blob swims through this potion’s
Becoming attuned to a cursed periapt extends the curse to dull grey liquid.
you. While cursed, your Wild Shape has no time limit. You Variant: Crashing. When the potion’s effect ends, you are
cannot voluntarily end Wild Shape, and it doesn’t end if you left with a debilitating comedown effect. You have
fall unconscious or remove the periapt. If you revert to your disadvantage on all ability checks, saving throws and attack
normal form as a result of dropping to 0 hit points your rolls. In addition, the targets of your spells have advantage on
normal form also drops to 0 hit points and you are dying. their saving throws. This lasts until you take a short or long
rest, or are targeted by a remove curse spell or similar magic.
Master druid crafters, knowing that items merged into a druid’s Wild This variant decreases the rarity by one category.
Shape form become inactive, usually craft periapts of wild shape as Variant: Cursed. As per the Crashing variant, except a
adjustable collars, arm-bands or even head-gear. short or long rest doesn’t end the debilitating effect.
Druid Circles have been known to use these periapts as a means to
expose distant peers to new types of animals. For example, jungle- POTION OF EXHAUSTING SPEED
dwelling druids may send the teeth of tigers or the bones of giant Potion, uncommon
constrictor snakes to desert druids so they may attach them to a periapt When you drink this potion, you gain the effect of the haste
spell (no concentration is required). The effect persists until
of wild shape and experience the forms for themselves.
you choose to end it or you become unconscious. You can end
Can a druid learn to be a tiger by seeing a fellow druid transform into
the effect at the beginning of any of your turns: you don’t
one? It’s not widely known. It if is possible it only increases the value of need to spend an action to do so, but you will succumb to the
this trade in animal parts. lethargy described in the spell description.
An adventurer finding a periapt of wild shape is likely to find it At the end of every turn while the effect is active you must
25
take a Constitution saving throw. On failure, you suffer one Cleaver Clubber Cutter Piercer Shanker Smasher
level of exhaustion. The saving throw DC starts at 10 and sickle club dagger dagger javelin light
increases by 2 for each subsequent turn the effect is active. hammer
The potion’s orange fluid is streaked with black. It swirls handaxe quarter scimitar short spear mace
on its own. staff sword
battleaxe great long rapier pike war
Good alchemists will warn buyers of potions of exhausting speed to
club sword hammer
be careful. The effect can be exhilarating, but over-use can lead to death
greataxe great long lance maul
– quite literally! Users are advised to slow down and succumb to the sword sword
lethargic after-effect before causing serious exhaustion. great
sword
A protean weapon has two command words: one to
increase size and one to decrease size. You can use a bonus
action and speak one of the command words to have the
weapon increase or decrease by one size as per the table
above. If there isn’t enough room for the weapon’s new form
the transformation cancels. The weapon cannot change size
more than once per round.
A protean weapon’s default form is shown in the first row
of the table above. If the weapon is not attuned to a creature,
or if it is not worn or carried by its attuned creature, it
reduces to its default size at the rate of one size category per
hour.
Variant: of Random Access. Instead of commands words
to increase and decrease the weapon’s size, there exists a
separate command word for each size. The weapon
transforms directly into the corresponding size. This variant
increases the rarity by one category.
Variant: Miniature. There exists a special “miniature
size” category, smaller than the default size. In this form the
weapon is only a few inches in length; far too small to be used
POTION OF VENGEANCE as a weapon but useful for smuggling or travelling light. This
Potion, uncommon variant increases the rarity by one category.
For 1 hour after drinking this potion you do not become Variant: Limited. Some weapon sizes listed in the table
unconscious when you drop to 0 hit points. You must still above are not available. For instance, you might remove the
make death saving throws as normal. “rapier” form from a Protean Piercer. This variant might
The potion’s black fluid seems to contain a cloudy red reduce the rarity by one category, if severe enough.
The concept of protean weapons is not unique to one creator. Many
suspension that never quite settles.
have independently arrived at the same idea.
Potions of vengeance allow an adventurer to continue fighting even Simple protean weapons have the form of a fairly standard weapon.
when they are mortally wounded. This, of course, is an extremely risky They keep their same appearance, but just vary in size. The most basic
proposition: by fighting on one invites further attacks, any of which scale uniformly, but the slightly more advanced ones will size grips and
could be fatal. For this reason, this potion is generally reserved for handles to fit humanoid hands.
situations where death is preferable to defeat, and is often part of a Protean weapons born from primal sources tend to be roughly
cocktail of other potions and spells designed to give any edge. shaped (though no less effective). A protean clubber clipped from an
enchanted tree might be a wooden branch in all its forms. A fiendish
PROTEAN WEAPON protean cleaver might look like a nightmarish claw, growing organically
Weapon (varies), rare (requires attunement) at its master’s whim.
Protean weapons come in several types, as shown as column Other protean weapons are mechanical more than magic. Some of
headers in the table below. The DM chooses the type or the more limited specimens are wholly mechanical, without any magic
determines it randomly. to them. Others combine mechanics and magic. These protean
weapons often look like little machines in and of themselves, and have
moving parts that fold, swing and stretch during transformation.
26
PULLULATING ARMOUR Pullulating armour is cherished by active adventurers who like to
Armour (chain shirt, ring mail, or chain mail), rare (requires swim, climb, jump, sneak, or do any other activity that could be
attunement) hampered by armour. It also makes getting dressed in the mornings
If you are within 60 feet of this armour you can speak its easier.
command word as a bonus action to cause it to fly apart into a
swarm of component pieces (chain links or rings). This
swarm will magically fly to your position and float around
PUNCTURING WEAPON
Weapon (any finesse), rare (requires attunement)
you. You can repeat the command word for the armour to
reform on your body as if you had donned it normally. The weapon has a number of charges equal to your Dexterity
The swarm is not harmful and does not offer any modifier. If you are proficient in the Sleight of Hand skill you
protection. It can move up to 120 feet per turn; if it can’t keep can add your proficiency bonus to the number of charges. It
up with you it follows you as best it can. If it is more than 300 regains all charges at dawn.
feet from you it reforms into armour and falls to the ground. When you attack with this weapon you can expend one or
The swarm can move through small openings and even more charges. For that attack, you score a critical if you roll
liquids, but can be stopped by solid physical barriers. It equal to or greater than 20 – the number of charges spent. For
cannot pass through regions of strong wind (at least 20 miles example, if you expend 3 charges, you will score a critical hit
per hour) unless travelling in the same direction as the wind. on a roll of 17, 18, 19 or 20. You must decide on the number of
Variant: Of Swarming. This variant of the armour can charges before rolling the attack.
attack and be attacked while in swarm form. Use the statistic
I spoke with an owner of a puncturing weapon in order to
block below. The swarm acts on your turn. It obeys any verbal
commands that you issue to it (no action required by you). If understand how it works. Unfortunately he did not quite appreciate the
you don’t issue any commands it will attempt to occupy your importance of my research and gave me vague, imprecise answers. I’m
space and move with you. fairly sure he also stole my coin-purse.
The armour retains any hit point damage it takes while in Supposedly the weapon can be willed to reveal weak-points on one’s
swarm form. If you have suitable tools, you can restore 10 hit
enemy. This information comes in the form of brief flashes of insight
points per hour of work. If the armour is reduced to 0 hit
that appear right at the last moment, so one must possess a certain
points it reforms into armour and falls to the ground. At the
DM’s discretion armour that falls to 0 hit points may require nimbleness to best capitalise on it.
extensive repairs or even be destroyed.
RADIATOR SHIELD
Armour (shield), uncommon (requires attunement)
PULLULATING SWARM While holding this shield you can use your reaction to absorb
a spell of 4th level or lower that is targeting only you and not
Small swarm of Tiny constructs, unaligned
with an area of effect. The absorbed spell’s effect is cancelled,
Armour Class (as per armour type) and the shield glows red-hot for 1 minute. Any creature
Hit Points 18 (4d8)
Speed 0 ft, fly 60 ft.
carrying the red-hot shield at the start of its turn suffers 1d8
fire damage per level of the absorbed spell, or 1d6 fire damage
STR DEX CON INT WIS CHA if the spell was a cantrip. If the absorbed spell was not a
3 (–4) 11 (+0) 10 (+0) 1 (–5) 7 (–2) 1 (–5)
cantrip, this reaction can’t be used again for as many hours as
Damage Resistances bludgeoning, piercing, slashing the absorbed spell’s level.
Damage Immunities poison, psychic Variant: Greater Incandescence. The shield can now
Condition Immunities blinded, charmed, deafened, frightened,
paralyzed, petrified, poisoned
absorb spells up to 8th level. This variant increases the rarity
Senses blindsight 60ft. (blind beyond this radius), passive Perception 8 by one category.
Languages – Variant: Overheat. There is no longer a time limit
Challenge 1/4 (50 XP) between uses of the reaction. However, the fire damage
simply builds up: durations overlap and damages stack. If the
Swarm. The swarm can occupy another creature's space and vice versa, shield is ever hot enough to inflict 60 or more fire damage in a
and the swarm can move through any opening large enough for a Tiny round (before resistances and immunities) it melts into liquid
creature. The swarm can't regain hit points or gain temporary hit
points. metal and is destroyed. This variant increases the rarity by
one category.
ACTIONS
The radiator shield is possibly the only shield that is intended to be
Metal Storm. Melee Weapon Attack: +3 to hit, reach 0ft., one target in
the swarm’s space. Hit: 5 (2d4) bludgeoning damage, or 3 (1d4) dropped. What’s better? Fight for a while without a shield, or eat a
bludgeoning damage if the swarm has half of its hit points or fewer. polymorph spell?
27
RAZOR SEEDS REPEATING CROSSBOW
Wondrous item, uncommon Weapon (any crossbow), rare
Stored in a non-magical pouch are 1d4+1 hard, woody seeds, This crossbow has been designed for easy reloading. It loses
each about the size of an acorn. the loading property, but you can no longer load ammunition
You can plant a seed in any soil that supports plant life. It as part of an attack. Instead, as an action or bonus action, you
rapidly grows into a plant, reaching maturity in 2d4 hours. If can load or unload a bolt into or out of this crossbow.
harvested before maturity, the plant will wither and die The crossbow can be loaded with up to 7 bolts which it will
within minutes. fire one at a time. It fires bolts in the order they were loaded.
The seeds grow into short saplings with a crown of razor- If you unload a bolt from the crossbow, you must unload the
sharp leaves. With some simple tools and an hour’s work a most recently loaded bolt first.
new plant can be pruned to function as a handaxe, sickle, Variant: Malfunctioning. When you roll a 1 on at attack
battle-axe, morningstar or war pick. An unpruned plant can roll with this crossbow it malfunctions. The crossbow doesn’t
only serve as an improvised weapon. fire. In addition, roll on the table below. This variant
Even when harvested and pruned these plants magically decreases the rarity by one category.
live on, often providing useful powers. Roll on the table below d4 Malfunction
to determine a plant’s property when it reaches maturity: 1 Misalignment. You must spend 1 action fixing the
malfunction before you can fire the crossbow again.
d8 Property 2 Spillage. Any loaded ammunition spills out of the
1 None. No extra properties. crossbow onto the ground.
2 Regenerating foliage. If planted in the ground, the plant 3 Jammed. You must remove all loaded ammunition from
will re-grow full foliage in 1d4 hours, allowing it to be the crossbow before you can fire it again.
pruned into a different weapon. 4 Broken. You must spend 10 minutes fixing the
3 Serrated leaves. +1 bonus to damage rolls made with this malfunction using tinker’s tools (or similar) before you can
weapon. fire the crossbow again.
8 Hybrid. This plant may have multiple properties. Each time eliminated: the operator might need to crank a lever, or wait for the next
you roll this result, roll twice again. If you roll a property bolt to teleport into position.
the plant already has, that roll grants no extra property.
Repeating crossbows are only faster to fire while they have
ammunition loaded. Anyone using a repeating crossbow is advised to
The trunk and branches are as tough as mature oak, and
the leaves as strong as iron. That said, harvested plants aren’t load it to capacity before combat, and to top it up with more
any tougher than normal weapons. They die when they suffer ammunition any time there is a spare moment during battle.
a serious break. Fire can also kill them. Even when treated
well, a plant doesn’t live more than 1d4 years. A dead plant
becomes brittle and useless in a matter of hours.
RESTRAINING AMMUNITION
Weapon (any ammunition), common
Razor seeds don’t produce seeds of their own, which raises the This ammunition magically transforms into a net moments
question: where do they come from? One theory is that they come from before impact. Instead of doing damage, it restrains creatures
a rare tree deep in the Feywild. Another theory is that razor seeds are
that are hit in the same way as a net. The net disintegrates in 1
minute.
actually capable of producing their own seeds, but only if raised in
certain conditions. No-one has discovered what these conditions are, if Saying that restraining ammunition transforms into a “net” is an
they even exist, though anyone able to figure it out would be able to approximation. Certainly, the restraints that appear may be sliced
harvest quite a crop! through or thrown off much like a rope net, but few artificers put effort
into making the restraints look like plain old rope. It’s more likely that
the “net” instead takes the form of a luminous grid of energy, a silvery
woven web, or a shadowy tangle of wriggling cords.
28
RING OF BILATERAL DUPLICATION RING OF CELERITY
Ring, uncommon (requires attunement) Ring, common (requires attunement)
The ring has 3 charges. It regains all charges at dawn. This ring has 3 charges. It regains all charges at dawn. While
While you wear this ring you can expend 1 charge as a wearing this ring, you can expend 1 charge as an action to
bonus action to create a duplicate of an object you hold in one gain an additional action on your next turn. That action can
hand in your other hand, provided there is enough space for be used only to take the Attack (one weapon attack only),
it. Dash, Disengage, Hide, or Use an Object action.
If the hand receiving the duplicate is already holding an Variant: Dexterous. Instead of 3 charges, the ring has as
object, that object disappears and is held in a pocket many charges as your Dexterity modifier (minimum 1
dimension, ready to re-appear in your hand as soon as you no charge).
longer hold the duplicate. If there is not enough space for the
object to re-appear, it appears in the nearest unoccupied RING OF DESULTORY RESURGENCE
space. Ring, uncommon
The duplicate remains while you concentrate on it (as if
While you wear this ring, you regain 1 hit point when you
concentrating on a spell). If you stop concentrating, the
make a death saving throw and the d20 roll is a multiple of 3.
duplicate disappears. If the duplicate or any sizable piece of it
When you regain a hit point in this manner the ring crumbles
leaves your hand it disappears immediately.
to dust and is destroyed.
If the duplicate is a magical item, while it exists one charge
Variant: Reusable. The ring now requires attunement. It
is expended at the end of each of your turns. If you have no
is no longer destroyed on activation. Instead, your
charges at the end of your turn, the duplicate disappears. A
attunement to the item ends and you are unable to attune to
duplicate magical item with charges or other limited powers
this individual ring again. This variant increases the rarity by
requires and consumes these from the original.
one category.
Creatures cannot be duplicated. A duplicate created by this
Variant: Cursed. Some rings of desultory resurgence are
ring can not be duplicated. At the DM’s discretion, artefacts,
cursed. Instead of regaining 1 hit point on activation you
sentient weapons and other powerful magical items may also
automatically fail the death saving throw that was rolled.
be impossible to duplicate.
When this occurs, the ring crumbles to dust and is destroyed.
Variant: Dexterous. Instead of 3 charges, the ring has as
many charges as your Dexterity modifier (minimum 1
charge). RING OF EXEMPLARS
Ring, uncommon
A ring of bilateral duplication is mostly useful for two-weapon melee Rings of exemplars come in sets of two. The rings are effective
fighting. Creative owners may find a few other niche uses: showing two only when both are being worn by different creatures, and
invitations instead of one might admit an extra guest to an event, both creatures are on the same plane of existence.
provided the door staff don’t try to take the ticket. Determine the highest ability score of the creature
wearing the other ring. Your same ability score improves by
2, though it cannot increase above the score of the other ring
RING OF CAREFUL CASTING wearer. If the other creature has two or more equal highest
Ring, rare (requires attunement) ability scores you choose the one to apply, and you cannot
Rings of careful casting come in sets of at least two. When you change your choice until you complete a short or long rest.
cast a spell that forces other creatures to make a saving When you determine the highest ability score of the
throw, anyone wearing and attuned to another ring of the set creature wearing the other ring, you include anything
gains advantage on the saving throw. Your own ring does not modifying the ability scores except increases provided by
grant you protection from spells you cast. rings from this set. If the other creature’s highest ability score
Variant: Unattuned Effect. A creature does not have to changes, the bonus granted by your ring can change
be attuned to the ring it wears to gain advantage on the immediately.
saving throw if the spell is 3rd level or lower. Variant: Cursed. Some rings of exemplars are cursed. Both
Variant: Reactive. Any creature eligible to gain rings in a set might be cursed, or just one. The curse extends
advantage on the saving throw can instead take a reaction to to you the moment the ring would normally increase your
automatically succeed on that saving throw. This variant ability score. Instead of increasing, it decreases by 2, and
increases the rarity by two categories. remains decreased while you are cursed. A cursed ring never
grants an ability score increase to its owner, though it may
“Friendly fire – isn’t.” If a wizard comrade offers you a ring of careful grant one to the wearer of the other ring if it too isn’t cursed.
casting, think carefully before accepting it.
Rings of exemplars can enhance your abilities, which is great, but
don’t overlook they fact that, unlike many magical items, they can be
29
passed about and used by different people with ease. information about this.
These rings are best found in pairs, but don’t discount one found on Variant: Greater. The weight limit for stored items
its own. For all you know, the other ring may belong to a distant increases to 5 lbs.
adventurer who is, like you, hoping to gain benefits from this item. Variant: Multiple. Instead of a single storage space, the
ring has several. Each storage space is accessed by a different
Alas, some rings are cursed. Don’t be hasty to throw away a pair
command word. This may increase the item’s rarity.
where only one ring is cursed – it can still benefit one person! Just don’t Variant: Cursed. Some rings of holding are cursed.
pass the cursed one about unless you have the remove curse spell Becoming attuned to a cursed ring extends the curse to you.
handy. As long as you remain cursed, you cannot summon a stored
It’s been theorised that these rings could be used for item. In addition, while you remain cursed, removing the ring
communication at a distance. It’s possible, perhaps, but I’m not too
no longer ejects stored items.
certain the average person is proprioceptive enough to realise they’ve
lost muscle power but become more charming.
RING OF IRON LUNGS
Ring, uncommon (requires attunement)
While you wear this ring, you do not drop to 0 hit points or
start dying as a result of suffocating. Instead, you lose 1 hit
point at the end of each of your turns until you can breathe
again.
30
Expending a charge takes a bonus action, or a reaction RING OF RECOVERY
when you are hit by attack (the swap occurs before the Ring, uncommon (requires attunement)
triggering attack roll is applied).
This ring has 1 charge. It regains all charges at dawn. While it
If you or the creature you are swapping with cannot fit in
has charges and while you wear the ring, at the beginning
their destination space the swap does not happen and the
each of your turns, roll 1d6 on the below table. If you are
charge is wasted.
afflicted by the condition listed, that condition ends on you. If
If the creature you are swapping with is unwilling, it can
the ring removes a condition in this manner it expends a
make a DC 13 Wisdom saving throw. On success, the swap
charge.
does not happen and the charge is wasted.
You must be attuned to the ring to use a charge, but you
d6 Condition Removed
need not be attuned to the ring to be teleported by it.
Variant: Random. Instead of choosing a creature to swap 1 (no condition removed)
places with, you determine one randomly from all creatures 2 blinded
wearing a ring from this set within 30 feet that you can see 3 deafened
(excluding yourself). This variant is only useful if there are at
4 paralysed
least 3 rings in the set.
5 poisoned
31
hold, but any items that leave your hands vanish Colour Condition
immediately. Consumables are exempt from this: they do not clear The ring is not attuned to a creature.
vanish (e.g. pepper from cook’s utensils or paint from
white The creature attuned to the ring is on another plane of
painter’s supplies). existence.
Your supply of summonable items is limited to a typical
red The creature attuned to the ring is at 0 hit points, isn’t
supply, as determined by the DM. Any items that are stable, and isn’t a construct or undead.
damaged or destroyed will remain in that state, even if re-
grey The creature attuned to the ring is petrified or paralysed.
summoned.
At the dawn of each day the supply of items is restocked teal The creature attuned to the ring is poisoned.
and any broken or damaged items are restored. violet The creature attuned to the ring is diseased.
Variant: Fine. The items summoned by the ring are of
pink The creature attuned to the ring is charmed.
exceptional quality, granting you a bonus to ability checks
using them. The bonus is +1, +2 or +3 depending on the yellow The creature attuned to the ring is frightened.
quality of the ring. This variant increases the rarity by one orange The creature attuned to the ring has current hit points
category. less than half of their maximum.
Variant: Novice. You can always attune to this ring blue The creature attuned to the ring is unconscious or asleep.
regardless of your proficiencies. In addition, when using green No other conditions above were met.
items from this ring, you can add half your proficiency bonus,
rounding down, to any ability check you make that doesn’t
Attunement to the ring does not end if you are distant
already include your proficiency bonus. This variant
from the ring. You can end attunement to this ring
increases the rarity by one category.
voluntarily during a short rest without having the ring in
Variant: Expert. When using items from this ring you can
your possession.
double your proficiency bonus for any ability check you make
Variant: Colour Sets. Not all rings of vital signs have the
where your proficiency bonus isn’t already doubled. This
full range of colours. The table below lists variants and the
variant increases the rarity by one category.
colours that they have. When determining the ring stone’s
Variant: Versatile. The ring is associated with more than
colour, assume any missing colours are absent from the table
one tool kit, gaming set or musical instrument. You must be
above.
proficient in at least one of these to be able to attune yourself
to the ring. You can only summon items belonging to
d6 Variant Name Colours Rarity
associations you are proficient with. This variant increases
the rarity by one category per additional association. 1 Complete all rare
2 Life clear, white, red and green uncommon
3 Injury clear, white, red, orange and uncommon
green
4 Blood clear, white, teal, violet and uncommon
green
5 Sound Mind clear, white, pink and green uncommon
6 Lucid clear, white, pink, yellow, blue uncommon
and green
RING OF VITAL SIGNS Adventurers like to use rings of vital signs to keep an eye on certain
Ring, rare (requires attunement) party members who like to split up or sneak ahead.
This ring features a gemstone that changes colour based on They have use in civil society, as well. Knowing if a person is
your well-being. To determine the colour, run down the charmed can be important when making important deals, or sharing
following list from top to bottom and select the colour of the secrets. Detecting poison and disease can help diagnose medical
first condition that holds true.
problems.
32
ROBE OF PACIFISM attacks as well as melee attacks. This variant increases the
Wondrous item, uncommon (requires attunement) rarity by one category.
Variant: Greater. The robe is no longer limited to spells of
While you wear this robe, you gain a +1 bonus to AC and
up to 3rd level. Instead, it is limited to spells of up to 5th, 7th
saving throws. If you make an attack or cast a spell that
or 9th level. This variant increases the rarity by one, two, or
effects an enemy creature, the bonus is suppressed for 10
three categories respectively.
minutes.
Variant: Greater. The AC and saving throw bonus
increases to +2, or +3. This variant increases the rarity by one ROBE OF THE OUTNUMBERED
or two categories, respectively. Wondrous item, uncommon (requires attunement)
Each time you fail a saving throw from a spell while wearing
this robe, you gain a cumulative +1 bonus to subsequent
saving throws. A spell only causes this effect if it does damage
to you or otherwise hinders you. The bonus to saving throws
resets to zero at the start of your turn.
ROD OF CONCENTRATION
Wondrous item, uncommon (requires attunement by a sorcerer,
warlock, or wizard)
While you hold this rod and cast a spell that requires
concentration, you gain temporary hit points equal to your
spellcasting ability modifier. The temporary hit points are
lost when you stop concentrating on that spell.
This item can be used as an arcane focus even by those not
attuned to it.
Variant: Replenishing. In addition to gaining temporary
hit points when you cast a spell requiring concentration, you
also gain the same amount of temporary hit points at the
beginning of your turn while you are still concentrating on
the spell. These temporary hit points are lost when you stop
ROBE OF RETALIATION concentrating on that spell. This variant increases the rarity
Wondrous item, uncommon (requires attunement by a bard, cleric, by one category.
druid, sorcerer, warlock, or wizard) Variant: Archmage’s. Any time the rod grants you
Choose a spell you have prepared of at least 1st level and up to temporary hit points, increase the amount granted by a value
3rd level with no material components and no need for equal to the level of the spell slot used to power the spell you
concentration. You can choose a spell with a range of Self are concentrating on, if that spell is not a cantrip. This variant
only if it has a cone, line or area of effect originating from you increases the rarity by one category.
and doesn’t effect you in any way. You can change the chosen Variant: Cursed. Some rods of concentration are cursed.
spell when you take a long rest. Becoming attuned to a cursed rod extends the curse to you.
When a melee attack hits you while you wear this robe, While you are cursed, the rod does not grant any temporary
you can use your reaction to immediately cast the chosen hit points but instead causes you to take an equal amount of
spell using a spell slot of your choice. You ignore any verbal force damage. This damage can break concentration in the
and somatic requirements. usual manner.
If the spell selects targets, the attacker is targeted if it is
It’s possible to purchase rods of concentration in the form of other
valid. If it is not a valid target the spell fails. Spells that can
foci, such as wands or orbs. They even exist in variants usable by other
target the same creature multiple times (such as magic missile)
target the attacker as many times as permitted. If the spell casters, such as holy symbols and druidic foci.
specifies a point of origin, that point of origin is centred on Buyers should be aware of a subtle point: this rod will help keep you
the attacker. If the spell is a cone, line or area extending from alive while you are concentrating on a spell, but won’t help you maintain
you, it must be aimed squarely at the attacker. that concentration in the face of damage. A blow to the face will hurt
Variant: Focused. You can select spells that require
less, or maybe even not at all; but you’re just as likely to lose
material components, provided the material components do
not have a listed cost. You must be holding the components, concentration.
or an appropriate spell focus, to be able to take the reaction.
Variant: Ranged. The reaction can be used on ranged
33
ROD OF PORTABLE COVER this instrument. This unseen servant cannot perform simple
Wondrous item, rare tasks other than to carry, clean, or maintain this instrument.
The servant can also play this instrument. It has a +2 to
This rod is shaped like a triangular prism. One side of the
Charisma (Performance) checks, and can play tunes of
prism has several switches, and at one end is a large button.
moderate difficulty. The servant’s repertoire consists of songs
While this rod rests on a surface, you can push the button
appropriate to the instrument type and the time and culture
to cause a barrier of magical energy to spring up from it,
of the instrument’s creator. As a performer, the servant is
perpendicular to the surface on which it lies. Pushing the
technically solid but lacking in creative flair.
button again causes the barrier to disappear. It will also
If you are a bard, you can attune to this instrument. If you
disappear if it is lifted off the surface on which it lies.
are attuned, the unseen servant will accompany any music
The switches control the shape of the barrier.
you play, unless ordered not to. This grants you a +2 bonus to
Performance checks. It also increases your spell save DC by 2
Switch Effect
any time you use an instrument as a focus.
1 Controls the width of the barrier: 5 feet or 10 feet. If you are attuned to the instrument, you can specify who
2 Controls the height of the barrier: 2½ feet, 5 feet, or 10 can and cannot make use of its command word. In addition,
feet. the number of charges changes to equal your Charisma
3 If this switch is on, and the barrier is at least 5 feet in modifier (minimum 1 charge).
height, the barrier will have gaps in it. These gaps are
sized and positioned to serve as excellent arrow slits. Tales tell of a bard who collected self-playing instruments. It’s said
There will be one gap per five feet of width, and they are
evenly spaced along the barrier’s width. her small orchestra’s music was so beautiful that no person or beast
could be violent on hearing it. The story goes that she even caused an
4 If this switch is on, the barrier is opaque. It is translucent
otherwise. invading army to defect. When assassins were sent after her she would
charm them and turn them back on their employers.
There must be enough open space for the barrier to A nice story, but likely apocryphal. I have strong suspicion that, in
activate or change size. If there isn’t, the barrier deactivates. reality, self-playing instruments give diminishing returns.
The barrier is physically solid and nothing can pass
through it. It has 50 hit points, an AC of 10, vulnerability to
force damage, and immunity to poison and psychic damage. SHADOW BLADE
The barrier retains its hit point count between uses. It regains Weapon (any piercing), uncommon (requires attunement)
10 hit points daily at dawn. While the barrier has 0 hit points This weapon has a number of charges equal to your Wisdom
it cannot be activated. If the barrier is a target of a dispel magic modifier. It regains all charges at dawn.
or disintegrate spell, it drops to 0 hit points. It also drops to 0 You can expend a charge as a part of an attack with this
hit points if it has been active for a total of 10 minutes since weapon causing the attack to ignore Armour Class
the last dawn. contributions from shields, armour, and natural armour. For
Variant: Disposable. The barrier no longer regains hit that attack, the weapon deals force damage instead of its
points at dawn. When the barrier reaches 0 hit points the rod normal damage type.
becomes non-magical. This variant decreases the rarity by
two categories.
Variant: Custom. Alter the barrier’s hit points, hit point
SHIELD OF ENERGY PROTECTION
Armour (shield), rare (requires attunement)
recovery at dawn, AC, resistances, immunities,
vulnerabilities, time-limit, or add a damage threshold. This This shield has charges equal to your Constitution modifier
variant could alter the rarity. (minimum 1 charge). It regains all charges at dawn.
While holding this shield, you can expend 1 charge as a
Rods of portable cover are easily customised. For example, bonus action to gain resistance to acid, cold, fire, lightning
adventurers facing off against a red dragon may wish to purchase a rod and thunder damage. These resistances remain for up to 10
specialised for blocking fire, even if it means the rod cannot block minutes while you concentrate (as if concentrating on a spell)
and continue to hold the shield.
ordinary arrows and swords.
SPEAR OF LIGHTNING
SELF-PLAYING INSTRUMENT Weapon (spear), uncommon
Wondrous item, uncommon
This weapon has 5 charges. It regains 1d4 charges at dawn.
This instrument has 1 charge. It regains all charges at dawn. While you hold this weapon, you can expend 1 or more
You can speak its command word and expend a charge as an charges as an action, causing a line of lightning to issue from
action to cast unseen servant. the spear. The line issues forth in the direction you choose
The servant appears in the nearest unoccupied space to and is 5 feet wide with a length of 5 feet per charge expended.
34
Each creature in the line must make a DC 13 Dexterity saving Armour Weapon
throw. A creature takes 4d6 lightning damage on a failed Type Type Damage Weight Properties
save, or half as much damage on a successful one. scale mail simple 1d4 1 lb. finesse, light, thrown
Variant: Capacitive. While you hold this weapon, you melee piercing (range 20/60)
can use an action and expend charges to cast the elemental split simple 1d3 ¼ lb. finesse, thrown (range
weapon spell. You must choose lightning damage, and you ranged piercing 20/60)
must target this spear (you can ignore the fact that it isn’t
nonmagical). The spell slot level equals the number of charges The splint version of this armour can have up to 12 pieces
expended + 2. This variant increases the rarity by one removed. If too many pieces are removed it begins to lose its
category. protective capacity: its AC is 17, or 10 + the number of pieces
remaining, whichever is lower. Daily at dawn the armour
The spear of lighting is the lesser-known bigger brother to the regrows 1d4 pieces.
javelin of lightning. The scale mail version of this armour regenerates pieces
much faster. The armour won’t allow more than 40 pieces to
be removed in a 10 minute period (this limit would rarely if
SPELL-EATING WEAPON ever be noticed with typical combat use).
Weapon (any melee), uncommon (requires attunement by a
Pieces that have been removed cannot be re-inserted into
spellcaster)
the armour. 10 minutes after being removed from the
While you hold this weapon, you can speak its command armour, a piece crumbles to dust and is destroyed.
word as a bonus action to activate it. You can repeat the Variant: Self-Propelled. It’s possible to attune to this
command word as a bonus action to deactivate it. The weapon variant of the armour. Its normal functions listed above can
will also deactivate if you are no longer holding it. be used without attunement. If you are attuned to the armour
While the weapon is active, you have a +1 bonus to attack you can speak its command word as a bonus action to cause
and damage rolls made with this item. If you roll a 1 when pieces of the armour to detach and fly at creatures of your
attacking with this weapon while it is active you expend one choice within range. The number of pieces is 2d4 for the scale
spell slot of the lowest level you have remaining. The weapon mail version, and 1d4 for the split mail version. Roll ranged
deactivates if you have no spell slots remaining. weapon attacks for each piece as if you threw it. You can
While it it active, this weapon sheds bright light in a 10- target one creature or several, after you know how many
foot radius and dim light for an additional 10 feet. attacks you are making. For these ranged attacks you do not
Variant: Bursting. When you critically hit with this have disadvantage for hostile creatures within 5 feet.
weapon while it is active, you can choose to expend one spell
slot of the lowest level you have remaining. If you do so, you
deal an extra 1d6 force damage per half your character level,
VERSATILE AMMUNITION
Weapon (sling bullet), uncommon
rounding up. This variant increases the rarity by one
category. When held by a creature and brought into proximity of a
Variant: Greater. The weapon has separate command ranged weapon, this sling bullet automatically transforms
words for activating with a +1, +2 or +3 bonus. However, a into a piece of matching ammunition. For example, this
spell slot is expended if your attack roll with this weapon is ammunition transforms into a bolt if brought near to a
equal to or less than the active bonus. This variant increases crossbow. As it transforms, it orients in the user’s hand to
the rarity by one category. make the loading process smooth.
Variant: Cursed. Some spell-eating weapons are cursed. You can use the sling bullet as ammunition for any
Activating a cursed weapon extends the curse to you. While weapon with the ammunition property. This ammunition
cursed, all of your attack rolls can expend spell slots as does not work with siege weapons. At the DM’s discretion,
described, even when the weapon is deactivated and not on this ammunition cannot be used with modern or futuristic
your person. firearms, or any weapon with complex ammunition.
After being used as part of a ranged attack, the
ammunition crumbles to dust and is destroyed. A
URTICATING ARMOUR transformed piece of ammunition reverts to its original
Armour (scale mail or splint), rare
enchanted form if not used for an attack.
Pieces of this armour can be removed and used as weapons. Versatile ammunition is usually sold in bulk.
The weapon corresponds to the armour type and is shown Variant: Throwable. The sling bullet can also transform
below. into a thrown weapon. The transformation occurs during the
If you are wearing the armour, or it’s in easy reach (such as ranged attack, and the versatile ammunition innately knows
on a friendly creature within 5 feet) you can take these pieces what form to take based on the wielder’s desire.
as easily as you might draw a weapon on your person. Variant: Reusable. The sling bullet does not crumble to
dust on use. Instead, it reverts to its normal form. This
35
variant increases the rarity by one category. mimicry counts as a nonmagical weapon for the
Variant: Scalable. The sling bullet can be used in siege purposes of these spells, and so is a valid target.
weapons. This variant increases the rarity by one category. • Other spells that alter an object, at the DM’s
discretion. Your DM might allow the effects of light
Versatile ammunition from different makers can appear wildly or heat metal to duplicate, for example, but not true
different. Some take the efforts to make transformed projectiles appear polymorph.
authentically mundane. Most don’t, resulting in projectiles with various Only temporary effects are duplicated. At the DM’s
“raw magic” appearances such as glowing bolts or silvery darts. discretion some permanent effects may be able to be
duplicated.
A weapon of mimicry that is destroyed crumbles to dust,
WAND OF HONING along with all other weapons in the same set.
Wondrous item, uncommon (requires attunement by a sorcerer, Variant: Diverse. Weapons in the same set are not
wizard, or warlock) necessarily identical. The DM decides how this impacts
While you hold this wand, each time you succeed on a ranged certain effect duplication. For instance, poison applied to a
spell attack against a creature you gain a cumulative +1 bonus slashing weapon of mimicry might not be effective on
to future ranged spell attacks against that creature. The bonus bludgeoning weapons in the same set.
is limited to a value equal to your spellcasting ability modifier
Early attempts to make weapons of mimicry encountered difficulties
(minimum zero).
While the bonus is active, if you make a ranged spell attack due to the laws of magic.
against a different creature, you instead get a penalty of the It was envisioned that the weapons would be identical clones of one
same magnitude. If you hit this new creature, you have a +1 another. Sharpen one and you sharpen them all. This would allow a
bonus against it, and your bonus against the original creature single adventurer to maintain an entire party’s weapons. Unfortunately it
ends.
is extremely difficult to tease out some properties to copy (shape and
The bonus to hit a creature ends if a round elapses where
size) while ignoring others (momentum and orientation). Early
you do not attempt a ranged spell attack against that creature.
This item can be used as an arcane focus even by those not experiments led to weapons tied in space, like coupled immovable rods.
attuned to it. Swing your sword and your comrade’s sword would swing also, even if it
Variant: Cursed. Some wands of honing are cursed. was in his scabbard.
Attuning to a cursed weapon extends the curse to you. While
cursed, the wand does not grant bonuses. In addition, you
suffer a cumulative -1 penalty to ranged spell attacks any WUNDERKIND’S FOCUS
time you miss with a ranged spell attack. This penalty ends if Wondrous item, rare (requires attunement)
a round elapses during which you do not attempt any ranged This item takes the form of an arcane focus, a druidic focus, or
spell attacks. a holy symbol. You may only attune to this item if you can use
that kind of spellcasting focus.
A wand of honing is a joy to use. Strike a victim and it guides your This item has charges equal to your spell attack modifier.
hand; the effect gaining strength the more spells you land. It can be It regains all charges at dawn.
deliciously effective with a rapid-fire spell like scorching ray. While you have this item on your person in a manner
where you can use it as a spellcasting focus (e.g. holding an
arcane focus, or wearing a holy symbol), you can expend a
WEAPON OF MIMICRY charge while casting a cantrip to increase the cantrip’s power
Weapon (any melee), rare as if you were 6 levels higher.
Weapons of mimicry come in sets of at least two. All weapons in A wunderkind’s focus can be used as a spellcasting focus even
the set must be the same type of weapon. by those not attuned to it.
Weapons of mimicry share certain effects between them, Variant: Of the Prodigy. The item no longer has or
effectively “copying” the effect to other weapons of the same requires charges. While on your person in a manner where
set within 500 feet. The effects that duplicate in this manner you can use it as a spellcasting focus, it always empowers
are: cantrips in the manner described. This variant increases the
• Applications of poison. rarity by two categories.
• Applications of special oils or tinctures (such as oil of
sharpness). Anyone can make foci. Druids can even pick them up off the forest
• Spells that improve a weapon, provided the spell floor. But wunderkind foci – these are exceptionally crafted examples
can target weapons other than the one wielded by that tend to come along only once in a generation. They may be inlaid
the caster (elemental weapon or magic weapon is fine, with valuable materials, fashioned from rare and potent substances,
but lightning arrow or shillelagh is not). A weapon of
exposed to magical energies, or a mixture of all of these.
36
ACKNOWLEDGEMENTS FONTS
This document uses these fonts:
• Nodesto Caps Condensed
ORIGINAL CONTENT • Scaly Sans
All items in this document are original creations of the
author. That said, people have been writing about magic These fonts are available under a Creative Commons
items for decades, whether it be in D&D, in RPGs generally, Attribution-ShareAlike 4.0 International Public License.
or in wider fiction. Any similarity of an item in this document
to an item from another author’s work is unintentional. The original fonts were created by “Solbera” and
improvements were made by “Ryrok”.
THE AUTHOR
This document was written by Joel Kelley. More information can be found at these URLs:
• https://www.reddit.com/r/UnearthedArcana
I am eager to hear any and all feedback. Getting feedback /comments/3vpphx/
strongly motivates me to keep creating. Please also consider • https://www.reddit.com/r/UnearthedArcana
leaving a review on this product. /comments/4loka0/
• https://github.com/jonathonf/solbera-dnd-fonts
You can find more of my D&D content at: • https://creativecommons.org/licenses
• http://deck16.net/dnd /by-sa/4.0/legalcode
• http://www.dmsguild.com
/browse.php?author=Joel%20Kelley This document uses the font “Vollkorn” by Friedrich
Althausen. It is published under the “SIL Open Font License”
You can contact me by visiting: (OFL).
• http://deck16.net/contact
More information can be found at:
ART • http://vollkorn-typeface.com/
All art was created by Togo Hornblower.
• [email protected]
• http://deviantart.com/togohornblower/ LEGAL
DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Forgotten Realms, the dragon ampersand, Player’s
Handbook, Monster Manual, Dungeon Master’s Guide, D&D
Adventurers League, all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards
of the Coast in the USA and other countries. All characters
and their distinctive likenesses are property of Wizards of the
Coast. This material is protected under the copyright laws of
the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein
is prohibited without the express written permission of
Wizards of the Coast.
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