Remnants 1.1
Remnants 1.1
NTS
@DENIZENQUINN
KO-FI.COM/QUINNMACDONALD
REMNANTS
Hello!
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
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:
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.
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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.
Twitter | @DenizenQuinn “One Who Rises” - The weapon’s attack and damage
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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.
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LEGION
Weapon (Rapier), Legendary (Requires Attunement)
While friends with Yorick, they may not want to leave your side.
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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
- 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.
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:
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.
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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.
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:
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.
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ARMSTRONG’S BELT OF FLEXING Wondrous Item,
Rare (Requires Attunement)
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
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.
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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
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.
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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.
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.
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:
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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.
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.
IMMOVABLE ROD
MANTLE OF THE TORTLE Wondrous Item, Uncommon
Wondrous Item, Rare (Requires Attunement)
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:
ARROW OF Imported white leathers made from the wild Ibiks of Mount Gravios have
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.
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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
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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.
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.
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:
THE BOX
Wondrous Item, Artifact
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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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.
- 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:
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.
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.
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)
- 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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- 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.
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.
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)
- 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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