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Remnants 1.1

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0% found this document useful (0 votes)
39 views21 pages

Remnants 1.1

Uploaded by

wolfthezero1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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REMNA

NTS

A COLLECTION OF HOMEBREW MAGIC ITEMS BY QUINN MACDONALD

@DENIZENQUINN

KO-FI.COM/QUINNMACDONALD

REMNANTS

Hello!

My name is Quinn. I’ve been a dungeon master for over 15 years


and have recently begun a career in games as a level designer. I’ve
found that Dungeons and Dragons is a great way to exercise your
game design muscles with instant feedback and results.

This booklet holds a collection of all the magic items gathered over
the years playing D&D 5E. I’ve designed most of them from scratch
or by adapting mechanics from some of my favorite video games.
You may also recognize some from other avenues of D&D content.

Fair warning! Most of these items are very untested and some
might be imbalanced as heck. Use them at your own risk but
hopefully you find a few that catch your eye!
Thanks so much for taking the time to open up this booklet! :) Art

credit: All artwork was digitally painted by Quinn MacDonald

FORGE RING
Wondrous Item, Legendary (Requires Permanent Attunement)

This 5-inch diameter ring is made of a mixture of glittering metals weaved together in a
geometric pattern. 6 sharp prongs equally spaced apart, point from one side of the ring.

To attune to this ring, a humanoid must insert it into their chest and must make a CON save
with a DC of 20, taking 8d6 fire damage on a failure or half as much on a success. If they
survive the process, they gain the powers of “Gond’s Chosen”. Reinforced with metal, their
body is reforged, removed of imperfections. While attuned they gain the following effects:

- Your Charisma and Constitution scores increase by 1.


- Your weight increases by 100 lbs.
- You gain resistance to fire damage.
- You have disadvantage on athletics checks when swimming.

At level 6+, you may spend a bonus action to activate the Forge Ring for 1 minute. You may
not use this ability again until you complete a long rest. Metal springs from your chest to
cover your entire body and you gain the following effects:
- Your AC becomes 18 + your DEX modifier.

At level 9+, your Forge Ring activation gains the following additional effects:
- You grow large wings of metal, giving you a fly speed of 40 feet.

At level 15+, you are able to freely activate and deactivate the Forgring at will, with no limit
to its duration or number of uses.

Twitter | @DenizenQuinn

SHELYN’S GRACE ELEMENTAL HANDCANNON Necklace, Very Rare


(Requires Attunement) Weapon (Firearm), Rare

This beautiful necklace resembles a circular bronze birdcage with a tiny Twitter | @DenizenQuinn
closed gate. Within the cage is a swirling orb of iridescent light. This massive firearm is expertly made, with two vertical rotating barrels.
The letters, T.A.R.A. (Trothian Artificer Research Academy), are
While attuned to this item, you gain the following effects: inscribed neatly into the shoulder stock.

- Your Wisdom score increases by 2


Range: 30/60 Weight: 20 lbs
- You are able to spend a bonus action to bestow your love or your hatred on
a creature you can see within 100 feet for 1 minute. You must truly love or
hate this creature during this moment. This feature cannot be used again until Reload 2 - has 2 shots before needing reloading
you complete a long rest.

Misfire 2 - If a 2 or lower is rolled on an attack roll, the weapon misfires


Love: A creature with your love may roll one additional die when affected by a and cannot be used to attack again until a successful tinkers tools
healing ability and they have advantage on death saving throws. ability check DC 11 is performed to repair and clear the weapon.
Should this check fail, the weapon is considered broken and must be
Hatred: A creature affected by your hatred is wreathed in unquenchable blue repaired out of combat for ~ half the cost of the weapon.
flames, taking 1d6 fire damage at the end of each of their turns. The target is
also unable to receive any healing for the duration. The damage dice
increases to d8 at lvl 9 and d10 at lvl 15.
Damage: 2d8 piercing

This effect ends if you fall unconscious or die.


This weapon can be loaded with special elemental ammunition which
will explode on a hit., causing the target to take an additional 1d8
damage of the ammunition’s damage type. All creatures within 5 feet
must make a DEX save with a DC of 12, also taking the additional weapon, you may absorb that creature’s soul. The
damage on a failure. The shot fails to detonate or explodes harmlessly weapon can hold no more than 3 souls at a time.
on a miss.

- When you hit with this weapon, you may choose to


consume any number of stored souls, to deal an
additional 1d6 fire damage per soul consumed

Loyal servitude to Mephistopheles will result in


strengthening Legion, changing the infernal inscription.

Twitter | @DenizenQuinn “One Who Rises” - The weapon’s attack and damage

BLOOD OF THE MOUNTAIN


bonus becomes +2, you can store up to 4 souls and the
soul consumption damage dice become d8s.
Potion, Rare

“One Who Leads” - The weapon’s attack and damage


A crystalline phial with a silver cap contains a
bonus becomes +3, you can store up to 5 souls and the
viscous liquid of a dark rust colour with specks
of glowing crimson. soul consumption damage dice become d10s.

Twitter | @DenizenQuinn
When you drink this potion, your muscles swell
and become harder than stone. Your ligaments SYLPH SCARF
and tissues tense with the strength of a drawn Wondrous Item, Uncommon (Requires Attunement)
catapult. Steam pours from your body, its
temperature rising dramatically.
Dozens of tiny, translucent spirits, only visible to the wearer, can be
seen dancing along the folds of this beautiful grey-blue scarf. Made of
You gain the following effects for 10 minutes: incredibly light and soft fabric, the scarf seems to float slightly, as if
less affected by gravity.

- Your STR becomes 27 While attuned to the scarf, you gain the following effects:
- You gain 2d10 temporary hit points
- You gain advantage on STR ability checks and
- The wearer gains advantage on all acrobatics checks.
saving throws
- Your speed is increased by 10 feet
- Your jump distance is tripled - The wearer can spend their reaction to cast the Feather Fall spell.
You cannot cast it again until you complete a long rest.

When the effects of this potion end, the drinker


must make a STR saving throw with a DC of 15.
If their STR score is lower than 15, they
automatically fail. On a failed save they take
4d10 bludgeoning damage as their bones break
beneath the force of their own bodies.

Twitter | @DenizenQuinn

Twitter | @DenizenQuinn
LEGION
Weapon (Rapier), Legendary (Requires Attunement)

A gift from Mephistopheles, the Cold Lord, this dark


BUBBLE CHOKER
Necklace, Uncommon
rapier has a guard resembling sharp interlocking chains.
Twisted humanoid faces are worked into the base of the
blade, and are capable of storing souls stolen from those
felled by this weapon.

The words, “One Who Serves”, are inscribed in infernal


along the blade and while attuned to this weapon, you
gain the following effects:

- You gain a +1 to attack and damage rolls made with this


weapon.

- When you deal a killing blow to a humanoid with this


This tube-like aluminum ring can be clasped around the wearers - You gain +1 to your spell attack bonus and spell save DC when
neck. It has multiple small holes along the top of the ring. When the casting spells using this weapon as your spellcasting focus.
choker is worn, a bubble of clean air is created around their head,
allowing them to breathe underwater for 4 hours. Any spent time is
- Symbiosis: You develop a spiritual connection with your
chosen creature, giving you the ability to issue them simple
commands. Some of them may make your body their home.
- Nest: You may choose to encase yourself in a nest during a
long rest, giving you the opportunity to build your friendship
with Yorick in your dreams.

Friendship - If Yorick considers you a friend, you also gain the


following abilities:

- Swarm: You may use your reaction to impose disadvantage on


an attack roll made against you within 30 feet by having Yorick
turn and spew a swarm of your chosen creature into the
refreshed each day at dawn. attacker’s face. They must also succeed a DEX save with a DC
of 15 or be blinded, deafened, and cannot speak or breathe until
the end of their next turn. You cannot use this feature again until
you complete a short or long rest.

- While Nesting you may attempt to best Yorick in a game. Make


an intelligence check with a DC of 15 to teleport yourself to a
familiar location or creature upon completing your long rest.
Yorick may get creative with the exact point of your arrival.

While friends with Yorick, they may not want to leave your side.
Twitter | @DenizenQuinn

Twitter | @DenizenQuinn

ALL OR NOTHING COIN


Wondrous Item, Rare

This large iron coin is slightly rusted, with one side showing a slightly
GLUTTON’S FORK
Wondrous Item, Uncommon
indented perfect circle, and the other side showing a twisting ring of 8
tentacles. MOCKINGBIRD
Wondrous Item, Uncommon
On a roll you would normally use a
d20, flip a coin instead. Heads is a This elegantly crafted mechanical songbird has closed apertures in
critical success, and tails is a place of eyes. Its claws can be manipulated to grasp onto most
critical failure. The coin regains this surfaces. Upon flipping a switch beneath the tail feathers of the
ability at sunrise or sunset. mockingbird, its blue eyes open, and it is considered active.

While active, the mockingbird will loudly insult any creature (other than
Twitter | @DenizenQuinn whoever activates it) that enters within a 15 foot radius of it in the form

YORICK of a Vicious Mockery spell with a DC of 10. Any creature insulted is


immune to this effect for the next 24 hours. The creature that flips the
switch is also immune to this effect.
Weapon (Quarterstaff), Very Rare (Requires Attunement)
Insults: Roll 1d6
This twisted ash quarterstaff is wrapped in slightly stained 1 - “Halt, you crooked nosed knave!”
bandages. It’s end is carved to resemble the misshapen head
of a baby. Its eyes are swollen closed and its mouth protrudes 2 - “Looks like someone put all their
open in an “O” shape. skill points into stupid!”
3 - “A hedge-born churl mocks me with
their presence!”
During the first long rest after attuning with this weapon, Yorick 4 - “I’m surprised you’re still alive, you
will approach the wielder in a dream and will prompt them to eat adventuring liability!”
one of three creatures (Bee, Spider, Caterpillar) If the offer is
refused, Yorick will unattune upon completing the long rest. 5 - “Go home already you ugly little dirt
merchant!”
6 - *Improvise*
While attuned to this weapon, you gain the following effects: You can also program your own insults
by whispering them to your Mockingjay
at dawn three days in a row.
Twitter | @DenizenQuinn While attuned to this necklace, you can use the following effect:

- As a bonus action, the wearer can turn the hourglass 180 degrees
within the ring to transport themselves to a pocket dimension within

HOURGLASS OF the astral sea for 1 hour. Time moves differently in this pocket
dimension, and the wearer returns to the material plane at the end of
their next turn. You may not use this feature again until you complete
RESPITE Necklace, Legendary (Requires a long rest.
Attunement)
The ground in the pocket dimension is a perfectly flat impenetrable
This silver hourglass is held by its ends to the inside of an elaborate wall of force energy shrouded by a faintly glowing mist. It extends
silver ring attached to a necklace chain. Glittering black sand pours endlessly in all directions beneath a beautiful view of the sprawling
endlessly within the hourglass with neither side increasing in volume.
cosmos. This 2-pronged fork has 3 charges, and regains all charges each
day at dawn. You can use an action to expend 1 charge to stab and
eat any non-magical item you can fit in your mouth. The object will
turn edible and must be consumed during the same turn to gain
2d6 hit points.

Source: The Adventure Zone Twitter | @DenizenQuinn

MISTWALKER’S WAND OF
SWAPPING Wand, Rare You can use an action to remove the stopper and speak one of three
Command words, whereupon an amount of freshwater or saltwater (your
choice) pours out of the flask.The water stops pouring at the start of your
next turn.
This slender wand is carved from a dark blue oak, with intricate
swirling carvings that emanate a white light when the wand is used.
Command words:

This wand holds up to 6 charges and regains 1d4 + 1 expended


charges daily at dawn. While wielding the wand, you can use an “Stream” produces 1 gallon of water.
action to expend a number of its charges to use one of its effects.
Upon consuming the last charge on this wand, roll a d20. On a 1, the
“Fountain” produces 5 gallons of water.
item is destroyed, turning to dust.

“Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet


1 charge: You may swap any non-magical item on your person with long and 1 foot wide. As a bonus action while holding the decanter, you can
another non-magical item of similar size and weight that you can aim the geyser at a creature you can see within 30 feet of you. The target
must succeed on a DC 13 STR saving throw or take 1d4 bludgeoning
see within 60 feet of you. damage and fall prone.

2 charges: You may swap yourself with any willing creature of the
same size that you can see within 60 feet of you. Unwilling
creatures must succeed a WIS save with a DC 15 to resist the effect.

3 charges: You may swap two willing creatures of equal size that
you can see within 60 feet of you. Unwilling creatures must make a
WIS save with a DC 15 to resist the effect. If at least one creature
succeeds, the effect fails.
Twitter | @DenizenQuinn

Source: Dungeon Master’s Guide 5th Edition

DECANTER OF ENDLESS MORPHING WEB


WATER Wondrous Item, Rare Wondrous Item, Rare

This clump of spider web has a slight glow and has a heartbeat-like
This stoppered flask of elaborate silver sloshes when shaken, as if it pulsing. In this form, it’s incredibly sticky. The web is able to harden and
contains water. It weighs 2 pounds and is modelled after a koi fish, with its
take new forms, gaining the strength and sharpness of steel.
mouth being the opening.
This ceramic jug appears to be able to hold a gallon of liquid and
This item has two forms - a web form and a weapon form. weighs 12 pounds whether full or empty. Sloshing sounds can be
heard from within the jug when it is shaken, even if the jug is empty.
While in its web form, the Morphing Web can replicate the form of any
existing weapon with the finesse or light attribute by placing them within
1 foot of each other and not moving them for 10 minutes. You can use an action and name one liquid from the table below to
cause the jug to produce the chosen liquid. Afterward, you can
uncork the jug as an action and pour that liquid out, up to 2 gallons
While in weapon form, the Morphing Web has +1 to attack and damage per minute. The maximum amount of liquid the jug can produce
depends on the liquid you named.
rolls made by the weapon. After landing any attack against a target of
medium size or smaller, the wielder can attempt to ensnare them,
reverting the Morphing web back to its web form. They must make a
STR save with a DC 14 or be restrained. The restrained creature may Once the jug starts producing a liquid, it can't produce a different
use an action to attempt another STR save, being freed on a success. one, or more of one that has reached its maximum, until the next
dawn.

Liquid Max Amount


Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Twitter | @DenizenQuinn
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon

ALCHEMY JUG Source: Dungeon Master’s Guide 5th Edition


Wondrous Item, Uncommon

THE PURIFIER COBRA CROSSBOW Weapon (Firearm), Very Rare


(Requires Attunement) Weapon (Hand Crossbow), Rare (Requires Attunement)

In place of a barrel on this long rifle is a rectangular slab of pure white stone. extended at the front in place of a reticle. Bolts can be placed along the
When fired, celestial runes carved into its sides will glow before projecting a snake’s body, extending through the snake’s head like a tongue.
beam of radiant light.
While attuned to this weapon, you gain the following effects:

Range: 200/800 Weight: 40 lbs


- You gain a +1 to attack and damage rolls made with this weapon.

Reload: This weapon does not need reloading.


- If your attack roll results an odd number after you hit with an attack
with this weapon, the bolt is transformed into a poisonous snake biting
Misfire: This weapon cannot misfire. the target. They must make a CON save with a DC of 10, taking 2d4
poison damage on a failure or half as much on a success. The snake
then lands in a random empty space within 5 feet of the target.
Damage: 2d8 radiant

While attuned to this weapon, you gain the following effects. - As a bonus action, you may issue any transformed snakes within 50
feet of you a simple command. They act at the end of your turn.

- You gain a +2 to attack and damage rolls made with this weapon.
Snakes revert back to a crossbow bolt after 10 minutes or if they reach
0 HP.
- This weapon has 20 charges. 1 charge is consumed for each time this
weapon is fired. This weapon must be placed in direct sunlight for one hour
to regain all charges.

- When shooting an aberration, elemental, fey, fiend, or undead with this


weapon, deal an additional 1d8 radiant damage on a hit.

- If a humanoid is hit with this weapon, remove one of any charmed,


frightened, or poisoned conditions. If the target is affected by more than one
of these conditions, roll 1d2 or 1d3 accordingly, removing one at random.
This sleek hand crossbow resembles a curved steel snake, its jaw
Twitter | @DenizenQuinn

Twitter | @DenizenQuinn
ARMSTRONG’S BELT OF FLEXING Wondrous Item,
Rare (Requires Attunement)

and the hole’s diameter and


HOLE THROWER depth is that many inches,
whatever you roll.
Wondrous Item, Rare
This belt’s heavy brass buckle depicts the Armstrong family crest - a
large kite shield surrounded by flowers with 2 muscular arms clasping
The Hole Thrower is a wooden slingshot with an intricate pattern etched onto
hands in a tight handshake.
the handle. It can put a perfectly circular hole into any non-living, non-magical
object or barrier.
While attuned to this item you gain the following effects:

This item has 3 charges. It regains all


3 charges each day at dawn. - Your strength score increases by 2.

You may spend 1 charge to - You are able to substitute your strength modifier in place of
fire the Hole Thrower up to charisma when making a charisma based ability check. You cannot
30 feet at what you wish to use this feature again until you complete a long rest.
put a hole in, then roll a d10

Source: The Adventure Zone Twitter | @DenizenQuinn


Source: The Adventure Zone
RING OF THE GRAMMARIAN
Ring, Legendary (Requires Attunement by a Spellcaster)

While attuned to and wearing this ring, you can alter one letter in the title of a spell
as you are casting it, to create a different effect. It must be grammatically correct
ABIGAIL
Wondrous Item, Uncommon
for the spell to work. For example, while casting the spell cause fear, you can alter
it to become cause bear.
This 10 inch decrepit doll of a little human girl has oversized, cartoonish
round eyes that stare into nothing. The paint on her face and body is
The spell’s school of magic changes to fit the nature of the new spell. The DM has chipped and flaking.
authority in ruling the new spell, and can change the spell’s components, range,
casting time, and level as they see fit. If you do not have a spell slot of the
required level to cast the new spell, the spell fails, and the slot used to cast the As a bonus action, you can speak the doll’s
original spell is wasted. name. If you are within 30 feet of her, the
Silence spell is cast, centered on the doll for
10 minutes. You regain the use of this feature
Once used, the ring cannot be used again until the wearer completes a long each day at dawn.
rest.

Silence
The same spell cannot be altered in the same way more than once by this item. 2nd level illusion
For the duration, no sound can be created
within or pass through a 20-foot-radius
sphere centered on a point you choose
within range. Any creature or object entirely
inside the sphere is immune to thunder
damage, and creatures are deafened while
entirely inside it. Casting a spell that includes
a verbal component is impossible there.
While Abigail is on your person, your third
failed death saving throw will cause the doll
to die in your place and be destroyed, Upon using this bracer for the 5th time
returning you to 2 failed death saves. consecutively before taking a long rest, you

LIMIT BREAKER
enter into an undying state, and your HP
cannot drop below 1 until the end of your
Wondrous Item, Very Rare (Requires Attunement) next turn. After this effect ends, the wearer
immediately falls to 0 HP and must make 1
death saving throw. The bracer cannot be
This bracer is simply made with lightweight steel plating over a soft used again until you complete a long rest.
leather lining. 5 small blue gems are inlaid into the steel in a straight
line, going up the arm.
Twitter | @DenizenQuinn
While attuned to this item, you gain the following effects:

- While wearing this bracer, you may spend 1 HP per level to choose
one of the bracer’s effects. This can only be used once each round ADJUSTABLE ARC LAMP
during your turn. Wondrous Item, Common

Effects: This convenient lamp frame


houses a glass globe of arcane
light. An aperture at its front that
- Your speed increases by 15 feet until the can be adjusted to shed bright
start of your next turn. light up to 30 feet and dim light
an additional 30 feet. It also has
a convenient knob for adjusting
- Gain +2 damage to all melee attacks until
the light’s colour.
the start of your next turn.

The light within the globe lasts


- Gain +5 to hit on your next ranged attack.
3d6 days and can be recharged
by having an artificer use their
- Gain advantage on all STR and DEX based infuse item ability on it. When
ability checks until the start of your next this happens, roll 3d6 days to
turn. determine its new lifespan.

Twitter | @DenizenQuinn Twitter | @DenizenQuinn


POUCH OF NATURE’S REPRISE
RING OF THE DAWN
Ring, Legendary (Requires Attunement) Wondrous Item, Rare

The head of this simple brass ring holds a tiny swirling orb of sunlight cupped Daylight spell once per long rest.
by two molded hands. On the inside of the ring, etched in celestial, are the
words, “May our combined light lead this world to greatness”. Daylight
3rd level evocation
Casting Time: 1 action
While attuned to the Ring, gain the following properties: Range: 60 feet
Components: V S
Duration: 1 hour
- Your Wisdom and Charisma scores increase by 1.

A 60-foot-radius sphere of light spreads out from a point you choose within
- If you start your turn in direct natural (non-magical) sunlight with at least 1 range. The sphere is bright light and sheds dim light for an additional 60 feet.
HP, regain 1d10 HP. If you chose a point on an object you are holding or one that isn’t being worn
or carried, the light shines from the object and moves with it. Completely
- When giving or receiving a healing covering the affected object with an opaque object, such as a bowl or a helm,
effect, you may roll one extra die. blocks the light.
If any of this spell’s area overlaps with an area of darkness created by a spell
- While wearing the ring, you can of 3rd level or lower, the spell that created the darkness is dispelled.

Twitter | @DenizenQuinn

cast the Light cantrip at-will or the


GIDEON’S GRASP Small Construct
AC 14 (Natural Armor) HP 10 Speed 25 ft.
Weapon (Greatsword), Rare (Requires Attunement)
STR 12(+1) DEX 12(+1) CON 8(-1) INT 5(-3) WIS 10(+0) CHA 5(-3)
Actions
Slam: Melee Weapon Attack: +3 to hit. 1d4 + 1 bludgeoning damage.
The blade of this greatsword is made up of a collage of metal alloys. Copper, Nourish: The small construct can produce and feed one Goodberry to
gold, silver, iron and steel, weaved together in a geometric pattern, growing any creature within 5 feet of it, restoring 1 HP. The goodberry is
outwards to the blade's edge. Embedded in the blade is a metal skeletal destroyed if it isn’t consumed by the start of the construct’s next turn.
hand, it's elongated fingers extend throughout the blade, and the metal
bones of an attached forearm stand in place of the blade's handle. Medium Construct
AC 12 (Natural Armor) HP 20 Speed 30 ft.
While attuned to this weapon, you gain the following effects: STR 14(+2) DEX 10(+0) CON 10(+0) INT 5(-3) WIS 10(+0) CHA 5(-3)
Actions
You gain +1 to attack and damage rolls made by this weapon. Multiattack: The construct makes two slam attacks.
Slam: Melee Weapon Attack: +4 to hit. 1d4 + 2 bludgeoning damage.

Call of the Creation Forge: The complex


energy behind this blade’s origin agitates the
binding magic that animates constructs.
When you hit a construct with this weapon,
deal an extra 1d8 magical slashing damage,
and the construct’s speed is halved until the
end of its next turn.
This small pouch is made of woven grass and is tied off with string.
Twitter | @DenizenQuinn
Within are 10 acorns enchanted with tiny forest spirits. As a bonus
action, an acorn can be placed on any crafted, non-magical, wooden
object of a medium size or smaller, the object will spring to life for 10
minutes. During this time, whoever placed the acorn can spend a bonus
action to issue a simple command to one or more of the objects.
Constructs act immediately after their creator’s turn. Upon falling to 0 HP ELIXIR OF
or at the end of the duration, the effect ends, and the object turns into a
tree of a similar size at its location. CONFIDENCE Potion, Common
Animated objects have the following traits: Popular among students, this gold flecked
potion removes any anxieties and fills the
drinker with a feeling of confidence. It has a
Damage Immunities: poison, psychic smooth, refreshing taste.
Condition Immunities: blinded, charmed, deafened, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses: blindsight 60 ft. (blind beyond this radius), passive perception 10 For 1 hour, you have advantage against being
Languages: Druidic, Sylvan frightened, your Charisma score increases by
2, and can choose to reroll one ability check,
but you must take the new result.
Tiny Construct
AC 16 (Natural Armor) HP 5 Speed 20 ft., fly 40 ft. STR 10(+0) DEX
14(+2) CON 6(-2) INT 5(-3) WIS 10(+0) CHA 5(-3) Actions The effect ends if you fall unconscious or die.
Slam: Melee Weapon Attack: +2 to hit. 1 bludgeoning damage.

Twitter | @DenizenQuinn Twitter | @DenizenQuinn


can see.
GLAIVE OF THE HEAVENLY
GENERAL Weapon (Glaive), Very Rare (Requires
Attack! - Allies can choose to spend their reaction
Attunement)
to make one weapon attack with a weapon they
are holding against a target within range.
This long glaive of gleaming steel has a short flag attached beneath
the blade. When planted in the ground, the flag will always softly
billow. Intricate swirling cloud patterns are inlaid into the handle. On Guard! - Allies can choose to spend their
reaction to use the dodge action.
While attuned to this weapon, you gain the following effects:
- Cleaving Blows: Any time you land
- You gain +2 to attack and damage rolls made by this weapon. an attack on a humanoid with this
weapon and reduce it to 0 HP, you
- When you make an attack action using this weapon and can choose to behead the creature,
you’re able to speak, you can issue a magical command and can immediately make an
word as part of that action to all allies within 30 feet of additional melee attack against
you that can hear you. You cannot use this feature again another target within range. This
until you complete a short or a long rest.
HUMANIMORPH POTION
Potion, Rare
Command words:

Dropping a piece of organic material (hair, skin, blood, etc.) from any
Charge! - Allies can choose to spend their reaction humanoid into this clear potion will allow the drinker to transform into
to move up to their speed towards an enemy they that humanoid for 1 hour. The material must have been taken from a
living humanoid and can only be used within 24 hours of being taken. normal form. As long as the excess damage
The potion has no effect if the challenge rating of the humanoid is doesn’t reduce your normal form to 0 hit
greater than the drinker’s level, the drinker is a shapechanger, or if the points, you aren’t knocked unconscious.
drinker is at 0 hit points. The transformation lasts for the duration, or
until the target drops to 0 hit points or dies. The creature is limited in the
Actions it can perform by the
While transformed, your game statistics, including mental ability Nature of its new form, and it
scores, are replaced by the statistics of the chosen humanoid, but can't speak, cast Spells, or take
you retain your alignment and personality. any other action that requires
hands or Speech unless its new
You assume the hit points and hit Dice of the form is capable of such Actions.
new form. When you revert to your normal
form, you return to the number of hit points The target's gear melds into the
you had before you transformed. If you new form. The creature can't
revert as a result of dropping to 0 hit points, activate, use, wield, or otherwise
any excess damage carries over to your
effect can occur multiple times. Twitter | @DenizenQuinn Twitter | @DenizenQuinnTwitter | @DenizenQuinn
benefit from any of its Equipment.

COURIER CUBES CRAM POTION


Wondrous Item, Uncommon Potion, Common

These two matching cubes are 3 inches long on all sides. They have tiny This bright orange potion can come in
arcane runes etched along the edges. A face on each cube can be pressed
handy during finals. Make sure you have
inward to click open and close the cubes.
a safe place to rest before it finishes. It
has a bright sour taste.
The interior of the cubes make up a tiny shared pocket dimension and anything
placed into the cube can be accessed from either cube. When either cube is
opened and closed, the other cube will become very warm and its runes will
glow with magical blue light, signifying that an object has been sent. Any When you drink this potion, remove any
organic material that is placed into the cubes is disintegrated and appears as points of exhaustion you have for 8 hours.
dust when reopened.
If you aren’t engaged in a long rest
before the end of this potion’s duration or
If both cubes are opened at the exact same time, the shared dimension will if the ensuing long rest is interrupted, you
attempt to occupy the same space on the material plane and warp toward each
receive twice the points of exhaustion
other. Any that are making physical contact with either cube must make a DEX
save with a DC of 20 (with disadvantage if the cube is kept in clothing), taking that were removed, to a maximum of 5.
8d6 force damage on a failure and both cubes are destroyed. Completing the long rest results in you
having the amount of exhaustion points
you would have had if you hadn’t taken
the potion (the original amount minus 1).

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ENTROPIA HOWL
Staff, Legendary (Requires Attunement by a spellcaster) Weapon (Greataxe), Very Rare (Requires Attunement)

This smooth white staff has a shimmering iridescence to it. It following effects immediately after the spell is cast. Or you can
constantly hovers around waist height to its last attuner, spend 3 charges instead of 1 to choose an effect from the list.
unaffected by gravity.
1 - Burst - All creatures within 30 feet of you must make a DEX
saving throw using your spell save DC, taking 3d6 force damage
While attuned to the staff, you gain the following effects: on a failure or half as much on a success.

- You gain +1 to your spell attack bonus and spell save DC when
casting spells using this weapon as your spellcasting focus. 2 - Bamf - Teleport to an empty space that you can see within 30
feet of you.
- While holding the staff, you gain a fly speed (hover) of 30 feet

- The staff holds up to 5 charges, regaining 1d4 + 1 charges each 3 - Cloak - Turn invisible until the start of your next turn.
day at dawn.
4 - Replay - Until the start of your next turn, you can choose one
ability check, attack roll, or saving throw that that’s made and you
- Augment: When casting spells using this staff as a focus, you may can see and re-roll the result.
spend 1 charge to augment the spell you cast with a random effect
spun from another school of magic. Roll 1d8 and gain one of the
5 - Shell - You gain +2 to your AC until the end of your next turn. Howl during that turn. You also gain one
charge whenever you deal a critical hit using
6 - Rise - Choose an empty space within 10 feet to summon a Howl. If one minute passes without gaining a
specter. You may use a bonus action to issue simple commands to new charge, the axe loses all charges.
it. It acts after your turn and spends its turns doing its best to follow
your commands. The specter disappears after 1 minute or if it 2 charges - Deal an additional 1d6 slashing damage on a
reaches 0 HP. hit.

7 - Alter - You may choose a new damage type for one spell cast 4 charges - Howl’s additional damage also heals you for
within 60 feet of you until the start of your next turn, including the the same amount.
one triggering this effect.

6 charges - Increase Howl’s additional damage to 1d10.


8 - Puppet - Choose one allied creature within 60 feet. They may
spend their reaction to make one attack with a weapon they are
While fighting in direct moonlight, Howl gains twice the
The head of this greataxe is
charges it normally would from Bloodlust.
shaped to resemble the profile
of a yawning wolf, its gaping
jaw forming the blade’s edge.
- Bardic Harmony: while swinging Howl, it emits a
resonating hum. If you harmonize with the hum, the
range of your bardic inspiration or ability that uses
While attuned to this weapon, you gain bardic inspiration is doubled.
the following effects:
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- You gain +2 to attack and damage rolls
made by this weapon.

- Bloodlust: This axe can hold up to 6 UMBRELLA


charges and gains effects depending on how Wondrous Item, Common
many charges it has. It gains one charge at
the end of your turn if you’ve taken damage
or dealt damage to a creature while wielding This strange device has a central metal pole
holding against a target of your choice within range. and at its tip, several metal rods are attached and connected between the rods like the
folded against the central pole. Canvas fabric is
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webbing of a wyvern’s wing. Two handle bars can be unfolded at the base of the
GRAPPLING BOLT pole as a bonus action, which will unfurl the rods, stretching the canvas taut.
While the Umbrella is open in mid-air, it and any creatures holding it gain the
Ammunition, Common
effects of the Feather Fall spell. If the Umbrella is opened while falling, you must
make a STR saving throw with a DC of 10 + 1 per 10 feet fallen, losing grip of the
This specialized crossbow bolt has the effects of a grappling hook but can be Umbrella on a failure. If more than one creature is supported by the Umbrella, all
loaded into a heavy crossbow, gaining the crossbow’s extended range, providing creatures make the STR saving throw with disadvantage. The Umbrella can be
you have enough rope. held by no more than 3 creatures or medium size or smaller.

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MASTER MORAG’S MAGNIFICENT MONOCLE SHIELD OF HEROIC MEMORIES
Wondrous Item, Very Rare (Requires Attunement) Armor (Shield), Very Rare (Requires Attunement)

The rim of this silver monocle has 4 gems minute to read one page of text.
inlaid into it, equidistant from each other.
Emerald, sapphire, topaz, and ruby, each
slightly glowing with magical light. The rim Sapphire - 1 charge
can be rotated 90 degrees, allowing a slot Detect magic
near the top of the monocle to receive the 1st level divination
upper-most gem. For 10 minutes (requires concentration), you sense the presence of magic
within 30 feet of you. If you sense magic in this way, you can use your action
to see a faint aura around any visible creature or object in the area that bears
The monocle holds up to 4 charges, magic, and you learn its school of magic, if any.
regaining any spent charges upon
completing a long rest. While attuned to
this item, you can spend a number of The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch
charges to cast any of the following spells. of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Only one spell can be active at a time. If
all 4 charges are exhausted, roll a d20. Topaz - 2 charges
On a 1, the last gem used turns to dust. Identify
1st level divination
Emerald - 1 charge You choose one object that you must touch throughout the casting of the
Comprehend languages spell. If it is a magic item or some other magic-imbued object, you learn its
1st level divination properties and how to use them, whether it requires attunement to use, and
For 1 hour, you understand the literal meaning of any spoken language that how many charges it has, if any. You learn whether any spells are affecting
you hear. You also understand any written language that you see, but you the item and what they are. If the item was created by a spell, you learn which
must be touching the surface on which the words are written. It takes about 1 spell created it.
has a hexagonal tortle shell pattern weaved
into its back.
If you instead touch a creature throughout the casting, you learn what spells,
if any, are currently affecting it. While attuned to this item, you gain the
following effects:

- Wearers gain a +1 bonus to their AC.


Ruby - 4 charges
Disintegrate - You are able to use the Shell
6th level transmutation Defense tortle racial ability
A thin green ray springs from your pointing finger to a target that you can see once per long rest.
within range. The target can be a creature, an object, or a creation of magical
force, such as the wall created by wall of force.
Shell Defense. You can
withdraw into your shell as an
A creature targeted by this spell must make a DEX saving throw with a DC of action. Until you emerge, you
14. On a failed save, the target takes 10d6+40 force damage. If this damage gain a +4 bonus to AC, and you
reduces the target to 0 hit points, it is disintegrated. have advantage on Strength
and Constitution saving
throws. While in your shell, you
A disintegrated creature and everything it is wearing and carrying, except are prone, your speed is 0 and
magic items, are reduced to a pile of fine gray dust. The creature can be can't increase, you have
restored to life only by means of a true resurrection or a wish spell. disadvantage on Dexterity
saving throws, you can't take
reactions, and the only action
This spell automatically disintegrates a Large or smaller non-magical object you can take is a bonus action
or a creation of magical force. If the target is a Huge or larger object or to emerge from your shell.
creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic
item is unaffected by this spell. Twitter | @DenizenQuinn

Twitter | @DenizenQuinn
FIRE PLUME HELMET
Wondrous Item, Uncommon (Requires Attunement)
This perfectly round steel shield has a mirror finish. Images are etched
into its surface, depicting a humanoid form engaging in a complex series
of epic events. They stand atop a mountain, pointing at a giant, or This bronze helmet covers the wearers entire head and has triangular 3 pronged
engaged in single combat with a massive armored knight, or holding up a
slits for the eyes and mouth. A pointed metal ridge extends up from between the
torch in the face of dozens of small, sharp toothed creatures. Upon
attuning with this shield, the surface is wiped clean, paving the way for wearer’s forehead to extend from the helmet as a large spike. Etched into the
your own heroic moments to be recorded. helmet, behind the spike, are complex arcane runes running the length of the helm
to the back of the head.
While attuned to this shield, you gain the following effects:

- Wielders gain a +1 to their AC in addition to the shield’s normal bonus. While attuned to this helmet, you gain the following effects:

- As you defeat creatures in battle while holding this shield, you gain an - The wearer is able to set their own command word. The wearer may spend a
additional +1 bonus to AC in any subsequent battles with those bonus action to speak the command word to ignite the helm, causing a torrent of
creatures. The events of the battle are intricately engraved on the flame to sprout like a mohawk along the arcane runes. The flames cast bright light
shield’s surface. within 30 feet and dim light an additional 30 feet.

- You may also spend 10 minutes to recount a past battle you’ve


engaged in to the shield. Upon a successful DC 15 charisma - While ignited, the wearer can spend an action to cast the Burning Hands spell at
(persuasion) check, the shield adds the battle to its surface, giving you 3rd level originating from their head with a DC of 14.
the armor bonus to the main creature type involved. You cannot use this
feature again until you complete a long rest.
Burning Hands (3rd level)

Creature types: Aberrations, Beasts, Celestials, Constructs, Dragons,


Elementals, Fey, Fiends, Giants, Humanoids (specific race Each creature in a 15-foot cone must make a DEX saving throw DC 14. A creature
encountered), Monstrosities, Oozes, Plants, Undead
takes 5d6 fire damage on a failed save, or half as much damage on a successful
one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

You regain the use of this ability after completing a long rest.

Source: The Adventure Zone

IMMOVABLE ROD
MANTLE OF THE TORTLE Wondrous Item, Uncommon
Wondrous Item, Rare (Requires Attunement)

This heavy cloak smells faintly of swamp, and


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The rod can hold up to 8,000 pounds of weight. More weight causes the
rod to deactivate and fall. A creature can use an action to make a DC 30
Strength check, moving the fixed rod up to 10 feet on a success.

ATLAS GAUNTLETS Wondrous Item, These intricate mechanical gauntlets give the wearer incredible grip
strength. Glowing blue wires that twist throughout the structure stem
from bright blue hexagonal crystals embedded from the back of each
Very Rare (Requires Attunement)
gauntlet.

This metal rod has a button on one end. You can use an action to press the
button, which causes the rod to become magically fixed in place. Until you or Gauntlets can be donned or doffed as an action.
another creature uses an action to push the button again, the rod doesn't
move, even if it is defying gravity.
While attuned to these gauntlets, you gain the following effects:

Source: DND Beyond OFF-WHITE SNEAKERS OF THE WIND


Wondrous Item, Uncommon (Requires Attunement)

ARROW OF Imported white leathers made from the wild Ibiks of Mount Gravios have

FARSIGHT Ammunition, Uncommon


been expertly woven together, stained with the juice of a Pyrefly, before
being left to bathe in the full moon’s light for 3 nights.

The heads of these finely made arrows are shaped to resemble the head of
an owl, with tiny blue crystals for eyes. NIGHTMARE FUEL
Potion, Very Rare

After firing this arrow, you can choose to look through the arrow as a free
action at any point for 1 minute. While doing this, you can see and hear The contents of this spherical flask
through the arrow as if you were at its location. The arrow regains the use of resemble a slowly moving cloud of
this ability each day at dawn.
sparkling ash. It’s warm to the touch and
is tightly sealed with a dark iron stopper.

While attuned, creatures

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wearing these totally rad
- The wearer ignores the two-handed property on any melee weapons
they wield. sneakers gain 10 additional
feet to their walking speed.
- The wearer’s unarmed strikes deal 1d8 bludgeoning damage. - The Additionally, your movement is
wearer’s melee attacks must use strength as the ability modifier. - The unaffected by difficult terrain.
wearer’s ranged attacks have disadvantage.
- The wearer has disadvantage on any dexterity based checks using
their hands.
- Spells requiring somatic components cannot be cast while wearing
these gauntlets.

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GRAVITY BOMB
Wondrous Item, Very Rare

When you drink this potion, your legs are


surrounded by swirling clouds of ash and
Twitter | @DenizenQuinn fire and you gain the following features
for 10 minutes:
Once during the effects of this potion, you can use a bonus action to enter the
Ethereal plane, a dark and ghostly echo of the material plane. While on the
You gain resistance to fire damage. Ethereal plane, you can see and hear the plane you originated from within 60
feet, which is cast in shades of gray. You can only affect and be affected by
other creatures on the Ethereal plane. Creatures that aren’t there can’t
You gain a flying speed of 90 feet. perceive you or interact with you, unless they have the ability to do so. You can
use another bonus action to attempt a WIS save to return to the material plane
with a DC of 10 within 30 feet of the entry point, a DC of 15 within 100 feet of
Unarmed strikes with your feet deal an the entry point, a DC of 20 within 500 feet of the entry point, or a DC of 25
additional 2d6 fire damage. further than 500 feet from the entry point.
Crackling purple energy pulses in this fist sized glass As an action, the gravity bomb can be thrown at a point
dodecahedron. It has a constant vibration and a slight up to 30 feet away + 10 feet per bonus to your STR.
distortion surrounds its heavy iron frame. Upon colliding with a solid

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The effect ends if you fall unconscious or die.

object, the gravity bomb will break, casting the Reverse Gravity spell for the duration.
at its location.

At the end of the duration,


Reverse Gravity affected objects and
7th Level Transmutation creatures fall back down.

This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder


ROCKET MAUL
Weapon (Maul), Rare
centered on a point within range. All creatures and Objects that aren't
somehow anchored to the ground in the area fall upward and reach the
top of the area when you cast this spell. A creature can make a DEX
The front of this elaborate metal hammer ends in a sharp point. A glowing red
saving throw to grab onto a fixed object it can reach, thus avoiding the
crystal is embedded within a geometrical pattern at the center of the hammer’s
fall.
head. Metal tubing is built around the crystal, channelling its explosive power to
propel it forwards at high speeds.
If some solid object (such
as a ceiling) is encountered
in this fall, Falling Objects
and creatures strike it just Before any attack made with this weapon,
as they would during a you may press an attached button to
normal downward fall. If an
explosively add 3d6 force damage on a hit,
object or creature reaches
but attack with disadvantage.
the top of the area without
striking anything, it remains
there, oscillating slightly, Attacks made with this weapon against
objects and structures deal double damage.

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Source: Critical Role
WAND OF SMILES
Wand, Uncommon
CAP OF MANY FASHIONS
This wand has 3 charges. While holding it, you can use an action to Wondrous Item, Common
expend 1 of its charges and target a humanoid you can see within 30
feet of you. The target must succeed on a DC 10 Charisma saving
throw or be forced to smile for 1 minute. While wearing this hat, you
can use a bonus action to
change the style, color, and
The wand regains all expended charges daily at dawn. If you expend apparent quality of the
the wand's last charge, roll a d20. On a 1, the wand transforms into a garment. The hat’s weight
wand of scowls. doesn’t change.
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On a failure, the savage side of Fey magic takes control and you succumb to
the effects of a monstrous form of lycanthrope. While in this form, you gain
the following effects for 10 minutes:
CLOAK OF DEVOUT VISIONS
Wondrous Item, Very Rare (Requires Attunement)
- You lose your sense of self and at the
start of each of your turns, make a Wisdom
“From afar, his cloak looks as though its dark form is speckled with saving throw with a DC of 10. On a failure,
blinking stars plucked from the night sky. But As I approached his you must spend your turn to make a melee
looming form, I realized the stars were not stars at all, and they were all attack action against the nearest enemy
looking at me.” - Former Cleric of the Iron Lord that you can sense.

While you wear the cloak, you gain the - You gain a +2 to melee damage
following effects: rolls and your unarmed strikes
deal 1d6 slashing damage.
- You can see in all directions and
- If your hands are free, you’re
gain advantage on perception
checks that rely on sight.
- You have darkvision out to 120 able to run on all fours, doubling
feet. your speed.

- You cannot be surprised. - You gain advantage on


- The eyes on the robe can't be perception checks that rely on
closed or averted. Although you can smell.
close or avert your own eyes, you
Either effect ends if you fall
are never considered to be doing so
unconscious or die.
while wearing this robe.

- A Light spell cast on the robe Twitter | @DenizenQuinn


or a Daylight spell cast within 5
feet of the robe causes you to
be Blinded for 1 minute. At the
end of each of your turns, you
can make a Constitution saving
throw (DC 11 for light or DC 15
FRIENDLY COLLAR
Wondrous Item, Common
for daylight), ending the
blindness on a success.
This soft fabric collar is resizeable and can be fit to any large sized beast or
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smaller. It has a small blank name tag that can be magically rewritten each
REFINED TREANT time it’s first attached to a beast.

DRAUGHT Potion, Very Rare When this collar is worn by a beast, all animal handling checks made with the
creature have advantage..
This globular vial is filled with distilled spirit water from the Feywild - water
enriched with untamed natural magic capable of turning trees to treants,
bringing dreams into reality, and twisting beasts into savage monsters.

When you drink this potion, pure Fey magic rushes through your body. Roll a
Wisdom saving throw with a DC of 15. You have advantage if you’re an elf,
half-elf or fey creature.

On a successful save, you are able to gain control of the wild Fey magic, and
gain the following effects for the next 10 minutes:

- You gain 4d10 temporary hit points


- You grow in size, and gain the effects of the Enlarge spell. - You have Twitter | @DenizenQuinn
advantage to all saving throws against spells and magical effects.

THE BOX
Wondrous Item, Artifact

The mouth of this simple stone box is 2


feet long and 3 feet wide. Strange faded
labyrinthian carvings cover its surface,
depicting a somewhat alien head on the
lid with long antlers, and a black circle
surrounded by a thin ring on the front.
Upon closer inspection, ancient
bloodstains can be found in the markings,
chipped and flaking.

Opening the box reveals complete darkness, until a spectral humanoid hand slowly drifts out, fingers outstretched. The attached snake-like arm grows
endlessly as the hand continues to extend. You can open the box as an action, and the hand moves 5 feet in a random direction at the end of each of your
turns. It will do so until it reaches, or is given, an object or a creature. If it enters a creature’s space, the creature must make a DEX save with a DC of 10 or be
grabbed by the hand. Upon grasping the object or creature, the hand will immediately attempt to pull it into the box. Creatures must immediately make a
Strength save with a DC of 30 or be pulled into the box. Once grabbed, the hand will never let go. After a successful save, creatures are considered grappled
and must use their action to make another strength save on each of their turns, being pulled into the box on a failure. The creature may also escape if the limb
being grabbed is swiftly removed. The box cannot be closed until the hand successfully pulls something into the box.

If an object or creature doesn’t fit into the box, they will take 30d6 force damage as the hand attempts to pull the object or creature into the box with over 8000
pounds of force. If the creature survives the force damage, the limb being grabbed is ripped off their body. If the creature does not survive the force damage,
their body is broken as it is pulled into the box. Once an object or creature is pulled into the box, the lid shuts, and it may not be opened until the next dawn.
Anything that enters the box can never be recovered.

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BAG OF HOLDING JOTUNBLOD Wondrous Item, Uncommon Weapon


(Battleaxe), Very Rare (Requires Attunement)

This bag has an interior space considerably larger than its outside pattern that weaves inward from
dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The the blade’s edge. The pattern
bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. glows blue with frigid energy,
The bag weighs 15 pounds, regardless of its contents. Retrieving an item left from the countless frost
from the bag requires an action. giants felled by this weapon.

While attuned to this weapon,


If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its you gain the following effects:
contents are scattered in the Astral Plane. If the bag is turned inside out, its
contents spill forth, unharmed, but the bag must be put right before it can be
used again. Breathing creatures inside the bag can survive up to a number of - You gain +2 to attack and
minutes equal to 10 divided by the number of creatures (minimum 1 minute), damage rolls made by this
after which time they begin to suffocate. weapon.

Placing a bag of holding inside - Steeped in the blood of frost


an extradimensional space giants, this weapon deals an
created by a handy haversack, additional 1d8 cold damage on a hit.
portable hole, or similar item
instantly destroys both items and
- This weapon has a thrown property with a normal range of
opens a gate to the Astral Plane.
20 feet and a long range of 60 feet. Upon missing, the axe
The gate originates where the lands in a random space within 5 feet of the target. On a hit,
one item was placed inside the the axe is embedded in the target until removed.
other. Any creature within 10 feet
of the gate is sucked through it
to a random location on the - If Jotunblod is within 60 feet of you, and you have a free
Astral Plane. The gate then hand, it can be summoned back to you as an action - all
closes. The gate is one-way only creatures in a direct line between you and the axe must make
and can't be reopened. a DEX save (DC 8 + your STR bonus + your proficiency
bonus) or take 1d8 slashing damage + 1d8 cold damage.

Source: Dungeon Master’s Guide 5th Edition Twitter | @DenizenQuinn


This steel battleaxe has a knot

OMEN BLADE THE OMEN EYE


Weapon (Longsword), Very Rare (Requires Attunement) winner’s Omen Blade absorbs the other, strengthening the
blade, and causing the orange eye to grow larger.
This longsword has an orange, eye-like orb embedded in its hilt,
from which, black tendrils twist outwards, giving the blade a
strange organic texture. 1 victory
- You gain +1 to attack and damage rolls made by this weapon. -
While attuned, you gain the following effects: You cannot be disarmed while wielding this weapon.

- The Iron Trial: Omen Blades are scattered across the realm, 2 victories
and those who wield them are constantly drawn to one - You develop a link with the Omen Blade’s eye, giving you
another, and upon meeting, are transported to a pocket advantage on dexterity saving throws against effects you can
dimension and compelled to engage in single combat. The see while in combat.
While attuned, you gain the following effects:
3 victories
- Your bonus to attack and damage rolls goes up to +2.
- Your connection to the Omen Blade’s eye becomes stronger. - You have Truesight.
At any point while both you and the blade are on the same - You cannot be blinded.
plane, you can close your eyes to see through the blade’s eye - An ability score of your choice increases by 2.
as if it were your own. - The eye has 8 charges. You can use an action to expend 1 or more
- You have proved your worth and have qualified for the final charges to cast one of the following spells (save DC 18) from it: Cause
round of the ‘Iron Trial’. When the Omen Blade’s eye begins to Fear (1 charge) Clairvoyance (2 charges), Scrying (4 charges), or Eyebite
glow, the trial's end will occur in 7 days. Peer through the eye to (5 charges). The eye regains 1d4 + 4 expended charges daily at dawn.
see where the final combat will take place. Upon doing this, you
know the exact point of the location and how to get there.
While attuned to both The Omen Eye and Crownrender, you gain the
Twitter | @DenizenQuinn following effects:

- You have one extra reaction each turn.

CROWNRENDER - You can use the eye’s Realm of Judgment ability.

Weapon (Longsword), Legendary (Requires Attunement)


Realm of Judgment
As an action, you can choose one creature you can see within 30 feet to
challenge to a duel of fate. They must make a CHA saving throw with a
Your reward for completing the Iron Trial is the ancient sword, DC of 18. Upon failure, roll 1d6 and you and the creature are sent to a
Crownrender, once wielded by the Iron Lord himself. A spherical pocket dimension for that many turns. You both appear in your exact
recess is left in the sword’s hilt from where the Omen Eye once positions centered in a 30 foot tall, 50 foot diameter cylindrical space. The
laid. The blade is said to be crafted from the melted down crowns floors, walls and ceiling are made up of an impenetrable collage of
of conquered monarchs. discarded metal equipment magically fused together and flattened. The
room is lit by a single floating orange sphere of light close to the ceiling’s
center. After the effect ends, you and the creature are returned to your
original positions when the ability was first used.
While attuned to this weapon, you gain the following effects:
If anyone reaches 0 HP while in the Realm of Judgment, they are
declared the loser and the effect ends early. The winner of the duel
receives temporary HP equal to the loser’s challenge rating or level
- You gain a +3 to attack and damage rolls made with this weapon. - multiplied by 3.
You gain proficiency in one skill of your choice.
- Overwhelm: Whenever making an attack action with this weapon This ability cannot be used again until you complete a long rest. Twitter |
against a creature that you have advantage against, you can make
one additional melee attack with this weapon against that creature. @DenizenQuinn

While attuned to both Crownrender and The Omen Eye, you gain
the following effects:
POTION OF
FEIGN
- You have advantage on initiative rolls.
UNDEATH Potion,
Uncommon
- You deal an additional 1d8 psychic damage on a hit with
Crownrender.
Wondrous Item, Artifact (Requires Attunement) The viscous liquid in this potion
is a foul greyish green and
slowly swirls in a stoppered
Accepting the orange right eye of the Iron Lord is the final stage in crystal phial.
completing the Iron Trial. By carving out your own eye and replacing it
with the Omen Eye, you attune to it and the Iron Lord has deemed you
worthy of being his champion.
When you drink this potion, Your flesh becomes
sickly
grey, your eyes turn a deep yellow, and you emanate
the smell of death and decay. You physically appear
as if you were an undead zombie for 1 hour. To the
detection abilities of other creatures, both innate and
magical, you appear as if undead.

“The world has forgotten my existence. You will be its reminder.”

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HEALTH GRENADE MASKS OF KIN Wondrous Item,
Uncommon Wondrous Item, Rare

This fist sized hexagonal metal chassis has a number small metal nozzles Twitter | @DenizenQuinn
pointing outwards from the center. You can take 1 minute to transfer any This pair of wooden masks are painted white. One depicts a grinning
potion of healing into a vial at the center of the grenade. visage with red details around the eyes and mouth. The other depicts a
sorrowful visage with blue detailing.

As an action, the Health Grenade can be thrown at a point up to 30 feet away


+ 10 feet per bonus to your STR modifier. The creatures that wear these masks share a psychic bond, and are
able to communite telepathically within 500 feet of each other.

Upon landing, the Health Grenade converts the potion into a red mist. Each If a wearer of one of the masks takes damage while the masks are
creature within 5 feet of the grenade regains HP equal to half of the within 500 feet of eachother, the wearer of the other is able to spend
containing potion’s value, provided they are able to breathe. their reaction to take half of the damage in place of the creature being
damaged. Once this ability is used, it cannot be used again until the
next dawn.

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SUNKEN ARMOR
Armor (Plate), Very Rare (Requires Attunement)
SERPENTSLAYER
Clusters of small barnacles adorn parts of this rusted set of dark iron armor.
While underwater, the armor fills with air and you can control your movement CUTLASS Weapon (Longsword), Rare
to effortlessly glide through the water. (Requires Attunement)

This wide bladed cutlass has intricate patterns


While attuned to this armor, you gain the following effects:
forged along its jagged edge. Enchanted to
- Wearing this armor provides an additional +1 bonus to your AC. combat behemoths of the sea, it grows and
becomes more deadly when wielded against
- Amphibious: The wearer can breathe both air and water. larger foes.

- The wearer has a swim speed of 30 feet. While attuned to this weapon, you gain the
following effects:
- As a bonus action, the
wearer can choose one - You gain a +1 to attack and damage rolls
creature of large size or made with this weapon.
smaller that they can see
within 30 feet of them. - This weapon deals additional magical
Spectral tentacles shoot slashing damage to larger creatures:
out of the armor and the
target must make a STR Against large sized creatures - 1d8 slashing
saving throw with a DC of damage
15 or be pulled in a line
until they are within 5 feet Against huge sized creatures - 1d10 slashing
of the wearer. The wearer damage
cannot use this ability
again until they complete a Against gargantuan sized creatures - 1d12
long rest. slashing damage
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KARKARUS COMPASS UMBRAL EDGE


Weapon (Double-Bladed Sword), Legendary (Requires Attunement)
Wondrous Item, Very Rare (Requires Attunement)

The mirrored blades of this two-ended sword are black as


This old brass compass is incredibly rusted and covered by a circular lid. night, forged from an ancient celestial ore.
A faded jolly roger with a hat is etched onto the surface. Once opened, a
pin of pure gold spins aimlessly until the compass is held by someone
attuned to it.
Damage: 2d6 slashing Weight: 4 lb.
While attuned to this item, you gain the following effects: Properties: Special, Finesse, Two-Handed

- Only you are able to open the compass, and only while you are Special: When making attack action with this weapon, you
holding it, does it point to the location of the Gilded Leviathan - a can make one additional attack with it as a bonus action.
legendary sea monster said to covered in glittering gold. This attack deals 1d6 slashing damage, instead of 2d6.

- You have advantage on While attuned to this weapon, you gain the following
Survival checks. effects:

- Your Charisma score - You gain a +3 to attack and damage rolls made with this
increases by 2. weapon.

- Once per long rest, you can


- You gain darkvision out to a range of 60 feet. If you
use an action to cast the
already have darkvision, the range is increased by 60 feet.
Fortune’s Favor spell.

- Whenever you reduce a creature to 0 hit points or land a


Curse of Greed: While attuned to this compass, you are cursed. While critical hit with this weapon, you and anything you’re
cursed, you must past a Wisdom saving throw with a DC of 15 or wearing or carrying turn invisible until the end of your next
attempt to obtain any gold that you encounter that does not have an turn. This effect ends if you attack or cast a spell.
obvious owner. Attunement to a cursed item can't be ended voluntarily
unless the curse is broken first, such as with the Remove Curse spell. - As a bonus action, you can speak the true name of a
creature to the blade. For the next 12 hours or until the
Twitter | @DenizenQuinn creature dies, the blade brims with the delicate crimson
light of a blood moon and this weapon deals an extra 2d8
necrotic damage to that creature on a hit. Only one
creature can be named at a time and once they are named

WEAVELEECH ARMOR once, they can never be named again. You cannot use this
property again until the next dusk.
Armor (Studded leather), Very Rare, Requires Attunement

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This purple-grey set of leather armor is covered by an alien worm-like
pattern. There are pink crystals embedded all over the armor,
symmetrically spaced apart.

While attuned, you gain the following effects:


AK’THUUM
- Wearing this armor provides an additional +1 bonus to your AC. Weapon (Spear), Rare (Requires Attunement)

- The armor is capable of storing up to 5 charges. Each time the wearer


takes damage from a spell of 1st level or higher or a magical ability of The shaft of this two-pronged spear is wrapped in
equivalent power, the arcane crystals embedded in the armor soak up behir leather - a monstrous blue creature known for its
residual magic in the air and they gain 1 charge. If 1 hour passes without lightning breath. The spear was once wielded by the
gaining a new charge, the armor loses all of its charges. chieftan of a clan of storm worshipping orcs.

- While wearing the armor, you


can expend some of the charges
to use the following abilities: While attuned to this weapon, you gain the following
effects:
1 charge - As a bonus action the
wearer can grant themselves 1d8
temporary hit points. - You gain +1 to attack and damage rolls made with this
weapon.
3 charges - As a bonus action,
the wearer can choose one
damage type to gain resistance - Attacks with this weapon deal an additional 1d6
against for 1 minute. lightning damage.

5 charges - The wearer can take - If this spear is thrown, the attack builds a stronger
one additional action on their
electrical charge in the air, dealing an additional 1d6
turn.
lightning damage for every 10 feet the spear travels,
to a maximum of 6d6 lightning damage.
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PREYSEEKER BOW
reality, landing prone in the
space where the portrait
was destroyed.
Weapon (Any Bow), Rare (Requires Attunement)
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Pale green light emanates from the tangled clumps of GILDARION, THE GREEDY
knotted roots that make up the limbs of this bow. Weapon (Longsword), Legendary (Requires Attunement)

The hilt of this golden sword resembles the head of a dragon


While attuned to this weapon, you gain the following effects: consuming the handle, its whiskers arcing along the cross guard.

Sentience: This blade harbours the soul of a Young Gold


- Gain +1 to attack and damage rolls made with this Dragon with a witty and impulsive personality. It has hearing
and darkvision out to a range of 120 ft. It can communicate
weapon. telepathically with its wielder and can speak, read and
understand draconic and common.

- This bow can hold up to 3 charges and regains any


spent charges each day at dawn.
While attuned to this weapon, you gain the following effects:

- Seeker Shot: Before making a ranged attack with this - Gain +1 to attack and damage rolls made with this weapon.
bow, you can spend 1 charge to have your arrow grow
- As an action you can feed the dragon’s head a sum of gold.
wings and fly directly to your target. Instead of making an
When the total gold consumed reaches certain milestones,
attack roll to hit, your target must make a DEX save with a you gain greater access to the weapon’s effects. The total gold
DC of 8 + your consumed resets to 0 if the wielder unattunes from the weapon.
ranged attack bonus or be hit with your attack. This
Milestones:
attack deals an additional 1d8 piercing damage.
100 gp - This weapon deals an additional 1d6 fire damage
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1000 gp - The bonus to attack and damage rolls increases


to a +2. The fire damage dealt on a hit increases to 1d8.

BIM’S PORTRAIT OF 10,000 gp - The bonus to attack and damage rolls


increases to a +3. The fire damage dealt on a hit increases
REFUGE Wondrous Item, Rare to 2d6. As an action, the wielder can call upon the dragon,
unleashing its breath weapon. Each creature in a 15 foot
cone must make a DEX save with a DC of 16, taking 5d10
This beautiful painting has an elaborate golden frame and is 4 feet tall fire damage on failed save, or half as much on a success.
This ability may not be used again until the wielder
and 3 feet wide. It looks as though it should contain the portrait of a completes a long rest.
posing noble in an extravagant sitting room, but the tall-backed velvet
armchair pictured is empty. The room is furnished with a closed 100,000 gp - Gildarion the Greedy is freed forever from his
wooden chest, an orange glowing lantern on a small side table, and an blade prison. The sword transforms into a Young Gold
empty bookshelf against the back wall. Dragon that appears at full HP in an unoccupied space
within 5 feet of you. It is friendly towards you and your
companions and obeys any verbal commands that you
As an action, a creature can choose to magically step into the portrait.
issue to it as long as they follow its lawful good alignment. It
They and any objects they’re carrying shrink to fit the scale of the simple is no longer a sword, and therefore unattunes to you.
extradimensional room within. The room is a 10 foot cube, with one wall
being a window into the outside world. The creature within can see and
hear the immediate outside world through the window and they can Art + Design by Quinn MacDonald | @DenizenQuinn
freely move within the room but will be seen as a moving painting to the
outside world. Creatures cannot be directly affected by anything in the
outside world while inside the portrait. With another action, creatures can
step out of the portrait as long as its face isn’t completely occluded. Only
one creature can be in the painting at a time.
PENANCE
Weapon (Whip), Rare (Requires Attunement)

The portrait has 100 HP


and is immune to poison The pommel of this vicious looking whip resembles
and psychic damage. If 8 the face of the Dawnfather, wrought in iron.
hours pass without the
portrait taking damage, it While attuned to this weapon, you gain the
repairs itself to full HP. following effects:
Upon reaching 0 HP, the
portrait is destroyed, and - You gain a +1 to attack and damage rolls made
any objects stored in the with this weapon.
painting are sent flying into
outside world. A creature in - As an bonus action you can use this
the painting when it is weapon to whip yourself, taking damage
destroyed must make a equal to one weapon attack to gain one of
CON saving throw with a the following effects:
DC of 15, taking 5d10 force
damage on a failure or half 1. You have advantage to all wisdom or
as much on a success as charisma saving throws for 1 minute
2. Remove one of the frightened or poisoned
conditions from yourself

3. Temporarily remove any points of


exhaustion for 1 minute

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