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Archive of Magic Items 5e

The document is a guide titled 'Archive of Magic Items' authored by Tim Gonzalez, featuring over 400 magical items for 5th edition roleplaying games. It includes various categories such as armor, weapons, rings, and artifacts, along with modification suggestions for each item. The book aims to enhance gameplay by providing unique and interesting magical items that are not strictly balanced against each other, allowing Game Masters flexibility in their use.

Uploaded by

Edward Barnaby
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
1K views186 pages

Archive of Magic Items 5e

The document is a guide titled 'Archive of Magic Items' authored by Tim Gonzalez, featuring over 400 magical items for 5th edition roleplaying games. It includes various categories such as armor, weapons, rings, and artifacts, along with modification suggestions for each item. The book aims to enhance gameplay by providing unique and interesting magical items that are not strictly balanced against each other, allowing Game Masters flexibility in their use.

Uploaded by

Edward Barnaby
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 186

Edward Barnaby (Order #31198134)

ii
Edward Barnaby (Order #31198134)
Credits
Author: Tim Gonzalez
Cover Art: Jack Kaiser
Interior Artists: Alli Grimes, Matthew Sargent, M.J. Barros and Arina Samson, Roman Moor aka
s0ulafein, Jonathan Reincke, Kyle “Outlandidol” Hebert
Editing: Christine S.
Layout & Graphic Design: Melissa Matos momtoast.com
Special Items Created by Kickstarter Backers:
Eye of the Half-Blind King by Evan Callaghan
Goldfish by Caleb Patterson
Lantern Staff of the Will-O’-Wisp by Frank Rembisz
Metzil by Connor, with art by special permission of Fred and Sean
Mithardain by Thom Berg
Orcish Battlehelm by Kor
Shadowsong by Jake Brooks

Special thanks to Shawn Gonzalez, for supporting me during this process and convincing me that
I could do it.

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Edward Barnaby (Order #31198134)
Table of Contents
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . v
Armor and Shields. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Weapons & Ammunition. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Rings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
Rods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
Staves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
Wands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Wondrous Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Item Sets. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Sentient Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Artifacts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Materials. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
New Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Additional Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
The World of the Moontouched. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
Appendix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
Magical Trinkets. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
Random Item Tables. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
List of Items. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
List of Items by Rarity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176

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Edward Barnaby (Order #31198134)
Introduction
Welcome to the Archive of Magic Items!
Within the pages of this book you will find over 400 magical weapons, armors, and
wondrous items for your 5th edition game.
The point of this book is to provide you, as a player or Game Master, with a wide
array of unique magical items to use. My belief is that a magical item should be fun
and interesting, and I hope that this book provides you with plenty of options.
The latest edition of the oldest roleplaying game allows magic items to be special.
Attunement and a limited number of mechanical bonuses ensures that magic items
are not necessary for you to be a successful adventurer, but instead are fascinating,
exciting, or just plain weird items for you to discover.
Because of this, magic items are not balanced against every other magic item; not
every rare item is going to be exactly equal in strength to another rare item. There
is no internal mathematical system that denotes exactly how powerful something
should be. Instead, it is up to the Game Master to determine if a magic item is
appropriate for their game or not.
Thank You
This book was made possible thanks to the help of 344 backers on Kickstarter. Thanks
to you, this book was able to go from a dream into a reality. Thank you for your
support.

Onward to the Archive of Magic Items!

Hi! I’m Ami, the archive’s resident fairy


Modifying Items
and assistant. My job is to help you
Magic items should feel special to the
players, and you should change their
find whatever you need! I’ve carefully
appearances and properties to make sure documented and detailed every item in our
they feel that way. I’ve included suggestions
on ways to modify some of the items in the
archive. While you’re looking, I might have
book. Use them to fit an item into your game some interesting stories to tell you!
or make your own changes!

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Edward Barnaby (Order #31198134)
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Edward Barnaby (Order #31198134)
Armor &
Shields

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Edward Barnaby (Order #31198134)
Animated Armor This armor increases a creature’s vigor, allowing
them to go longer without needing to rest. While
attuned to this armor, you gain additional hit
dice equal to your proficiency bonus.
Modify. Give the armor a bonus to AC.

Barbarian’s Armor
Armor (light or medium), uncommon
This armor is adorned with the claws and teeth of
large animals. When you use the Reckless Attack
class feature while wearing this armor, you deal an
additional 1d4 damage when you successfully hit
with an attack.
Modify. Increase the size of the bonus die (1d8,
1d10, 1d12).

Bard’s Armor
Armor (light), uncommon

Animated Armor This armor is bright, flashy, and perfectly


Armor (heavy), very rare (requires attunement) tailored to the body of whoever wears it. While
wearing this armor, you gain an additional Bardic
While attuned to this suit of armor, whenever Inspiration die.
you drop to 0 hit points, the suit animates and
continues acting with you inside. You must Modify. Increase the number of Bardic
continue making death saving throws and can Inspiration dice.
be damaged, but the suit can take actions on
your behalf. The armor can’t use an action if Barrier Armor
it is something the armor wouldn’t be able to Armor (light, medium, heavy),
move your body to do, like speaking. The suit rarity varies (requires attunement)
remains active until you regain consciousness,
This armor was crafted by abjuration specialists
and although it possesses only a rudimentary
and carries protective enchantments. The
intelligence, it usually acts according to your
armor provides a +1 (rare), +2 (very rare), or
wishes.
+3 (legendary) bonus to AC. As a bonus action
You gain a +2 bonus to AC while wearing this on your turn, you can place a protective barrier
armor. around a creature of your choice within 60 feet.
That creature gains the armor’s bonus to AC until
The magic that creates these suits of armor is a the start of your next turn. You lose the armor’s
variant of the magic that animates objects, like bonus to AC when the barrier is placed on
armor and rugs. Instead of always being active, another creature.
it only triggers in specific situations.
Modify. Change the range that the armor’s
Modify. Change the bonus to AC. barrier can be placed or change the action
required to use it. Placing the barrier as a
Armor of Endurance reaction, for instance, allows it to be used in a
more active style.
armor (light, medium, heavy),
uncommon (requires attunement)

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Edward Barnaby (Order #31198134)
Bear Spirit Armor Bonecaller Armor
Armor (leather, studded leather, hide),
rare (requires attunement)
This leather armor is imbued with the spirit of
a bear. While attuned to the armor, you gain the
ability to speak to and be understood by bears.
In addition, you can cast enhance ability for the
bear’s endurance effect from it. This casting does
not require concentration and lasts for 1 hour.
The armor can’t be used to cast enhance ability
again until the next dawn.
You gain a +1 bonus to AC while wearing this
armor.
Modify. Increase the number of uses of enhance
ability. Change the bonus to AC.

Blink Armor
Armor (light, medium, heavy),
very rare (requires attunement)
This armor has a charged core set into it that
allows it to temporarily displace itself from the
timeline. While wearing the armor, you can
teleport up to 60 feet to a point you can see as
a bonus action, placing yourself forward in the While wearing the armor, you can summon a
timeline. The armor has 3 charges, and each use normal skeleton under your command as an
of this ability uses a charge. The armor regains all action. The skeleton lasts until dismissed as an
expended charges daily at dawn. action or destroyed, and you can only have 1
skeleton summoned at a time. The armor can’t be
In addition, when you would take damage, you used in this way again until the next dawn.
can rewind time and blink out of the way as a
reaction. As long as you can avoid the effect by You have advantage on any attacks or ability
teleporting up to 60 feet, you avoid the source of checks against skeletons, and they have
damage and instead take no damage. This ability disadvantage against you. As a bonus action, you
can’t be used again until the next dawn. can draw a bone club from the armor. This bone
club counts as a regular, non-magical club or
Modify. Change the number of charges, or give greatclub.
the armor a bonus to AC. You can also shorten
the range of the teleportation effect. Modify. Change the bonus to AC, or change the
type of skeleton that can be summoned by the
Bonecaller Armor armor. Larger or more powerful skeletons could
Armor (light, medium, heavy), increase the power of the armor. Alternatively, you
very rare (requires attunement) could allow it to summon more skeletons at once,
creating a horde of lesser skeletons.
This armor is adorned with humanoid bones and
grants the wearer a +2 bonus to AC.

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Edward Barnaby (Order #31198134)
Breezewalk Armor Cleric’s Armor
Armor (light), uncommon Armor (light, medium, heavy), uncommon
This armor seems to always be subject to a gentle This armor is adorned with solarite (see page
breeze. While wearing the armor, if you take the 138) deposits, which glow brightly when divine
Dash action you become invisible until the start of energy is channeled through it. While wearing
your next turn. Attacking or casting a spell ends this armor, you gain one additional use of
the invisibility. Channel Divinity.
This ability can’t be used again until the next Modify. Increase number of uses of Channel
dawn. Divinity granted. Give the armor a bonus to AC.
Modify. This armor is particularly powerful for
rogues, monks, and other classes that can Dash
Counterstrike Armor
Armor (light, medium, heavy), uncommon
easily. Giving the armor charges and allowing
each use of invisibility to consume a charge, After you have been damaged, you can use your
can limit its power, or you could allow the reaction to make a melee attack against the creature
invisibility to only last until the end of the current that damaged you. Once this ability has been used,
turn, therefore protecting against opportunity it can’t be used again until after a short rest.
attacks and making the wearer hard to see when
repositioning. You could always give the armor a Special Attunement. You must initiate a duel
bonus to AC, or you could make it a robe or shirt, with someone in which each of you gets to hit the
therefore allowing classes like the monk to use it other as hard as you can once. You must allow
more readily. your opponent to go first. If you survive, you
become attuned to the armor.
Cat Armor Modify. Give the armor charges and allow a use
Armor (light), rare (requires attunement) of the armor’s ability per charge. Give the armor
This light suit of armor is enchanted to give a bonus to AC.
the wearer the abilities of a cat. While wearing
the armor, you gain darkvision out to 60 feet.
Your footsteps make no sound, and you always How to Handle Pets?
land on your feet. When you would take falling Now that your players have successfully
damage, you can use your reaction to instead grabbed a cat, chances are high that they
take half of the falling damage. will want to keep it. How do you handle
including a pet with a group of adventurers?
The armor has small claw gloves built into it,
which you can use as a fist weapon (see page The party will need to earn the animal’s
141). You can also climb surfaces slowly, gaining trust, which can be a challenge by itself. A
a climb speed of 10 feet. successful DC 10 Wisdom (Animal Handling)
check can earn a normal animal’s trust, while
Special Attunement. To attune to this item, you a DC 13 check can earn the trust of a hostile
must successfully sneak up to and grab a cat or suspicious animal.
undetected.
Using a pet in battle is harder than training
Modify. Give the armor a bonus to AC. one to stay. Unless the animal is intelligent,
it can typically only understand specific
commands, such as ‘attack’ or ‘stay’. It can
take one week to train an animal to recognize
a specific command.

4
Edward Barnaby (Order #31198134)
Death’s Gambit Druid’s Armor
Armor Armor (light, medium), uncommon
This armor was blessed by a powerful primal
spirit, and takes on aspects of the spirit that
blessed it. Armor blessed by Old Silvertongue
the Snake is made from silver scales, and armor
blessed by Prisma the Rainbow Bear is made
from rainbow colored fur.
This armor grants you an additional use of Wild
Shape.
Modify. Increase the number of uses of Wild
Shape or give the armor a bonus to AC.

Falcon Armor
Armor (light, medium, heavy), rare (requires
attunement)
This armor is imbued with the spirit of a falcon.
Death’s Gambit Armor While wearing the armor, you can make out the
Armor (light, medium, heavy), uncommon details of extremely distant creatures and objects
This armor is adorned with cards, dice, and other as small as 2 feet across, and you can speak to and
gaming symbols. While wearing this armor, you be understood by birds.
can reroll a failed death saving throw, but you The falcon armor can temporarily heighten your
must take the second result. The armor can’t be perception, granting advantage on a Wisdom
used in this way again until after a short rest. (Perception) or Intelligence (Investigation) check.
Modify. Give the armor a bonus to AC. This ability can be used twice, and then can’t be
used again until the next dawn.
Demonskin Armor As an action, you can activate the armor to gain a
Armor (any non-metal light, medium, heavy), fly speed of 60 feet. This flight lasts for 1 minute
very rare (requires attunement) and can’t be used again until the next dawn.
This armor is fashioned from the skin of a Modify. Increase uses of advantage on Perception
chaos demon. Once per round, you can use a or Investigation checks. Give the armor a bonus to
bonus action to give yourself resistance to one AC.
of the following damage types; acid, cold, fire,
lightning, poison. This resistance lasts until you Fighter’s Armor
select a new one. Armor (light, medium, heavy), uncommon
Special Attunement. To attune to this item, you This armor has amethyst gems imbedded at
must perform a ritual to summon and defeat a pressure points to stimulate natural healing. You
demon. Once the demon is defeated, you can regain an additional 1d10 hit points when you
attune to the armor. use your Second Wind ability.
Modify. Give the armor a bonus to AC. Modify. Increase the number of hit points
recovered. Give the armor a bonus to AC.

5
Edward Barnaby (Order #31198134)
Justicar’s Armor
Force Shield
Armor (shield), uncommon
This small talisman is meant to be worn in the
palm of a hand. When squeezed, a floating shield
of energy appears over the arm, allowing it to work
as a weightless shield with a +1 bonus to AC.
Modify. Change the bonus to AC.

Grasping Shield
Armor (shield), uncommon
This shield’s surface appears to be covered in a
thick, black liquid that forms grasping tendrils.
The shield can grab weapons that strike it and
attempt to wrest them from their owners. When
a creature makes a melee weapon attack against
you and misses, you can use your reaction to have
the shield latch onto their weapon. They must
succeed on a DC 13 Strength saving throw or have
the weapon stuck to the shield. While stuck, they
cannot make attacks with it. They can attempt
to dislodge the weapon with a successful DC 13
Justicar’s Armor
Armor (light, medium, heavy),
Strength check as an action. The shield can only
very rare (requires attunement)
have one weapon stuck to it at a time.
This unique armor is generated by the user’s
Modify. Increase the DC to avoid getting a
spirit or willpower. Once attuned to the armor,
weapon stuck or to dislodge it, or give the shield
you can summon it on yourself or dismiss it as a
a bonus to AC.
free action. This armor manifests as a weightless,
bright energy. The armor is very noticeable,
Hungering Shield giving the user disadvantage on all Dexterity
Armor (shield), rare (Stealth) checks while it is manifested. This armor
This shield is ringed with sharp fangs that form has a +1 bonus to AC that increases by 1 at 11th
a ferocious jaw that snaps at nearby enemies. and 17th levels. In addition, whenever you spend
This shield can be used to make attacks as a inspiration, you gain resistance to all damage
bonus action, dealing 1d6 piercing damage on until the end of your next turn.
a successful hit as the mouth emblazoned on Special Attunement. This armor is forged out
the shield animates and bites. Attacks with the of your own soul or willpower. You must be
shield use your Strength score, but do not gain a present when the armor is being crafted, and
proficiency bonus. In addition, when a creature you automatically become attuned to it once it is
misses a melee attack against you while within 5 finished. If you become unattuned to the armor, it
feet, you can use your reaction to deal 1d6 piercing disappears back into your body. You can reattune
damage to it. to the armor and summon it again during a short
Modify. Allow the user’s proficiency modifier to rest.
be added to attacks with the shield or change the
damage the shield does. Give the shield a +1 to
+3 bonus to AC.

6
Edward Barnaby (Order #31198134)
Magnetic Armor Modify. Increase the save DC of the shield or
Armor (any metal), rare give it a +1 to +3 bonus to AC.

This armor can emit a strong magnetic field. As a Paladin’s Armor


reaction, you can either push or pull all metallic Armor (light, medium, heavy), uncommon
objects within 20 feet of you. If you push, any
attacks against you with metallic weapons or by a This armor is emblazoned with the symbol of
creature wearing metal armor have disadvantage the Conduit, a white ring. When divine energy is
until the end of their next turn. If you pull, channeled through the armor, the symbol glows
any creature wearing metal armor or wielding white and becomes cold to the touch.
a metal weapon must succeed on a DC 15 While wearing this armor, the pool of hit points
Strength saving throw or be pulled to the nearest for your Lay on Hands ability is 7 x your level.
unoccupied space adjacent to you. This ability
can’t be used again until the next dawn. Modify. Change the amount of extra hit points
for Lay on Hands. Give the armor a bonus to AC.
Modify. Give the armor charges and allow each
use of its power to expend a charge. You can also
increase the size of the magnetic field, or the save
Phoenix Armor
Armor (light, medium, heavy),
DC. You can also give the armor a +1 to +3 bonus
legendary (requires attunement)
to AC.
If you die while wearing this armor, you are
Mirror Plate brought back to life with a fiery explosion. At the
Armor (plate), very rare start of your next turn after dying, all creatures
within a 15-foot radius must make a DC 17
This armor seems to be made of reflective glass. Dexterity saving throw, taking 6d10 fire damage
When you are targeted by a spell that requires
a saving throw and roll a 20, you can reflect the
spell back at the caster. This only works on spells
that target you, not ones that affect an area. This
armor has a +2 bonus to AC.
Modify. Give the armor charges and allow it to
expend charges to reflect spells back at the caster,
either as a free action or reaction. If you do so,
consider requiring attunement. Change the bonus
to AC.

Mirror Shield
Armor (shield), uncommon
The surface of this shield is reflective, like a mirror.
As an action, you can attempt to shine light into a
creature’s eyes, temporarily blinding them. If you
are not in an area of darkness, you can reflect the
light at one creature you can see within 60 feet.
The creature must succeed on a DC 13 Dexterity
saving throw or be blinded until the end of your
next turn. A creature that has been blinded by this
ability within the last 8 hours has advantage on Phoenix Armor
future saving throws against this ability.

7
Edward Barnaby (Order #31198134)
on a failed save, or half as much damage on a
successful one. You are resurrected on your feet
at your hit point maximum, and any ongoing Power Armor
effects or conditions on you are ended. This effect
can occur no more than once every 24 hours.
You have resistance to fire damage while wearing
the armor. In addition, as a free action on your
turn, you can wreath your body in fire. The flames
deal 2d6 fire damage to any creature within 5 feet
of you that hits you with a melee attack. You can
suppress the flames as a free action. While the
flames are manifested, you have disadvantage on
any Dexterity (Stealth) checks you make.
You gain a +2 bonus to AC while wearing this
armor.
Modify. Change the save DC or fire damage of
the resurrection ability. Change the damage from
the fire shield, or the armor’s bonus to AC.

Andral Solomari was an elven lord known as


the Phoenix King. He wore this armor and rode
a phoenix into battle, turning his enemies into
ash. Thought to be unstoppable, he was lured
into a trap by the Conduit and finally executed. the armor to be worn more often, and therefore
makes it more powerful. An easy way of
tweaking the power of the armor is to adapt the
Power Armor availability of the power source.
Armor (heavy), very rare
In addition, you can change the damage of the
This magical suit of armor is very powerful but energy blasts or the armor’s AC. You can also
requires a rare ingredient to power it. It can be change the AC or abilities the armor has when
used for 6 hours per fuel unit. When the fuel runs out of fuel.
out, it becomes a non-magical suit of plate armor.
While charged, the armor counts as a magical suit
Raging Armor
Armor (light or medium), uncommon
of plate armor with an AC of 20. The suit grants
immunity to any inhaled poisons, suffocating, This simple armor is made from furs and
and drowning. The user’s Strength score is leathers, but when a creature wearing the armor
changed to 26. As an attack, they can project a becomes angry, their eyes glow red. You gain one
ranged blast of energy. It requires a ranged attack additional use of your Rage class feature. If you
with proficiency, has a range of 120/300 feet, and do not have the Rage class feature, you gain no
deals 1d12 force damage. benefit from this armor.
Modify. The power armor is a very powerful item, Modify. Increase number of rages added. Give
limited mainly by the fuel source requirement. the armor a bonus to AC.
Making the fuel source more common allows

8
Edward Barnaby (Order #31198134)
Ranger’s Armor When you move at least 20 feet straight toward a
Armor (light, medium), uncommon target and hit it with a melee attack on the same
turn, the target takes an extra 2d6 damage on
This armor is layered with leaves, mud, and your first successful hit.
natural foliage. While wearing this armor, the
range increment of all your ranged attacks is You gain a +1 bonus to AC while wearing this
doubled. In addition, you may gain advantage armor.
on one attack roll. This ability can’t be used again Special attunement. To attune to this item, you
until after a short rest. must deal the killing blow to a creature that has a
Modify. Increase number of times you can get charge or pounce attack.
advantage on attack rolls. Give the armor a bonus Modify. Change the charge damage or the
to AC. distance that needs to be moved to make a charge
attack. Change the bonus to AC.
Reinforced Armor
Armor (plate), very rare (requires attunement) Rogue’s Armor
This armor is heavily fortified, leaving no Armor (light), uncommon
vital openings. While wearing the armor, any This armor is completely black, with a layer
bludgeoning, piercing, and slashing damage you of cloth underneath that can be pulled up to
receive is reduced by 1d6. You are also immune conceal the wearer’s face like a bandana. While
to inhaled, contact, and injury poisons. wearing this armor, the damage from your Sneak
You gain a +1 bonus to AC while wearing this Attack feature increases by 1d6 when attacking a
armor. surprised creature.

Modify. Increase the amount of damage Modify. Change the extra sneak attack damage.
reduction the armor provides or the bonus to AC. Allow the extra sneak attack damage to apply
on all sneak attacks, not just against surprised
Retribution Armor creatures. Give the armor a bonus to AC.
Armor (any metal), rare
Runic Armor
When a creature within 5 feet of you strikes you Armor (any), uncommon
with a critical hit, spikes shoot out of your armor
and damage the creature. The armor deals 1d10 This armor is carved with magical runes. Each set
piercing damage to the triggering target. of runic armor has one rune that automatically
grows in power. From 1st to 6th levels, you gain
You gain a +1 bonus to AC while wearing this the minor rune power of the rune. At 7th to 13th
armor. levels, you gain the base rune power, and at 14th
level and higher you gain the greater rune power.
Modify. Change the piercing damage or bonus to
AC. You can also allow the spikes to be used as a The rune can be activated as a normal rune, but it
reaction anytime you are hit by an attack. isn’t consumed and can be used again at the next
dawn. Once the rune is activated, any previous
Rhino Armor runic effects from this armor are cancelled. See
Armor (light, medium, heavy), the “Runes” section (page 91) for possible runes.
very rare (requires attunement)
Modify. Increase the number of runes in the
armor.
This armor is enchanted with the spirit of a
rhino or another great horned beast and grants
the wearer the ability to charge with great force.

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Edward Barnaby (Order #31198134)
Modify. Change the save DC or the number of
times the ability can be used. Give the shield a
bonus to AC.

Shield of the Evil Eye


Armor (shield), legendary (requires attunement)
This eerie shield looks like a closed eye. Once
activated, it opens to reveal a giant, bloodshot,
demonic eye. As an action, you can activate the
eye and have it stare at one creature that you
can see. That creature must succeed on a DC 17
Wisdom saving throw or have disadvantage on
its attack rolls for up to 1 minute. The creature
can repeat the saving throw at the end of each of
its turns to end this effect. Once a creature saves
against this effect or the effect ends on them,
they are immune to it for the next 24 hours. In
Sharkskin addition, the affected creature cannot become
Armor invisible and has disadvantage on all Dexterity
Sharkskin Armor (Stealth) checks while the eye is locked on.
Armor (leather, studded leather, hide), The eye can only be used on one creature at a
rare (requires attunement) time, and the effects end immediately if the eye
targets another creature.
This leather armor is made from the skin of
sharks. While wearing this armor, you can breathe While holding the shield, you gain a +1 bonus to
underwater and gain a swim speed of 30 feet. In AC.
addition, you automatically deal 1d4 piercing
damage to any creature that grapples you, and Modify. Change the save DC or limit the
again at the start of each of their turns while number of times the shield can be activated.
grappling you. Change the bonus to AC.

Modify. Change the piercing damage or swim


speed. Give the armor a bonus to AC.

Shield of Ill Omen


Armor (shield), rare
This shield is featureless, but it can be activated
as an action to cause a horrifying image to
appear on its surface. All hostile creatures that
can see the shield must succeed on a DC 15
Wisdom saving throw or become frightened of
it for 1 minute. A frightened creature can repeat
the saving throw at the end of each of their
turns to end the effect. The image that appears is
unique to each creature, and only they can see it.
This ability can’t be used again until the next
dawn.
Shield of the Evil Eye
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Edward Barnaby (Order #31198134)
Singularity Shield of your level (rounded down). You can remain
Armor (shield), rare transformed for up to 1 hour and can end the
transformation as an action. If you are reduced
This shield emanates strong gravitational forces to 0 hit points as an ooze, you revert back to your
that pull in all ranged attacks. This shield has normal form and any excess damage is carried
3 charges. While holding it, you can expend 1 over. This ability can’t be used again until the
charge as a free action to impose disadvantage on next dawn.
all ranged attacks against targets within a 30-foot
radius of the shield for 1 minute. If you expend 2 Special Attunement. To attune to this item, you
charges, you also make yourself the target of all must be engulfed by an ooze or take acid damage
ranged attacks within 30 feet for 1 minute. The while wearing this armor.
disadvantage on ranged attack rolls still applies. Modify. Increase the acid damage or the number
The shield recovers all expended charges daily at of times you can transform into an ooze. Give the
dawn. armor a bonus to AC.

Modify. Change the size of the gravitational field Soul Armor


or the number of charges the shield has. Give the Armor (light, medium, heavy),
shield a bonus to AC. rare (requires attunement)

Sliding Scale Armor This armor steals some of the escaping life energy
Armor (any metal), uncommon (requires attunement) of creatures as they are slain. For every living
creature that you kill, you gain 1d4 temporary
This armor can magically slide and retract into hit points. The temporary hit points from this
the shape of a bracelet or headband. As a bonus ability stack with each
action, you can either don the armor or retract it. other, up to a maximum
of twice your proficiency
Special Attunement. During the attunement modifier. The temporary
process, you are immobilized as the armor hit points fade if the
completely encapsulates you. The armor slowly armor is removed or
reconfigures during the attunement process, after a long rest.
settling on the final form unique to each creature
at the end of the attunement. Special Attunement.
To attune to this item,
Modify. Give the armor a bonus to AC or change you must slay a living
the action required to don the armor. creature while wearing it.

Slime Armor Modify. Change the


Armor (any), rare (requires attunement) amount of temporary
hit points gained or how
This armor is always covered in a thin layer high they can stack. Give
of slime, and when you attune to it, you are the armor a bonus to AC.
too. Creatures have disadvantage on attempts
to grapple you or with attacks that include a
grapple, and you have advantage on checks
to avoid or escape grapples. You deal 1d6 acid
damage to a creature grappling you at the start of
each of your turns.
While wearing the armor, you can use an action Soul Armor
to transform into an ooze with a CR of up to half

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Edward Barnaby (Order #31198134)
Soul Link Armor Modify. Give the armor a bonus to AC. Increase
Armor (light, medium, heavy), the AC bonus gained from the armor when
rare (requires attunement) casting a spell. You can make the armor more
specialized by only allowing the bonus to AC
Every one of these suits of armor is inscribed to happen when spells from a specific school of
with an identical set of magical runes, enabling magic are cast or increase the bonus when those
teleportation between each other. During a short types of spells are cast.
rest, you can link multiple copies of this armor
together as long as they are within 60 feet of Sympathy Armor
each other. Armor (light, medium, heavy),
rare (requires attunement)
As an action, you can swap places with another
creature attuned to and wearing a set of linked This armor allows you to empathize with a
armor as long as they are on the same plane. The creature so well, you take on their suffering.
teleportation effect cannot be resisted. As a free action on your turn, you can remove
a condition from an ally that you can see and
Modify. Give the armor a bonus to AC or impose
apply it to yourself. This condition cannot
a range limitation on the teleportation effect.
be resisted or avoided and is applied to
you instantly. You follow the same rules the
Spell Catching Shield original target had for duration and ending the
Armor (shield), very rare (requires attunement) condition. You cannot remove a condition from
This shield can absorb the energy of a spell and an ally if you are currently suffering from the
cast it later. As a reaction, you can nullify the same condition.
effects of a spell if you are the target or one of Special Attunement. To attune to this item,
the targets. You gain the ability to cast this spell you must subject yourself to a condition that
at the level it was cast at, using the original an ally has during a short rest. You do not have
attack modifiers and spell DC. The spell stays to achieve the condition in the same way. For
stored in the shield for 1 hour. Only one spell example, if an ally is blinded you can wrap a
can be stored in the shield at a time. The shield blindfold around your eyes to give yourself the
can’t be used to absorb another spell until the blinded condition.
next dawn.
Modify. Give the armor a bonus to AC.
This shield grants a +1 bonus to AC.
Modify. The shield can only nullify spells that Throwing Shield
only target you. You can store more spells or use Armor (shield), uncommon
the shield more often. Change the bonus to AC.
This shield is magically enchanted to fly straight
when thrown and return to the wielder. As an
Spellguard Armor attack, you can throw the shield with a range
Armor (light, medium, heavy), of 30/60 feet, dealing 1d6 plus your strength
uncommon (requires attunement) modifier bludgeoning damage. You can add your
Created in conjunction with spellstrike proficiency bonus to the attack roll. The shield
weapons, these magical sets of armor were then returns to you.
created to allow spellcasters to enhance their Modify. Give the shield a bonus to AC.
defensive capabilities with their magical power.
While wearing the armor, when you cast a spell
of 1st level or higher, your AC is increased by 1
until the start of your next turn.

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Edward Barnaby (Order #31198134)
Modify. Change the number of times the
invisibility effect can be used.

Warlock’s Armor
Armor (light), uncommon
This dark armor has infernal runes painted on it
with blood. While wearing this armor, you gain
one additional invocation known.
Modify. Give the armor a bonus to AC.

Zombie Hunter Armor


Towering Shield Armor (light, medium, heavy), rare (requires
attunement)
This armor was created for warriors who have
Towering Shield dedicated their lives to destroying zombies.
Armor (shield), rare While wearing this armor, you ignore the Undead
Fortitude trait of zombies when you attack. In
This shield can create a stationary, solid wall of addition, you cannot be turned to an undead or
force. While holding the shield, you can activate it raised as an undead creature. This trait lasts into
as an action. The shield becomes locked in place in death, as long as you were attuned to the armor
the air and an opaque, shimmering wall of force when you died.
surrounds it. You no longer gain the benefits of
wearing the shield, but the wall provides three- While wearing this armor, you gain a +1 bonus to
quarters cover and acts like a 5-foot-wide and tall AC.
wall. The wall of force can be transformed back Special Attunement. You must slay a zombie
into a shield with another action while adjacent to while wearing this armor.
it.
Modify. Change the bonus to AC. Give the armor
Modify. Increase the size of the wall the shield the Undead Fortitude trait that zombies have.
creates. Give the shield a bonus to AC.

Untraceable Armor
Armor (light, medium, heavy), legendary (requires
attunement)
This armor is frequently found among legendary
assassins. It completely conceals the wearer’s
presence, obscuring all sounds, smells, and
tracks.
While wearing the armor, you can cast greater
invisibility from it on yourself. While invisible,
you make no sound, emit no smell, and can’t
be detected by divination spells. The spell does
not require concentration and lasts for the full
duration. This ability can be used twice, at which
point it can’t be used again until the next dawn.

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Edward Barnaby (Order #31198134)
Weapons &
Ammunition

15
Edward Barnaby (Order #31198134)
Blade of Healing
Armor Breaching Ammunition Blade of Healing
Ammunition, uncommon Weapon (any), legendary (requires attunement)
This ammunition destroys armor, creating Bandages hang off of the hilt of this weapon.
an opening that your allies can utilize. Some While attuned to the weapon, a creature can
pieces of ammunition use acid to corrode the remove a bandage and apply it to a wounded
armor, some create an explosion, and others creature as an action. The target recovers hit
utilize magic to phase some of the armor out of points as if it had consumed a potion of supreme
existence. healing (10d4 + 20). This weapon can have up
to 5 bandages at a time and recovers 1d4 + 1
If a creature wearing armor is hit by this bandages each day at dawn.
ammunition, all attacks against it have advantage
until the end of your next turn. As an action you can summon a mummy. The
mummy is under your control and acts on your
Blade of Fatigue initiative. It lasts for up to 1 hour or until killed.
Weapon (any melee), rare (requires attunement) The weapon can’t be used to summon a mummy
again until the next dawn.
When you hit a target with this weapon, you can
choose to inflict fatigue instead of damage. The Modify. Change the number of bandages. Reduce
target must make a DC 15 Constitution saving the amount of healing received to a potion of
throw. On a failed save, they gain 1 level of greater healing (4d4 + 4) or a potion of superior
exhaustion. This ability does not work against healing (8d4 + 8).
constructs. The sword has 5 charges and each use
Names. Mother Pharaoh
of this ability costs a charge. The blade recovers
1d4 + 1 expended charges daily at dawn.
Blade of Ranged Energy
Modify. Give the weapon a +1 to +3 bonus to Weapon (any melee), rare
attack and damage rolls or change the number
of charges. You might also consider imposing This weapon can charge itself with ambient
a limitation on the number of times this ability arcane power and unleash a blast of energy as a
can be used per turn. 5 levels of exhaustion are ranged attack. This attack has a range of 120/300
just enough to leave someone at death’s door, feet and deals 1d10 force damage. You can use
and fighters with Action Surge can put out a lot your Strength or Dexterity modifier for the attack
of attacks in just one turn. A limitation of once roll and can add your proficiency bonus to the
per turn or once per attack action are potential attack roll if you are proficient with the weapon.
limitations. You gain a +1 bonus to attack and damage rolls
Sample Name. The Withering Touch made with this weapon.
Modify. Change the range of the energy blast or
An interesting thing about this weapon is the damage it does.
the color of the energy it projects. The color Sample Name. Soaring Light
is different for each person that uses it. I
16wonder if it has anything to do with auras?
Edward Barnaby (Order #31198134)
Blades of Illusion Blossoming Blade
Weapon (any bladed melee), legendary (requires
attunement)
When a creature takes damage from this weapon,
a flower that slowly drains their life force blooms
in the wound. A creature takes 1 point of necrotic
damage at the start of their turn for each flower
that has bloomed. If a creature affected by the
flowers receives any healing, the flowers wilt and
the ongoing damage ends. In addition, a creature
can try to end this effect by spending an action
and succeeding at a DC 15 Wisdom (Medicine)
check.
If a creature dies from this necrotic damage, its
body disappears and a large flower bearing a
large fruit blooms in its place. The fruit can be
Blades of Illusion consumed by a creature to recover a total amount
Weapon (any light melee), of hit points equal to half of the dead creature’s
legendary (requires attunement) hit point maximum. A creature killed in this way
can only be resurrected by a true resurrection,
This pair of twin swords possess the power of wish, or similar magic.
a Fey Lord, the Night Wolf. While attuned to
one of the swords, you can cast the mirror image You gain a +3 bonus to attack and damage rolls
spell as a bonus action from it. This ability can made with this weapon.
be used once if attuned to one sword, or twice if
Modify. Change the amount of necrotic damage
attuned to both. Once used, this ability can’t be
dealt by each flower or disallow damage from
used again until the next dawn. Attuning to both
multiple flowers to stack. Change the weapon’s
swords only takes one attunement slot.
bonus to attack and damage rolls.
Additionally, while attuned to both swords, your
Sample Name. Forbidden Fruit
illusions are infused with energy and become
partially real. Each duplicate can take the Attack,
Help, or Use Object actions on your turn. If a Blunted Arrows
duplicate uses the Attack action, it can only make Ammunition, common
one attack. Your duplicates use your character’s The damage from this ammunition is
statistics. bludgeoning instead of piercing. When you
Modify. Increase the number of duplicates reduce a creature to 0 hit points with an attack
summoned with mirror image or change the using this ammunition, you can choose to knock
number of times mirror image can be used. them out.
Expand the action options available to the
duplicates.
Sample Name. Fangs of the Night Wolf They say that the Night Wolf once defeated
an entire army by itself! It channeled all of its
power and summoned a pack of wolves that
were all copies of itself. These swords are crafted
from the Night Wolf’s fangs, but only contain a
sliver of its original power. 17
Edward Barnaby (Order #31198134)
Branding Weapon Modify. Change the damage of the bubbles or
Weapon (any bludgeoning), rare (requires the number of bubbles that can be summoned at
attunement) a time. Give the weapon a bonus to attack and
damage rolls.
When you attune to this weapon, a symbol
unique to you appears on it. As an action, you Sample Name. Bubbles
can attempt to brand a creature with a melee
attack. If you hit, the target must make a Burrowing Ammunition
DC 15 Constitution saving throw, taking 1d10 Ammunition, uncommon
additional radiant damage on a failed save, or This ammunition keeps burrowing into a creature
half as much damage on a successful one. Either once struck. On a successful hit, the target takes
way, the symbol appears where they were struck. an additional 1d6 piercing damage at the start
A creature can only have one of your brands at a of each of their turns. They can make a DC 13
time. When you create the brand, you can choose Constitution saving throw at the end of each of
to have it be permanently visible or only appear their turns to end this effect.
during certain situations, such as when a code
word is spoken or in the presence of a person, Modify. Increase the burrowing damage dealt or
place, or item. change the save DC.
While attuned to the weapon, you can use it as a
holy symbol.
Special Attunement. To attune to the weapon,
you must first brand yourself with it.
Modify. Change the amount of radiant damage.
Give the weapon a +1 to +3 bonus to attack and
damage rolls.
Sample Name. The Radiant Seal

Bubble Blade
Weapon (any melee), rare (requires attunement)
When swinging this weapon, you can use a
bonus action to cause a bubble to appear in an
unoccupied, adjacent space. If anything touches
the bubble or enters its space, it explodes in
a 5-foot radius dealing 1d10 force damage.
A successful DC 15 Dexterity saving throw
reduces the damage by half. You can have up to
10 bubbles summoned at a time, and a bubble
explosion can trigger other bubbles to explode. A
light wind pushes the bubbles.
Special Attunement. To attune to this weapon,
you must stay still inside a circle of 10 explosive
bubbles for the duration of the short rest. If any
of the bubbles pop or are destroyed, you must
start over.
Bubble Blade

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Edward Barnaby (Order #31198134)
Cane of Force Special Attunement. Once this attunement
Weapon (mace), very rare process begins, it cannot be stopped until it
finishes. During the attunement, the chain from
This cane is enchanted to send foes flying when the weapon wraps around your arm and heats
they are struck by it. When you hit a target up. The red-hot metal sears your skin painfully
with this weapon, you can force them to make and cannot be removed. You lose one hit die
a DC 17 Strength saving throw. On a failure, from the pain, which recovers normally. After
they are pushed backwards 15 feet and knocked the attunement is complete, the metal cools and
prone. If they cannot move any further due to loosens.
an obstacle, they take 1d6 bludgeoning damage
per 5 feet they should have moved. If any Modify. Increase the bonus to attack and damage
creatures are in the way, they must make a DC 17 rolls. Increase the range that melee attacks can be
Dexterity saving throw. If they fail, they take 1d6 made.
bludgeoning damage and reduce the distance
the original target is pushed by 5 feet. This does Chainsaw Blade
not work on Huge or larger creatures, and Tiny Weapon (any bladed melee), rare
creatures are pushed twice the distance. This weapon has sharp teeth that
This weapon has 5 charges and each use of this run along the edge of the blade,
ability costs one charge. The weapon recovers and when activated, can spin
1d4 + 1 expended charges daily at dawn. The them quickly like a chainsaw.
cane counts as a mace with the finesse property When activated as a free action,
and has a +2 bonus to attack and damage rolls the weapon gains a +1 bonus to
made with it. attack and damage rolls, as well as
allowing you to reroll any 1s rolled
Modify. Change the distance creatures are on damage dice once. However,
pushed by the cane or the save DC. Change the while activated the weapon emits
bonus to attack and damage rolls or the number a loud whirring noise, which
of charges the cane has. You can also allow the imposes disadvantage on Dexterity
cane to affect creatures of any size. (Stealth) checks.

Catching Ammunition Modify. Increase the bonus to


Ammunition, uncommon attack and damage rolls.

This ammunition has a net magically packed into Sample Name. Ripping Maw
it. Firing this ammunition allows you to use a net,
but at the ranged weapon’s range increments. Challenge Seeker
Modify. Increase the DC to break out of the net. Weapon
Weapon (any), uncommon
Chained Blade of the Kyton This weapon looks for a healthy
Weapon (short sword), rare (requires attunement) target to attack. This weapon
does an additional 1d8 damage
This short sword is attached to a chain, which is
when you hit a target with their
magically bound to the bearer. The bearer can use
maximum amount of hit points.
this weapon as a short sword, but they can also
make melee attacks with a range of 15 feet and Modify. Increase the die size of the
use it like a whip. This does not confer the reach bonus damage. Give the weapon a
property to the weapon. This weapon has a +1 bonus to attack and damage rolls.
bonus to attack and damage rolls.
Sample Name. First Blood
Chainsaw Blade
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Edward Barnaby (Order #31198134)
Charging Weapon
Weapon (any melee), uncommon
This weapon infuses those who wield it with
speed and bravery. As an action, you can move
up to your movement speed and make a melee
attack against a creature. You must end your
movement next to the target of the attack.
Modify. Give the weapon a bonus to attack and
damage rolls.
Sample Name. Quick Step

Cryo Cannon
Weapon (shardgun), rare
This weapon can freeze enemies solid, or shoot
chunks of ice.
Shardgun. This weapon can be used as a magical
shardgun that deals cold damage.
Freezing Cold. The cryo cannon has 6 charges.
While holding the weapon, you can use an
action to expend 1 of its charges to spray
cold ice in a line 15 feet long and 5 feet wide.
All creatures in the area must make a DC 15
Dexterity saving throw, taking 3d6 cold damage Dimension Anchor
on a failed save, or half as much damage on a
successful one. A creature that fails this saving
throw is restrained. A restrained creature can Dimension Anchor
attempt a DC 15 Strength saving throw as Weapon (greataxe, battleaxe), very rare
an action to break free. A restrained creature This unique item was perhaps the result of a
that would become restrained again instead is literal interpretation of what a dimensional
petrified and turned to ice. anchor does. This is an actual sailing anchor that
The cryo cannon regains 1d4 + 2 expended you can use as a weapon. If a target is hit by the
charges daily at dawn. anchor, they must succeed on a DC 17 Charisma
saving throw or be unable to use dimensional
Modify. Change the number of charges or the travel for 1 minute, such as the teleport spell or
amount of damage that the freezing cold deals. other teleportation abilities.
Give the weapon a bonus to attack and damage
rolls. You gain a +2 bonus to attack and damage rolls
made with this weapon.
Suggested Name. Frostbiter
Modify. Change the bonus to attack and
damage rolls or change the save DC.

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Edward Barnaby (Order #31198134)
Dimensional Spear Sample Name. Dragonfire
Weapon (spear, javelin, glaive, halberd, pike, trident),
very rare Earthen Grasp
Weapon (Warhammer), legendary
This weapon can open tiny portals to attack at
great range. You can make melee attacks with This weapon strikes with enough force to knock
this weapon up to 30 feet away. You don’t need anyone down.
to see the location you are attacking, but the rules
for attacking a target you can’t see still apply.
You can only make opportunity attacks at the
weapon’s normal range. You also ignore any
benefits from cover when attacking.
You gain a +2 bonus to attack and damage rolls
made with this weapon.
Modify. Change the bonus to attack and damage
rolls. Increase the range that the weapon can Earthen Grasp
make attacks. Magic Weapon. You gain a +3 bonus to attack
and damage rolls made with this weapon.
Sample Name. Portalis
Dragon Force Fists Earthen Tomb. When you attack a creature with
this weapon and roll a 20 on the attack roll, the
target is knocked prone and takes an additional
4d8 damage (not multiplied on a critical hit).
Earth’s Fury. You can use an action to strike the
ground with the weapon. All creatures touching
the ground within 50 feet must succeed on a
DC 17 Strength or Dexterity saving throw (their
choice) or fall prone. The weapon can’t be used in
this way again until the next dawn.
Modify. Allow Earthen Tomb to trigger within a
certain range (19-20, etc.). Increase uses of Earth’s
Fury. Change the bonus to attack and damage
rolls.

Dragon Force Fists Electrical Weapon


Weapon (fist), rare Weapon (any metal weapon), rare
These fist weapons are shaped in the likeness of a A power source electrocutes this weapon,
dragon’s mouth. You can cast burning hands once shocking anything it touches. As a bonus action,
from each fist. The fists cannot be used in this you can activate the power source, causing it to
way again until the next dawn. deal an additional 1d6 lightning damage. You can
You gain a +1 bonus to attack and damage rolls deactivate the lightning damage with a bonus
made with this weapon. action.

Modify. Give the weapon charges and allow it to When you strike a creature with this weapon,
cast burning hands by using charges. Change the you can attempt to stun them. They must succeed
bonus to attack and damage rolls. on a DC 15 Constitution saving throw or be

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Edward Barnaby (Order #31198134)
stunned until the end of your next turn. The In addition, you can cast the scorching ray spell
weapon can’t be used in this way again until the from the lance. This spell can’t be cast from the
next dawn. lance again until the next dawn.
The power source of this weapon can be removed When casting a spell from the lance, you can use
and applied to another nonmagical weapon your weapon attack bonus instead of your spell
during a short rest. The new weapon becomes attack bonus.
an electrical weapon and the old weapon becomes
nonmagical. Other lances of different elements exist. They
use the same spells, but change the damage type
Modify. Change the bonus electrical damage on (cold, lightning, etc.).
a hit. Give the weapon charges and allow the
stunning strike ability to use charges. Give the Modify. Give the weapon charges and allow it to
weapon a bonus to attack and damage rolls. You use charges to cast scorching ray. Give the weapon
can also have the power source work like the a bonus to attack and damage rolls.
power armor (page 8), requiring a specific type of Sample Name. Fire Fang, Frost Fang, etc.
fuel or power supply to work.
Sample Name. Spark Elemental Rounds
Ammunition, common
These firearm crystals are infused with a specific
element. When loaded into a firearm, the
weapon’s damage type changes to that of the
ammunition.

Explosive Ammunition
Ammunition, uncommon
This ammunition explodes after being fired.
You can choose to either hit a target or a point
within your weapon’s range. If you attempt to
hit a point, you must succeed at a ranged attack
against AC 10. When the ammunition hits, all
creatures within a 10-foot radius must make a
DC 13 Dexterity saving throw, taking 4d6 fire
damage on a failed save, or half as much damage
on a successful one. If you aim at a target, on a
hit the explosion still effects creatures in a 10-foot
radius but the target also takes the ammunition’s
normal damage as well.

Electrical Weapon Modify. Change the save DC, explosive damage,


or area of effect.

Elemental Fang Extending Weapon


Weapon (lance), uncommon Weapon (any melee weapon), very rare (requires
attunement)
This lance can shoot fire from its tip. While
holding the lance, you can cast the fire bolt cantrip This magical weapon can quickly extend the
from it as an action. length of its blade or haft in the blink of an eye.

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Edward Barnaby (Order #31198134)
The maximum length depends on your level. At
1st level, the weapon can extend up to 15 feet.
At 8th level, it can extend to 30 feet, and at 15th
level, it can extend to 60 feet. This allows you
to make melee attacks at range, but it does not
confer the reach property and you cannot make
opportunity attacks with the extended reach.
Modify. Change the levels at which the weapon
can increase its length. Give the weapon a bonus
to attack and damage rolls. Give it an optional
sweeping attack that hits targets in a cone.
Sample Name. The Long Handshake

Fairy Blood Bow


Weapon (any bow), rare (requires attunement)
This bow was created by soaking it in the blood
of slaughtered fairies. While holding the weapon,
you can sense the presence of any fey within
5 miles as an action. In addition, you deal an
additional weapon die of damage when you
Fireball Sword
strike a fey creature with this weapon.
You gain a +2 bonus to attack and damage rolls
made with this weapon.
Fireball Sword
Weapon (longsword), rare (requires attunement)
Modify. Allow the use of detect evil and good but
The blade of this sword is made of three swirling
only to detect fey. Increase the range that you can
fireballs. The weapon is treated as a longsword,
sense fey. Increase damage against fey. Change
and all the damage it deals is fire damage. As
the bonus to attack and damage rolls.
an action, you can cast the fireball spell (save DC
Sample Name. Bloodbath 15) from the sword. After you cast fireball once,
one of the swirling fireballs disappears and the
weapon is considered a shortsword for purposes
of damage. After you cast fireball a second time,
the next fireball disappears, and the weapon is
considered a dagger. After you cast fireball a third
Well, this weapon is grim. And think time, all of the flames disappear, and the weapon
about it, fairies aren’t that big. It must cannot be used as a weapon or to cast fireball
again until the next dawn.
have taken a lot of fairies to make this…
Modify. Give the weapon a bonus to attack and
yikes. damage rolls.
Sample Name. Triple Threat

23
Edward Barnaby (Order #31198134)
First Strike Sword The flame cannon regains 1d4 + 2 expended
Weapon (longsword), rare charges daily at dawn.

This weapon seems to jump from its sheath with Modify. Change the number of charges or the
the slightest touch. You can draw the weapon as amount of damage that the flamethrower effect
a free action. You gain a +3 bonus to attack and deals. Give the weapon a bonus to attack and
damage rolls for the first attack made with this damage rolls.
weapon after being drawn. This bonus recovers Sample Name. Inferno
by +1 for each full round that it is sheathed, up to
the maximum of +3. Flaming Weapon
Modify. Change the bonuses to attack and Weapon (any metallic weapon), rare
damage rolls, including giving the weapon a A gem imbedded in the weapon heats the metal
bonus to attack and damage rolls constantly. This to a red-hot temperature, burning anything it
is one of the few items where you could increase comes into contact with. As a bonus action you
the attack and damage bonus over +3 for the first can activate the gem, causing the weapon to deal
attack, due to its limited nature. an additional 1d6 fire damage. You can deactivate
Sample Name. Quick Draw the fire damage with a bonus action.
When you hit a creature with this weapon, you
Fists of Force can ignite them. An ignited creature takes 1d6
Weapon (fist), uncommon fire damage at the start of each of its turns for 1
These magical fist weapons strike so hard they minute. The target can make a DC 13 Dexterity
can knock the target backwards. When you roll saving throw at the end of each of its turns,
the maximum damage on an attack or deal a ending the ongoing fire damage on a successful
critical hit with this weapon, the target is either save. The target or another creature can use an
pushed back 10 feet or knocked prone, your action to extinguish the flames automatically. The
choice. weapon can’t be used in this way again until the
next dawn.
Modify. Give the weapon a bonus to attack and
damage rolls. The magical gem can be removed and
incorporated into a new nonmagical metallic
Sample Name. Titan Fist weapon during a short rest. If this happens, the
old weapon becomes nonmagical and the new
Flame Cannon weapon gains all of these abilities.
Weapon (shardgun), rare
Modify. Change the bonus fire damage on a hit.
This weapon can project a gout of superhot Give the weapon charges and allow the ignition
flame. ability to use charges. Give the weapon a bonus
to attack and damage rolls.
Shardgun. This weapon can be used as a magical
shardgun that deals fire damage. Sample Name. Salamander

Flamethrower. The flame cannon has 6 charges.


While holding the weapon, you can use an action
to expend 1 of its charges to shoot a 30-foot cone
of fire. All creatures in the area must make a
DC 15 Dexterity saving throw, taking 5d6 fire
damage on a failed save, or half as much damage
on a successful one.

24
Edward Barnaby (Order #31198134)
Flaying Whip Forceback Ammunition
Weapon (whip), rare (requires attunement) Ammunition, rare
This whip has been enchanted to cause This ammunition hits with incredible force. A
horrendous pain when struck by it. When creature struck by this ammunition must succeed
a creature is hit by this weapon, they must on a DC 15 Strength saving throw or be knocked
succeed on a DC 14 Constitution saving throw prone.
or have disadvantage on attack rolls and ability
checks until the end of their next turn as they Modify. Increase the saving throw DC. Give the
are wracked with pain. A creature maintaining ammunition a bonus to attack and damage rolls.
concentration instantly loses it if they fail this
saving throw. Freezing Weapon
Weapon (any), rare
You gain a +1 bonus to attack and damage rolls
made with this weapon. This weapon is tinted blue and covered in frost.
It freezes any liquid that it comes into contact
Modify. Change the save DC or the bonus to with, injuring most living creatures or creatures
attack and damage rolls. made out liquid. Constructs, some undead,
and other creatures that do not have a working
Sample Name. Penance
circulatory system are immune to its effects. As a
bonus action, you can cause the weapon to deal
Force Arrow Bow an additional 1d6 points of cold damage. You can
Weapon (any bow or crossbow), uncommon turn this ability off with a bonus action.
This bow does not need to use When you hit a creature with this weapon, you
ammunition. Instead, when can attempt to freeze them in place. The target
the string is drawn it creates must succeed on a DC 13 Constitution saving
an arrow of pure energy. The throw or be restrained for up to 1 minute. They
arrow fires at the speed of light, can repeat the saving throw at the end of each
striking the target instantly. All of their turns to end this effect. If they roll a 1 on
damage dealt by this weapon is their saving throw, they are petrified and turned
force damage, and you gain a to ice. This ability can’t be used again until the
+1 bonus to attack and damage next dawn.
rolls made with the weapon.
Modify. Change the bonus cold damage on a hit.
The weapon can still use Give the weapon charges and allow the freezing
ammunition, and it loses the ability to use charges. Give the weapon a bonus
Loading property if it had it. to attack and damage rolls.
Modify. Change the bonus Sample Name. Winter’s Touch
to attack and damage rolls.
Allow the weapon to ignore
the penalties for shooting at
Friendly Boomerang
Weapon (boomerang), rare
long range, as the ammunition
travels near instantly. This boomerang always returns to the thrower,
even after hitting a target, up to the boomerang’s
Sample Name. Star Streak
maximum range. You gain a +2 bonus to attack
and damage rolls made with the weapon. The
Force Arrow Bow boomerang returns quickly enough to be used for
multiple attacks in a turn. At the GM’s discretion,
it may be possible for someone else to catch the

25
Edward Barnaby (Order #31198134)
boomerang with a readied action, preventing it Giant’s Armaments
from returning. Weapon (any), rarity varies (requires attunement)
Modify. Change the bonus to attack and damage These oversized weapons are magically
rolls. enchanted to be wielded by smaller creatures.
Sample Name. Loyalty They are too heavy to be used normally, but
when attuned to one, it feels weightless and can
Frontline be used as a normal weapon. The larger the size
of the weapon, the more damage it inflicts. Larger
Weapon (any melee), uncommon
weapons are rarer as well.
This weapon was made for commanders and
generals that lead from the front. When you hit A weapon sized for a Large creature does twice
a creature with this weapon, you can teleport the weapon’s damage dice (for example, 1d6
a number of allies equal to your proficiency to 2d6), while a weapon for a Huge creature
modifier within 30 feet of you next to the target. does three times the damage (1d6 to 3d6) and a
Allies can only be teleported if there is an Gargantuan weapon does four times the damage
unoccupied space they can enter. (1d6 to 4d6). Large weapons are uncommon,
Huge weapons are very rare, and Gargantuan
This ability can’t be used again until the next weapons are legendary.
dawn.
Modify. Change the bonus damage the weapon
Modify. If you want the power to be used more deals due to its size, such as only adding one
often, allow the teleportation to happen only additional die of damage instead of doubling it.
once on each creature hit. You can also increase Give the weapon a +1 to +3 bonus to attack and
the size of the teleportation area or allow only a damage rolls.
set number of creatures to be teleported. Finally,
you can give the weapon a bonus to attack and Sample Name. Giant’s Legacy
damage rolls.

Ghost Touch
Weapon (any), uncommon
This weapon is enchanted to anchor incorporeal
or ethereal creatures to the plane you are on.
When you hit a creature with this weapon, they
lose the incorporeal property until the end of
their next turn. An ethereal creature is stuck
on your plane until the end of their next turn,
ignoring any of the benefits they would normally
have. This weapon also ignores any benefits from
the blur spell.
You gain a +1 bonus to attack and damage rolls
made with this weapon.
Modify. Change bonus to attack and damage
rolls.
Sample Name. Specter’s Bridge

26
Edward Barnaby (Order #31198134)
Gunblade Impaler’s Weapons
Weapon (any bladed), uncommon
This blade has a shardgun or crossbow built into
the hilt. You can make ranged attacks with this
weapon, using the stats of whatever weapon is
built into the hilt.
Modify. Give the weapons a bonus to attack and
damage rolls.

Healing Weapon
Weapon (any melee), very rare (requires attunement)
A weapon forged for pacifists who still wanted
to defend themselves. When you hit a creature
with this weapon, you can choose to heal them
by the damage that would have been dealt. This
ability only works on living creatures. A willing
creature can allow you to hit them automatically,
with no need for an attack roll. You can restore a Constitution saving throw or be restrained.
total of 100 hit points this way. You can’t restore They can make a DC 15 Strength or Constitution
additional hit points until the next dawn. saving throw as an action to remove the weapon
and end the restrained condition. You can’t use
Modify. Change the total amount of hit points this ability again until after a short rest.
that can be restored. Give the weapon a bonus to
attack and damage rolls. You gain a +1 bonus to attack and damage rolls
made with this weapon.
Sample Name. Angel’s Touch
Modify. Increase the frequency that the impaling
Homing Ammunition strike can be used, maybe by giving it charges
and allowing each use of the impaling strike to
Ammunition, very rare
use a charge. Change the save DC to resist or
This magical ammunition strikes unerringly, remove the restrained condition or the bonus to
altering its flight path to find the target. When attack and damage rolls.
you use this ammunition, any target that you can
Sample Name. The Impaler
see or know the location of within range, so long
as there is a clear path that can be followed, must
make a DC 17 Dexterity saving throw, taking half Inferno Ammunition
of the weapon’s normal damage on a success. Ammunition, rare
You deal +2 damage with this ammunition. Upon impact, this ammunition bursts into flame,
igniting the target. On a successful hit, the target
Impaler’s Weapon takes an additional 1d6 fire damage at the start
Weapon (any piercing), rare (requires attunement) of each of their turns. The target or an adjacent
creature can use an action to put out the fire,
This weapon is able to create a copy of itself as
ending the effect.
it strikes a target, attempting to pin a creature
down and restrain it. When you deal damage Modify. Change the bonus fire damage the
with this weapon, you can attempt to restrain ammunition deals.
the target. The target must succeed on a DC 15

27
Edward Barnaby (Order #31198134)
Leech Mana Drain Weapon
Weapon (any), very rare (requires attunement) Weapon (any), very rare (requires attunement)
This weapon has grooves that fill with blood and This weapon is designed to sap the magical
glow red when it damages a creature. When you power from a target. When you attack a creature
deal damage to a creature that has a circulatory with this weapon and roll a 20 on the attack roll,
system, you regain hit points equal to your you drain a number of spell slots from the target
proficiency modifier. If the target’s hit point with a combined level equal to this weapon’s
maximum or the damage you do is less than your damage die (1d4, 2d6, etc.), starting with the
proficiency modifier, you heal the lesser amount highest level spell slots available. You can recover
instead. expended spell slots with a combined level equal
to or less than the amount drained.
Modify. The default version of leech increases
healing as the PC gains levels. You can change If the target has innate casting rather than spell
the healing to a set amount of hit points regained slots, they don’t lose spell slots but you still
each hit, or you can limit it to only healing once recover expended spell slots as if they did.
per turn.
This weapon deals an extra 2d6 force damage to
Linear Fusion Rifle any target it hits.
Weapon (rifle), very rare As an action while holding the weapon, you can
attempt to drain the magical energy from spells
This weapon can fire a concentrated beam of
already in effect. One creature, object, or magical
energy, burning enemies with the power of the
effect you touch with the weapon is subject
sun.
to the dispel magic spell. If the spell requires a
Shardgun. This weapon can be used as a magical spellcasting ability check and you don’t have
rifle that deals radiant damage. a spellcasting ability, you spellcasting ability
modifier is considered +0. If it is successfully
Linear Fusion. The linear fusion rifle has 6 dispelled, you gain advantage on the next attack
charges. While holding the weapon, you can roll made with the weapon.
use an action to expend 1 of its charges to fire a
beam of energy in a line 100 feet long and 5 feet Modify. Change the number of spell slots
wide. All creatures in the area must make a DC drained or recovered, or the bonus force damage
17 Dexterity saving throw, taking 10d6 radiant dealt. Impose a limitation on the number of uses
damage on a failed save, or half as much damage of dispel magic or give it a bonus to attack and
on a successful one. damage rolls.

The linear fusion rifle regains 1d4 + 2 expended Sample Name. Siphon
charges daily at dawn.
Modify. Change the number of charges, or the
amount of damage that the linear fusion deals.
Give the weapon a bonus to attack and damage
rolls.

28
Edward Barnaby (Order #31198134)
Mithardain can also be used as a double sword
(see page 141). It retains the +2 bonus to attack
and damage rolls, but does not deal force
damage.
Modify. Change the bonus to attack and damage
rolls or the amount of bonus force damage.

Morphic Weapon
Weapon (any), very rare
This weapon is made from a constantly shifting,
living material. As a free action once per turn,
you can change the weapon into another type of
weapon (shortbow, longsword, lance, etc.). You
gain a +3 bonus to attack and damage rolls made
with this weapon.
Modify. Change the bonus to attack and damage
rolls.

Mithardain Sample Name. Shift


Mithardain
Weapon (longbow), very rare Mortar
Weapon (shardgun), rare
This finely crafted elven bow can collapse in half
for easy transport. It has no bowstring, and the This weapon can fire explosive rounds over long
outer edges are sharpened like a sword. distances.

Mithardain can be folded or unfolded as a free Shardgun. This weapon can be used as a magical
action. When it is unfolded, a string of energy shardgun that deals force damage.
crackles between the edges of the bow. You gain
Siege Weapon. This weapon deals double damage
a +2 bonus to attack and damage rolls with
to objects and structures. The weapon’s long
Mithardain. The bow requires no ammunition,
range is doubled.
and the damage it deals is considered force
damage. The bow also deals an extra 1d6 force Bombard. As an action, you can fire an explosive
damage to any target it hits with a ranged attack. shot. You can pick a point on the ground within
the weapon’s long range. You don’t need to be
Thorvald Greypelt was the last known able to see this point, but the ammunition must
be able to reach it with an arced trajectory. All
person to possess this bow. He was awarded creatures within 5 feet of the point must succeed
the bow for his service to the elven city that on a DC 15 Dexterity saving throw or take 2d10
force damage from the explosion.
forged it, and was the first outsider to ever
wield it. He later forged an alliance between Modify. If you only want the weapon to be
used at long range, either disallow attacks at
kingdoms that stopped a plot of world short range or impose disadvantage on those
domination by a necromancer that sought attacks. You can change the damage or size of the
bombard ability and allow it to deal half damage
to resurrect an ancient, evil dragon. on a successful save. Finally, you can give the
weapon a bonus to attack and damage rolls.

29
Edward Barnaby (Order #31198134)
Mouth of the Hungering Void Modify. Give the weapon a bonus to attack and
Weapon (any melee), legendary (requires attunement) damage rolls.

This weapon slowly absorbs the life force of all Paired Ammunition
creatures nearby. This weapon has the likeness of Ammunition, very rare
a fanged mouth built into it, and when activated
as an action, the mouth opens and reveals a black This ammunition creates a magical duplicate of
orb that looks like the night sky. All creatures that itself when fired. When you use this ammunition
start their turn in a 50-foot radius of the weapon with an attack, you can make two attacks against
(except the one attuned it) take necrotic damage the target.
equal to the wielder’s proficiency modifier. A Modify. Increase the number of duplicates
creature takes 1 additional point of necrotic created, granting extra attacks. Give the
damage for every turn they start in this area. This ammunition a bonus to attack and damage rolls.
effect lasts for 1 minute or until cancelled as an
action. This ability can’t be used again until the
next dawn.
Penance
Weapon (any), uncommon
You gain a +2 bonus to attack and damage rolls
This frightful weapon is used by inquisitors, and
made with this weapon.
features many sharp edges and hooks. When a
Modify. Change the necrotic damage dealt or living creature is damaged by this weapon, they
the size of the area. Change the bonus to attack must succeed on a DC 13 Wisdom saving throw
and damage rolls. You can add a feature to the or be forced to shout out a secret. The creature
weapon; can decide which secret to share, but it must
be something they don’t willingly tell others.
Full. Once the weapon has consumed a certain However, it doesn’t have to be a serious secret.
amount of hit points, it grows in power. Certain Your true age, natural hair color, or current crush
benefits might include a +1 bonus to attack and are all possibilities.
damage rolls, or extra dice of necrotic damage.
These bonuses last until after the next long rest. If a creature succeeds on this saving throw, they
are immune to its effect for the next 24 hours.
Overcharging Shardgun Modify. Give the weapon a bonus to attack and
Weapon (shardgun), uncommon damage rolls.
Unlike most shardguns, this weapon can draw
extra energy from its power source to deliver a Phasing Ammunition
stronger attack. Ammunition, very rare

Shardgun. This weapon can be used as a magical This ammunition passes through creatures
shardgun. while still dealing damage to each of them. The
ammunition can deal damage to all creatures in
Overcharge. This weapon has 3 charges. When a straight line up to the weapon’s normal range,
making a ranged attack with it, you can expend 1 requiring an attack roll against each target in the
of its charges to overcharge it, dealing double the line. The damage dealt by this ammunition is force
normal damage on a hit. You must immediately damage, and it deals an extra 1d8 force damage.
roll a d20. On a roll of 5 or less, the ammunition
is drained and must be replaced. Modify. Change the bonus damage or give it a
bonus to attack and damage rolls when used.
The overcharging shardgun regains all expended
charges daily at dawn.

30
Edward Barnaby (Order #31198134)
Psi Blade Sample Name. Rebound
Weapon (any), rare (requires attunement)
Ricochet Sling
This weapon manifests as pure force. It is usually Weapon (sling), uncommon
crafted as a bracer or gauntlet, and when the
user’s energy is channeled through it, the weapon The stones hurled from this sling can ricochet,
forms. The weapon can manifest as a free action bouncing around cover. You can ignore the effects
and all damage dealt by it is force damage. The of cover when attacking a creature with this
user adds their Charisma modifier to all damage weapon if there is a surface nearby that you can
rolls instead of the normal ability modifiers. bounce the ammunition from.

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

Modify. Change the bonus to attack and damage Modify. Change the bonus to attack and damage
rolls. rolls. Only ignore the effects of some forms of
cover, such as half cover.
Sample Name. Mindblade
Sample Name. Ricochet
Rapid Fire Shardgun
Weapon (shardgun), rare Runeblade
Weapon (any), rarity varies (requires attunement)
This shardgun has been modified to fire multiple
bolts quickly. When you make an attack with this These weapons were forged with magical runes
weapon, you can use a bonus action to make two engraved on them. Each set of runes bestows a
more attacks with disadvantage. You do not add magical effect on the weapon. Rare runeblades
your ability score to the damage of these attacks. have 1 rune, very rare ones have 2 runes, and
legendary runeblades have 3 runes. A runeblade
Modify. Change the number of attacks that cannot have duplicates of the same type of rune.
can be made with the bonus action. Allowing
the ability score to be added to these attacks From 1st to 6th levels, you gain the minor rune
increases the potential damage and getting rid power of the rune. At 7th to 13th levels, you
of the disadvantage makes the weapon quite gain the base rune, and at 14th level and higher
powerful. You can also give the weapon a bonus you gain the greater rune power. Activating a
to attack and damage rolls. rune attached to a runeblade can be done as a
free action. A rune can’t be used again until the
Sample Name. Spray & Pray next dawn. See the “Runes” entry (page 91) for
possible runes.
Rebounding Weapon
Weapon (any ranged or thrown), uncommon Some runeblades were crafted with slots, so that
the weapon could be modified with different
Weapons or ammunition with this enchantment runes as needed. Runes that have not yet been
bounce on impact. When you make a ranged activated or that provide a constant benefit can be
attack with this weapon and miss, you can reroll switched during a short rest.
the attack once. There must be some sort of
surface or object nearby to bounce off of in order Example. Witherbrand the runeblade has the
to reroll. This ability can’t be used again until withering rune and elemental (cold) rune.
after a short rest. Modify. Give the weapon a bonus to attack and
Modify. Increase the frequency that the rebound damage rolls.
effect can be used. Give the weapon a bonus to
attack and damage rolls.

31
Edward Barnaby (Order #31198134)
Savage Claws
Weapon (fist), rare
These weapons are fashioned from the claws
of beasts or monsters. Bound together, they are
then enchanted with rituals to empower them,
Sand Blade granting them the ability to shred through
armor. Savage claw weapons ignore any damage
Sand Blade resistances or damage thresholds when dealing
Weapon (any melee), very rare (requires attunement)
damage to objects.
This weapon is made of magical sand packed
You gain a +1 bonus to attack and damage rolls
tightly into a weapon. It acts as a normal
made with this weapon, and if you roll a 20 on an
magical weapon, but it can turn into a whirling
attack roll against a creature, you can destroy one
sandstorm. You gain a +1 bonus to attack and
non-magical weapon or armor they are wielding
damage rolls with this weapon.
or wearing.
The weapon has 3 charges. While holding it, you
Modify. Change the bonus to attack and damage
can use an action to expend 1 of its charges and
rolls. Allow the destruction of nonmagical items
turn it into a cloud of sand with a 10-foot radius
to happen on a wider range of rolls.
in a space adjacent to you. When you create the
cloud of sand, you can move it up to 30 feet in Sample Name. Shredder
any direction. Any creature that begins its turn in
the cloud or enters it on their turn must make a Screaming Weapon
DC 15 Constitution saving throw. They take 6d6 Weapon (any), rare
slashing damage on a failed save as the swirling
sand erodes them, or half as much damage on a This weapon unleashes a horrible screeching
successful one. sound when used. The weapon deals an extra
1d6 thunder damage to any target it hits that is
Maintaining the cloud requires concentration, and not deafened.
it lasts for up to 1 minute. On each of your turns
after you use this ability, you can use a bonus In addition, as an action you can unleash a
action to move the cloud up to 30 feet in any horrid wail from the weapon. All non-deafened
direction. If you lose concentration or willingly creatures hostile to you within 20 feet must
transform it back into its weapon form as a free succeed on a DC 15 Wisdom saving throw or
action, it appears in a free hand. If you do not have become frightened of you for up to 1 minute. A
a free hand, it falls to the ground next to you. creature frightened by this weapon can repeat
the saving throw at the end of each of their turns
While the weapon is in its sand cloud form, it to end the effect. This ability can’t be used again
cannot be used as a weapon. until the next dawn.
The weapon regains all expended charges daily Modify. Change the extra damage dealt, the
at dawn. size of the sonic wail, or the save DC. Give the
Modify. Change the size of the sand cloud, the weapon a bonus to attack and damage rolls.
save DC, or the damage it deals. Changing the Sample Name. Banshee
number of charges also increases the number
of times it can be used. You can also change the
bonus to attack and damage rolls.
Sample Name. Sandstorm

32
Edward Barnaby (Order #31198134)
Scythe of Darkness dispelled, doesn’t require concentration, and it
Weapon (scythe), legendary (requires attunement), lasts for the full duration of the spell. This ability
can’t be used again until the next midnight.
This blade of this heavy scythe seems to be made
of pure darkness. It consumes light, and the area The Ritual. Eclipse is the enemy of the sun. When
around it seems dim. it can exert dominance over the sun, it unlocks its
true potential. A ritual exists that can temporarily
Magic Weapon. You gain a +3 bonus to attack create an eclipse. During the eclipse, a powerful
and damage rolls made with this weapon. servant of the light must be killed. Once this
happens, Eclipse’s true power is unlocked.
Dimming Light. Any light source the size of a
bonfire or smaller that comes into contact with Potential servants of the light include angels,
the scythe is destroyed or extinguished. avatars of sun or fire domain gods, and solar
elementals.
Blinding Strike. You can attempt to blind a target
you strike with this scythe, as sticky darkness Special Attunement. To attune to this weapon,
leaps from your blade to attack them. The target you must be blinded during the attunement
must succeed on a DC 17 Constitution saving process.
throw or be blinded for up to 1 minute. The
target can repeat the saving throw at the end of Modify. Increase the uses of blinding strike or
each of their turns to end the effect. This ability pure darkness. Change the bonus to attack and
can’t be used again until after a short rest. damage rolls.

Unlocked Potential (Pure Darkness). When the Sample Name. Eclipse


weapon’s true power is unlocked, you gain the
ability to create an area of pure darkness. As an Skyward Weapon
action, you can cast the darkness spell from the Weapon (any melee), very rare (requires attunement)
scythe, which fills twice the normal area. The As an action while holding this weapon, you can
individual attuned to this weapon can see in summon a giant, floating version of it within 60 feet
this darkness normally. The darkness cannot be of you that lasts for 1 minute. You can make a melee
weapon attack against a creature within 5 feet of
the summoned weapon. On a hit, the target takes
3d10 damage of the weapon’s type (bludgeoning,
piercing, or slashing). All creatures within 5 feet of
the target must make a Dexterity saving throw (DC
= 8 + your Strength modifier + your proficiency
bonus), taking 1d10 damage on a failed save, or half
as much damage on a successful one.
As a bonus action on your turn, you can move
the weapon up to 20 feet and repeat the attack
against a creature within 5 feet of it.
This ability can’t be used again until the next
dawn.
You gain a +2 bonus to attack and damage rolls
made with this weapon.
Modify. Change the amount of damage the
summoned weapon does. Increase the number of
Scythe of Darkness
33
Edward Barnaby (Order #31198134)
times the giant weapon can be summoned. Change Songbows
the weapon’s bonus to attack and damage rolls. Weapon (any bow), legendary
Sample Name. Invisible Hand of the Giant (requires attunement)
Songbows are magical weapons
Snake Bow created for bards. A creature
Weapon (any bow), rare (requires attunement) that is attuned to the bow
This bow is shaped like two entwined snakes. can treat it as an instrument,
Any arrows fired from this bow deal an extra playing songs using the string.
1d6 poison damage. In addition, you can cause Anytime the bow is fired, it
the arrows to turn into venomous snakes. As a creates a musical note. You
reaction when firing the bow, you can transform gain a +2 bonus to attack and
an arrow into a venomous snake. The snake is damage rolls with the bow.
summoned at the nearest unoccupied space next Battle Notes. When you fire
to the arrow’s destination. this bow at an enemy, you gain
The bow has 6 charges and summoning a 1 charge, up to a maximum of 6
venomous snake costs 1 charge. The bow charges. The songbow loses all
recovers 1d6 charges each day at dawn. charges after a long rest.

Special Attunement. While attuning to this Spell Song. You can use charges
item, two snakes appear from the bow and wrap from the bow to cast spells that
themselves along your arms. If the snakes are you know. You can expend
not disturbed, at the end of the attunement they charges from your bow equal to
become tattoos on your arms. If attunement ends, the level of the spell you wish
the tattoos fade away. to cast. When you cast a spell
using charges from the bow, the
Modify. Change the extra poison damage. Change bow resets to 0 charges. You can
the number of charges or allow different kinds of cast spells up to 6th level with
Songbows
snakes to be summoned. Give the weapon a bonus this bow.
to attack and damage rolls.
Special Attunement. To attune
Sample Name. Couatl to this weapon, you must perform an hour-long
song with it.
Sonar Ammunition Modify. Change the maximum level of spells that
Ammunition, very rare
can be cast with the bow. Change how charges
This ammunition is equipped with a mystical are generated by the bow, or the bonus to attack
sensor. When fired at a point, you can detect the and damage rolls. Some players might try to
presence and location of any creatures that come take advantage of the bow’s properties by firing
within 30 feet of it. This sensor lasts for up to 1 it at animals or objects in between encounters to
hour. store up charges. Feel free to enforce strictly that
charges are only gained when fired at enemies,
and that the songbow determines if something is
an enemy or not.
Sample Name. Final Note

34
Edward Barnaby (Order #31198134)
Spellstrike Weapon Spring Blade
Weapon (any), rare Weapon (any bladed), uncommon
These weapons were produced for spellswords, This weapon has a trigger built into the hilt.
warriors that mixed traditional martial abilities If you pull the trigger, the entire blade shoots
with spells. forward. You can make a ranged attack with this
weapon against one target with a range of 30/60
A creature wielding this weapon can use their feet. This attack deals an extra 2d8 damage, and
spellcasting ability modifier instead of the normal you do not get disadvantage for using this attack
ability modifier (typically Strength or Dexterity) while in melee combat. This attack can’t be used
for attack and damage rolls with this weapon. again until the blade is retrieved and reconnected
This weapon can be used as a spell focus. as an action.

Modify. Give the weapon a bonus to attack and Modify. Change the extra damage when firing
damage rolls made with it. the blade. Give the weapon a bonus to attack and
damage rolls.
Spiked Fists Sample Name. Slingblade
Weapon (fist), uncommon
These spiked gloves were created for hand-to- String Staff
hand fighters. You gain a +1 bonus to attack and Weapon (quarterstaff), uncommon
damage rolls made with the weapon. If you roll a This quarterstaff can be split into two maces as
1 on your damage die with this weapon, you can a free action, each connected by a sturdy string.
reroll that dice once. The string can extend up to 50 feet and is as
Modify. Change the bonus to attack and damage tough as iron chains. Each section of staff has a
rolls, or the range required to trigger a reroll. button that quickly retracts the extended string.
Modify. Give the weapon a bonus to attack and
Spinal Whip damage rolls.
Weapon (whip), uncommon
This whip is made from the spine of a creature, Sword Breaker
often a human. The whip deals an extra 1d6 Weapon (any melee), uncommon
necrotic damage when striking the same kind of This weapon has serrated teeth designed to catch
creature that the spine was taken from. and break weapons. When fighting an enemy
As an action, the whip can be transformed into a wielding a sword, you gain a +1 bonus to attack
skeleton. The skeleton is under your command and damage rolls made with this weapon.
and acts on your initiative. The skeleton lasts Modify. Change the type of weapon that this
for up to 1 hour or until killed, at which point it weapon gets a bonus against, such as an axe
turns back into a whip. This ability can’t be used breaker or lance breaker. Change the bonus
again until the next dawn. to attack and damage rolls it gets against that
Modify. Change the extra necrotic damage. weapon. On a natural 20 attack roll, the sword
Change the type of skeleton that the whip can be breaker can destroy a nonmagical sword held by
transformed into or the number of times it can the target.
be used. Give the weapon a bonus to attack and
damage rolls. Sword Cane
Weapon (rapier), uncommon
Sample Name. Gert’s Backbone
This cane conceals a sharp rapier. The sword cane

35
Edward Barnaby (Order #31198134)
is magically enchanted to avoid detection as a Once per turn after being thrown, you can
weapon. No magic can detect this weapon, and teleport to the weapon as a free action. You can
creatures have disadvantage on any checks to grab the weapon automatically as part of this
discover its true purpose. teleportation.
Modify. Give the weapon a bonus to attack and Modify. Impose a limit for how far the
damage rolls. teleportation effect will work. Give the weapon a
bonus to attack and damage rolls.
Sample Name. The Gentleman
Sample Name. Sonido

Tiger Claws
Weapon (fist), uncommon
These claws are shaped like the paws of a tiger
and are incredibly sharp. While wearing these
Sword of Flowing Water claws, you gain a climb speed of 10 feet and a
+1 bonus to attack and damage rolls with this
weapon.
Sword of Flowing Water Modify. Increase the climb speed or bonus to
Weapon (longsword), rare (requires attunement) attack and damage rolls.
This sword is made of magical water, allowing Sample Name. Cat Paw
it to be as hard as metal one moment and
completely liquid the next. You gain a +1 bonus
to attack and damage rolls made with this
Torch Mace
Weapon (mace), uncommon
weapon. When attacking a target taking the
Defend action, you ignore the disadvantage on This mace has a small metal cage
attack rolls. at the top. As a free action once per
turn, you can summon a ball of fire
You gain the shape water cantrip and can cast tidal in the cage or dismiss it. The fire
wave a number of times equal to your proficiency sheds light like a torch, and you
modifier. The number of times you can cast tidal can cast the firebolt cantrip from it.
wave resets each day at dawn.
You gain a +1 bonus to attack
Modify. Increase the bonus to attack and damage and damage rolls made with this
rolls. Allow the use of the tsunami spell at higher weapon.
levels.
Modify. Increase the bonus to
Sample Name. Tsunami attack and damage rolls. Allow the
weapon to cast additional spells,
Teleporting Weapon like scorching ray or fireball.
Weapon (any melee), rare (requires attunement)
Sample Name. Crushing Light
This weapon forms a bond with its wielder, Torch Mace
allowing them to teleport to the weapon when
separated.
This weapon gains the Thrown property with a
range of 20/60 feet if it does not have the Two-
Handed property, or 10/30 feet if it does.

36
Edward Barnaby (Order #31198134)
Tracking Ammunition Vibro-Blade
Ammunition, rare Weapon (any bladed melee), rare
A creature struck by this ammunition cannot This weapon vibrates extremely quickly, allowing
become invisible and is highlighted in a bright it to cut through objects easier. The weapon has a
light. While the target is highlighted, attack rolls +2 bonus to attack and damage rolls, ignores the
against it have advantage. This effect lasts for 1 damage threshold of objects, and deals double
minute. damage to objects.
Modify. Change the bonus to attack and damage
True Sight Weapon rolls.
Weapon (any), very rare (requires attunement)
Sample Name. Pulse
This weapon bestows supernatural senses to
those who use it. While holding the weapon, you
gain truesight out to 60 feet. Vine Whip
Weapon (whip), uncommon
Modify. Increase or decrease the range of the
truesight. Give the weapon a bonus to attack and This weapon is made of enchanted plant material
damage rolls. and was created by druids to attack and restrain
enemies. When you hit a target with this whip,
Sample Name. Third Eye you can choose to entangle them. An entangled
target is grappled (escape DC 15) and takes 1d4
Tuning Fork Sword piercing damage from thorns at the start of each
Weapon (any sword), uncommon of its turns while grappled in this way. The whip
cannot be used to make any other attacks while
This magical sword can be used as a bard’s grappling. The grapple ends if you let go of the
spellcasting focus. You gain a +1 bonus to attack whip or if you choose to end it as a free action.
and damage rolls made with the weapon.
You gain a +1 bonus to attack and damage rolls
Modify. Increase the bonus to attack and damage made with this weapon.
rolls.
Modify. Increase the save DC to escape the
Sample Name. Thunderslash grapple or the piercing damage dealt while
grappled. Change the weapon’s bonus to attack
Vibrating Weapon and damage rolls.
Weapon (any), uncommon
Sample Name. Root
This weapon creates violent vibrations in
whatever it strikes, disorienting and possibly War Totem
damaging targets. The weapon has 3 charges. Weapon (maul), very rare (requires attunement)
When you hit a creature with this weapon, you
can expend a charge to impose disadvantage This large totem can be wielded as a weapon. It is
on their attack rolls and reduce their speed by infused with the spirits of the animals carved into
half until the end of their next turn. The weapon the wood, which lend their aid. The totem has 7
regains 1d3 expended charges daily at dawn. charges and regains 1d6 + 1 expended charges
daily at dawn. While holding the war totem, you
Modify. Change the number of charges the can expend a charge as a bonus action to gain one
weapon has. Give the weapon a bonus to attack of the following benefits. You can be under the
and damage rolls. effects of multiple benefits at the same time, but
Sample Name. Reverb only one instance of each benefit at a time:

37
Edward Barnaby (Order #31198134)
Wolf. Your speed is increased by 20 feet for 1 it from the weapon again ends the effects of the
minute. previous spell.
Bear. You gain 2d12 temporary hit points that last Special Attunement. While attuning to this item,
for 1 minute or until depleted. all unattended items within 30 feet of you float a
few feet in the air. Once the attunement finishes,
Eagle. You gain a flight speed equal to your they fall back to the ground.
speed for this turn, but you must end your turn
on the ground or begin to fall. Modify. Give the weapon charges, and each use
of telekinesis uses a charge. Have telekinesis work
Owl. You gain darkvision 60 feet for 5 minutes. normally, with concentration and normal actions
Snake. You deal an extra 2d6 poison damage to utilize.
on your attacks with this weapon for the next Sample Name. The Protector
minute.
Boar. You can take the Dash action as part of the Weapon of Multiplication
bonus action used to activate this ability. Weapon (any throwing), uncommon

Cat. You gain advantage on your next Dexterity This weapon can create copies of itself when
(Stealth) check within the next minute. thrown. The weapon has 3 charges. When
throwing the weapon, you can expend 1 charge
Bat. You gain blindsight 10 feet until the end of to create multiple copies of it, which fill a 15-foot
your next turn. cone. All creatures within the area must make a
Wolverine. You can make an attack with this DC 15 Dexterity saving throw, taking the attack’s
weapon as part of the bonus action used to normal damage on a failed save, or half as much
activate this ability. of the damage on a successful one. The weapon
regains 1d3 expended charges daily at dawn.
Behemoth. Your next attack roll has advantage
and does an extra 2d6 damage if it hits. Modify. Increase the number of charges or the
size of the cone. Give the weapon a bonus to
Modify. Change the number of charges the war attack and damage rolls.
totem has or change the power of its benefits.
Give the weapon a bonus to attack and damage Sample Name. Steel Cloud
rolls.
Weapon of Piercing Thunder
Sample Name. Spiritmaul Weapon (any melee), very rare (requires attunement)

Weapon of Manifest Will This weapon has 6 charges for the following
Weapon (any melee), legendary (requires attunement) properties. The weapon regains 1d4 + 2 expended
charges daily at dawn.
This weapon harnesses the power of your soul
into a force that can manipulate and move Lightning Charge. While holding the weapon,
objects. Any creature holding the weapon gains you can expend 1 charge as a free action to deal
the mage hand cantrip, even if unattuned. In an extra 1d10 lightning damage on all attacks
addition, while attuned to the weapon you can with this weapon for 1 hour.
cast the telekinesis spell (save DC 17) from it Spells. While holding the weapon, you can use an
as a bonus action, and you do not have to use action to expend some of its charges to cast one of
concentration to maintain it. You can use a bonus the following spells from it (DC 17): lightning bolt
action instead of an action to use the ongoing (1 charge), chain lightning (4 charges).
effects of the spell. You can only have one
instance of telekinesis active at a time and casting Special Attunement. While attuning to this item,
you feel static electricity building up within you.

38
Edward Barnaby (Order #31198134)
At the end of the attunement, a bolt of lightning Wind Boomerang
strikes you from the sky, but deals no damage. If Weapon (boomerang), rare
you are not outdoors or lightning cannot reach
you, the attunement fails. This boomerang creates a miniature cyclone
when thrown. When you throw the weapon as
Modify. Change the number of charges the an attack, you can choose to generate a cyclone.
weapon has or change the number of charges The target of the attack and any creatures
required to use its abilities. Give the weapon a within 10 feet of it must make a DC 15 Strength
bonus to attack and damage rolls. saving throw. On a failed save, they take 4d8
Sample Name. Thunderstorm bludgeoning damage and are knocked prone. On
a successful save, they take half of the damage
Whip Sword and remain standing. This ability can’t be used
again until the next dawn.
Weapon (shortsword), uncommon
This sword is segmented and can be used as a You gain a +1 bonus to attack and damage rolls
whip. As a free action once per round, you can made with this weapon.
switch it between whip and sword modes. Modify. Increase the number of times the cyclone
You gain a +1 bonus to attack and damage rolls ability can be used or change the amount of
made with this weapon. damage it does. Change the bonus to attack and
damage rolls.
Modify. Change the bonus to attack and damage
rolls. Sample Name. Boomer

Sample Name. Steel Vine

Wind Boomerang

39
Edward Barnaby (Order #31198134)
Cursed Weapons
Compound Interest Tunnel Vision
Weapon (any), very rare (requires attunement) Weapon (any), uncommon (requires attunement)
This weapon deals an additional 1d20 damage on You can designate one creature as your quarry
attacks. You gain a +1 bonus to attack and damage during your turn as a free action. You have
rolls made with this weapon. advantage on Wisdom (Perception) checks to
locate or notice this creature and ignore any
Curse. This weapon is cursed, a fact that is disadvantage on attack rolls against them. You can
revealed only when an identify spell is cast on the only have one creature designated as your quarry
weapon or when you use its ability. Whenever at a time.
you deal damage with this weapon, you take
1 point of damage that cannot be avoided or Curse. This weapon is cursed, a fact that is
mitigated. This damage increases by 1 for every revealed only when an identify spell is cast on the
additional hit with this weapon. The damage you weapon or when you use its ability.
receive is reduced by 1d6 after a long rest while
attuned to the weapon. The weapon keeps its You lose the ability to pay attention to anything
current damage banked if attunement is lost. other than your quarry. You have disadvantage on
Wisdom (Perception) checks that are not related to
Sloth your quarry and have a passive Perception score
of 0. When you have a creature designated as your
Weapon (any), uncommon
quarry, other creatures have advantage on attack
Attacks with this weapon feel slow, but powerful. rolls against you.
When making an attack with this weapon, you
This curse cannot be removed from the item.
can choose to gain advantage on the attack roll.
This ability cannot be used more than once per
turn.
Curse. This weapon is cursed, a fact that is
revealed only when an identify spell is cast on the
weapon or when you use it. When you use this
weapon to gain advantage on an attack roll, you
gain one level of exhaustion. This curse cannot be
removed from the item.

Sloth

40
Edward Barnaby (Order #31198134)
Rings

41
Edward Barnaby (Order #31198134)
Ring of Deflection
Blasting Ring Ring, rare (requires attunement)
This ring summons a magical shield that quickly
blocks attacks. The ring has 3 charges. While
wearing the ring you can expend one of its
charges as a reaction when hit by an attack. You
gain a bonus to AC equal to your proficiency
modifier until the start of your next turn,
including against the triggering attack. The ring
regains all expended charges daily at dawn.

Blasting Ring Modify. Change the number of charges the ring


Ring, uncommon has or allow the ring to grant a static bonus to AC
when deflecting.
This ring has a gemstone that can be used to
project a blast of energy. You can use this ring to Ring of Dispelling
make a ranged attack as an action with a range Ring, legendary (requires attunement)
of 60/120 feet, and you can add your proficiency
bonus to the attack roll. The ring deals 1d10 force This ring can absorb magical energy, nullifying
damage on a hit. The damage increases by 1d10 spells. While wearing it, you can use an action
at 5th, 11th, and 17th levels. to cast the dispel magic spell from it, but with a
range of touch. Your spellcasting ability bonus for
Modify. Give the ring charges and allow dispel magic is +6 or your own spellcasting bonus,
expenditures of charges to increase the damage. whichever is higher.
For example, the ring could have 3 charges and
expending a charge increases the damage by an The ring has 5 charges. You can expend charges
additional 1d10. when casting the dispel magic spell from the ring
to increase the level of the spell. For each charge
Ring of Adaptation you expend, you increase the level of dispel magic
Ring, very rare (requires attunement) by one.

This ring allows the wearer to survive in any The ring regains 1d4 + 1 expended charges daily
environment. While wearing the ring, you are at dawn.
immune to any harmful environmental effects, Modify. Change the number of charges the ring
such as extreme heat, cold, or suffocation. has or allow it to operate at normal range.
Modify. Allow a creature wearing the ring to no
longer require food and drink or air to breathe. Ring of Elemental Ascendance
Ring, very rare (requires attunement)
Each of these rings is tied to one of the elemental
The perfect accessory for a planes. As an action, you can transform your
body into that of the linked element. Your game
planar traveler! statistics, except for your hit points and mental
ability scores, are replaced by the statistics of
an elemental linked to the same plane (water,
earth, fire, air). You can transform back into your
normal form as an action.
Your hit points are shared between your normal

42
Edward Barnaby (Order #31198134)
form and elemental form. If you are reduced to 0 Ring of Force Field
hit points, you transform back into your normal Ring, legendary (requires attunement)
form and fall unconscious as normal.
This ring projects a protective force field around
Your equipment turns into an elemental version you. While wearing the ring, you gain a +3
of itself or is absorbed into the new form, bonus to AC. Any time you are hit by an attack
your choice. You still gain the bonuses of any that targets AC, this bonus is reduced by 1, to a
equipment you were wearing. minimum of +0. The bonus to AC is restored to
Modify. Limit the number of times you can +3 each day at dawn.
transform into an elemental. Modify. Change the maximum bonus to AC.

Ring of Enhancement
Ring, rare
This ring has tiny needles on the inside. When
activated as a free action, they pierce the skin
and pump an alchemical solution into the user’s
bloodstream that enhances abilities. Each ring
can cast one of the options of the enhance abilities
spell from it, chosen when the ring is created.
This ability can be used safely once per day and
does not require concentration. It can be used
safely again at the next dawn.
If the ring is used too frequently, there is a chance Ring of Ice
of a toxin buildup from the solution. Every time
you use the ring more than once in a day, you Ring of Ice
must make a DC 15 Constitution saving throw. On Ring, rare (requires attunement)
a successful saving throw, you are fine. On a failed While wearing this ring, you are immune to cold
save, your hit point maximum is reduced by 1d6. damage and the effects of cold weather. You
The hit point reduction lasts until you spend 24 ignore movement penalties from snow and ice
consecutive hours without using the ring. and can climb on ice as if under the effects of
Modify. Change the number of times the ring can spider climb. Any water that comes in contact with
be used safely in a day or change the save DC to you instantly freezes if you wish; because of this,
avoid the hit point maximum reduction. you are able to walk on water. You can also create
slides of ice, allowing you to move quickly. As a
bonus action, you can take the Dash action. This
Ring of Fluid Form leaves behind a trail of ice as you move.
Ring, rare (requires attunement)
Modify. Remove the Dash action option
While wearing this ring, your body becomes
or reduce the immunity to cold damage to
extremely flexible. As an action you can turn
resistance.
your body into a fluid-like state, able to move
through spaces as small as one inch wide
without squeezing. You have advantage on
grapple checks and checks to escape grapples.
You must maintain concentration while in this
form as if concentrating on a spell. If you lose
concentration, you assume your normal form.

43
Edward Barnaby (Order #31198134)
Ring of Imparting Energy
Ring, very rare (requires attunement)
Each of these rings is imbued with a particular
type of energy (acid, cold, fire, lightning, etc.).
While wearing this ring, you can choose to imbue
a weapon you’re holding in the same hand
with the ring’s energy. When this happens, the
weapon counts as magical and deals an extra 4d6
damage of the imbued element. This lasts until Ring of Souls
you deactivate it as a free action or are no longer
holding the weapon. Ring of Souls
Ring, legendary
Modify. Change the bonus elemental damage the
ring grants. This ring can store souls. The ring has three
gemstones, each of which glows slightly when a
Ring of Knowledge soul is stored inside. As an action while wearing
Ring, rare the ring, you can absorb the soul of a creature
that died within the last minute within 60 feet of
This ring can store a vast amount of knowledge
you. The ring can store three souls at a time. You
and instantly bestows the stored information
can expend souls to gain a +1 bonus to an attack
on anyone wearing the ring. You lose this
roll, saving throw, or ability check for each soul
knowledge when you take off the ring, removing
expended.
any benefits you gained. While wearing the
ring, you can imbue it with knowledge during Modify. Change the number of souls that can be
a long rest. This can be anything that you know stored or the bonus granted by an expended soul.
but must be about one specific subject. This
knowledge is stored in the ring, and anyone Ring of the Dead
wearing it instantly learns what you stored in Ring, very rare (requires attunement)
it. The ring can only store information about
one subject at a time, and if new information is The gemstone of this ring is a sliver of pure,
stored, the previous information is lost. concentrated evil. While wearing the ring, you
can cast the animate dead spell from it at will.
The limit of what the ring can hold is up to the All undead you create with this power have
GM, but a simple example would be granting advantage on attack rolls while within 60 feet of
proficiency with a skill or tool. you. In addition, as an action you can detect the
presence of undead within 1 mile of you.
Ring of Phasing
Ring, legendary (requires attunement)
While wearing this ring, you can phase through
objects like a ghost. You can move through solid
objects as if they were difficult terrain. If you
end your turn in an object, you take 1d10 force
damage.

44
Edward Barnaby (Order #31198134)
Cursed Ring
Savant
Ring, rare (requires attunement)
While wearing this ring, you can gain advantage
on an Intelligence check.
Curse. This ring is cursed, a fact that is revealed
only when an identify spell is cast on the ring
or when you use its ability. Once you use the
ring’s ability, you have disadvantage on your
next Intelligence check after the one made with
advantage. The ring cannot be used to offset the
disadvantage from this curse. The disadvantage
on the next check applies even if the ring is
removed.

45
Edward Barnaby (Order #31198134)
46
Edward Barnaby (Order #31198134)
Rods

47
Edward Barnaby (Order #31198134)
Celestial Rod
Rod, rare (requires attunement)
The head of this rod is a moon eclipsing a sun
with a wooden shaft that cradles a tiny model of
the planet at the bottom. This rod is attuned to
three magical energies: arcane energy from the
moon, divine energy from the sun, and primal
energy from the planet itself.
The rod can be used as a magical mace that has Celecstial Rod
a +1 bonus to attack and damage rolls. The rod
has 5 charges and each use of the following
abilities uses one charge. The rod regains 1d4 + 1
expended charges daily at dawn.
Arcane Moon. As an action you can expend 1
charge and cast moonbeam (save DC 15) from the
rod. You can cast the spell at a higher level by
expending 1 charge for every additional level.
The maximum spell level you can cast with this
rod is equal to your proficiency bonus.
Divine Sun. As an action you can expend 1
charge and cast flaming sphere (save DC 15) from
the rod. You can cast the spell at a higher level
by expending 1 charge for every additional level.
Howling Rod
Rod, rare (requires attunement)
The maximum spell level you can cast with this
rod is equal to your proficiency bonus. This rod is adorned with animal teeth and claws,
and a small wolf’s skull sits at the top. As an
Primal Earth. As an action you can expend 1
action, you can cause the wolf skull to unleash a
charge and cast spike growth (save DC 15) from
howl. When the rod howls, you can pick one of
the rod. You can cast the spell at a higher level
the following options. The rod has 5 charges and
by expending 1 charge for every additional level.
each use of this ability uses one charge. The rod
The maximum spell level you can cast with this
regains 1d4 + 1 expended charges daily at dawn.
rod is equal to your proficiency bonus.
Inspiring Howl. All allies of your choice within
Special Attunement. You attune to the rod
100 feet that can hear you gain 10 temporary hit
in parts, and gain access to each ability only
points. In addition, they gain Pack Tactics for 1
after that section’s attunement is complete. To
minute, which grants advantage on attack rolls
attune to the earth, you must spend a short rest
if at least one of their allies is within 5 feet of the
outdoors touching the ground. To attune to the
target and not incapacitated.
moon, you must spend a short rest under the
light of the moon. To attune to the sun, you must Demoralizing Howl. Up to 10 enemies of
spend a short rest in direct sunlight. your choice within 100 feet that can hear must
succeed on a DC 15 Wisdom saving throw or
Modify. Change the number of charges the
be demoralized for 1 minute. A demoralized
rod has, or the save DCs. Change the bonus to
creature takes a 1d4 penalty to attack rolls
attack and damage rolls when using the rod as a
and saving throws. Creatures with advantage
weapon.
against fear effects get advantage on this saving

48
Edward Barnaby (Order #31198134)
throw, and creatures immune to the Frightened deprivation area in an immobile 20-foot radius
condition are immune. sphere centered on you. You are immune to
the effects of the rod as long as you are attuned
Special Attunement. You can only attune to this to it. Creatures inside the area are blinded
item during a full moon. and deafened and cannot smell, taste, or feel
Modify. Implement a limit to the number of anything. Anyone outside of the sphere cannot
creatures that can be inspired or demoralized. For perceive anything within it. A creature in the area
inspiring howl, change the number of temporary knows if they are being damaged. This ability
hit points granted. Pack Tactics can also be lasts for up to 1 minute. The rod can’t be used
replaced with a 1d4 bonus to attack rolls and again until the next dawn.
saving throws. The rod can be used without attunement,
although immunity to the effects of the rod only
Rod of Animation apply to the creature attuned to it.
Rod, rare
Special Attunement. The attunement process
This rod is made up of interlocking gears that activates the rod’s ability and begins a ritual that
spin at different speeds. The rod has 5 charges. lasts for 3 days. You must remain inside the area
While holding it, you can use an action to expend for 3 days and are subject to the effects of the
1 or more of its charges and attach the rod to rod for this duration. If you remain in the area
an object, animating it. For 1 charge, you can for the full duration, you become attuned. Once
animate a Tiny or Small object. For 2 charges, you you have successfully attuned to the rod, you can
can animate a Medium object. For 3 charges, you reattune later during a short rest as normal.
can animate a Large object. For 4 charges, you can
animate a Huge object. Animated objects follow Modify. Change the size of the sensory
the rules of the animate objects spell, but they last deprivation area or which senses are affected.
until destroyed. Animated objects are loyal to
Online Suggestion. If playing a game online and
whatever creature used the rod. An animated
the players are subject to this effect, show them a
object cannot recover hit points.
black screen for more immersion!
The animated object reverts to a regular object
if the rod is removed. The rod can be forcibly Rod of Environmental
removed by succeeding on an attack roll against
the object and then a succeeding on a DC 15
Protection
Rod, rare (requires attunement)
Strength check.
This rod can create a bubble of protective magic.
The rod regains 1d4 + 1 expended charges at
The bubble allows creatures inside it to breathe
dawn if it is not currently being used to animate
normally and keeps poisons, water, and other
an object. If it is, it does not regain charges.
environmental hazards out.
Modify. Allow animated objects to recover hit
The rod has 5 charges. While holding it, you can
points after a long rest, especially if the group has
use an action to expend 1 or more of its charges
grown fond of an animated object.
to create the protective bubble. The bubble has
a radius of 5 feet, lasts for 1 minute, and follows
Rod of Deepest Darkness the rod. You can increase the radius of the bubble
Rod, very rare (requires attunement) by 5 feet or the duration by 1 minute for each
This rod is made of polished gravestone and additional charge expended.
wrapped in silver spidersilk. This rod can create Any creature inside the bubble gains half cover
an area of complete sensory deprivation. You from attacks originating outside of it. A creature
can activate this rod as an action to create a can enter the bubble without resistance.

49
Edward Barnaby (Order #31198134)
The rod regains 1d4 + 1 expended charges daily Rod of the Blight
at dawn. Rod, rare (requires attunement)
Modify. Change the number of charges, the size This rod is made from a rotted piece of wood.
of the bubble, or the amount of time it lasts. Fungus and slime have spread across its surface,
and it looks like the rod is about to fall apart.
Rod of Revenge
Rod, uncommon (requires attunement) While holding the rod, you gain resistance to
poison damage and immunity to diseases. You
This rod has a barbed head, and it functions as have advantage on saving throws against poison.
a magical mace. If a creature has dealt damage
to you since the end of your last turn, you have Blight. You can cast the blight spell (save DC 15)
advantage on the first attack roll against them from the rod. You can’t cast this spell from the
with this weapon. rod again until the next dawn.

The rod has 5 charges. While holding it, you Fungal Growth. You can perform a ritual to blight
can cast hellish rebuke (save DC 13) from it by an area, killing all non-fungal plant life. If you
expending a charge. spend 8 hours channeling the rod’s power into a
point you can see within 150 feet, you blight all
The rod regains 1d4 + 1 expended charges daily plants within a half-mile radius of the point. All
at dawn. If the rod is reduced to 0 charges, roll a non-fungal plants are destroyed, and the area
d20. On a 1, the rod crumbles into ashes and is becomes quickly overgrown with fungus.
destroyed.
Rod of Tremors
Rod of Rotting Rod, rare
Rod, very rare (requires attunement)
As an action, you can touch this rod to the
This rod radiates destructive, necromantic magic. ground. This rod then unleashes a wave of
It has 5 charges. While holding it, you can expend tremors, shaking the ground and threatening to
1 of its charges as an action to touch a creature or knock creatures down. All creatures that start
object with the rod and cast the disintegrate spell their turn within 20 feet of the rod and are on
(save DC 16) from it. If the target is a creature, the ground must succeed on a DC 15 Dexterity
you must succeed on an attack roll with the rod. saving throw or fall prone. Creatures touching
You are considered proficient with the rod while the rod do not have to make the saving throw.
you are attuned to it.
The tremors continue for 1d4 + 1 rounds or for
In addition, you can cast the disintegrate spell as long as the rod is in contact with the ground,
(save DC 16) from the rod normally. This ability whichever ends first. The rod can’t be used again
can’t be used again until the next dawn. until the next dawn.
The rod regains 1d4 + 1 expended charges daily Modify. Change the size of the tremors, the save
at dawn. DC, or the amount of time they last.
Modify. Increase the number of times that the
disintegrate spell can be cast normally from the
rod or allow it to be cast normally using charges.
Change the number of charges or the save DC.

Rod of Rotting
50
Edward Barnaby (Order #31198134)
Rod of Truth Supercharger
Rod, very rare Rod, rare
This rod emits an aura that forces everyone This rod increases the damage potential of allies.
nearby to speak freely and truthfully. The rod The rod has 5 charges. While holding it, you can
has 3 charges. As an action while holding the use an action to expend 1 or more of its charges to
rod, you can expend 1 of its charges to force all grant a damage boost to creatures of your choice
creatures within 30 feet of the rod to make a DC within 30 feet. For every charge you expend,
17 Wisdom saving throw. On a failed save, targets you can affect 1 creature. Each affected creature
are unable to knowingly tell a lie. If the saving deals an extra 1d10 damage on their attacks for
throw fails by 5 or more, the targets cannot 1 minute as long as they remain within 30 feet of
knowingly tell a lie and are unable to avoid the rod. If they are ever more than 30 feet away,
answering a question. Targets that fail the saving the ability is suppressed until they come within
throw are not directly aware of the fact that they 30 feet again. The rod regains 1d4 + 1 expended
are under a magical compulsion. This effect lasts charges daily at dawn.
for 1 minute.
The rod regains 1d3 expended charges daily at
The Dimmer
Rod, rare
dawn.
This small rod has a button on
Modify. Change the save DC or size of the area of
the handle. Pressing the button
effect.
causes all light sources within
100 feet to be extinguished. The
Scepter of Supplication light is sucked to the tip of the
Rod, rare (requires attunement) wand where it glows dimly
This scepter is gilded with gold and gems, and but sheds no light. Pressing the
the head is fashioned like a royal crown. This button again causes the light
scepter has 5 charges. While you hold it, you can to shoot from the rod, lighting
cast one of the following spells from it (save DC all light sources within 100
15): command (1 charge) or geas (3 charges). feet. The rod has 4 charges, and
each press of the button costs 1
While holding the scepter, you have advantage charge.
on Charisma checks to command or intimidate a
creature. The rod recovers 1d4 expended
charges daily at dawn.
The rod regains 1d4 + 1 expended charges
daily at dawn. If the scepter is reduced to 0
charges, roll a d20. On a 1, the scepter becomes
nonmagical. If the crown of a king is melted onto
the head of the scepter, it gains 1 charge and
becomes magical again.
Modify. Change the number of charges or save
DC.

The Dimmer

51
Edward Barnaby (Order #31198134)
Thorny Totem
Rod, uncommon
This totem is covered in sharp thorns and is
stained red from blood. While holding the totem,
you can expend a hit die as a free action to gain
temporary hit points equal to your Constitution
score. The totem can’t be used in this way again
until the next dawn.
The totem can be used as a spell focus.

Transposing Rod
Rod, rare
This rod seems to flicker between two different
appearances, one a simple steel rod, the other
a dark rod with glowing arcane runes. While
holding the rod, you can change the position of
creatures. The rod has 5 charges and regains 1d4
+ 1 expended charges daily at dawn.
Benign Transposition. While holding the rod, you
can expend a charge as an action to switch the
position of two willing, friendly creatures that
are both within 100 feet of you. If either target is
unwilling, the effect fails.
Malign Transposition. While holding the
rod, you can expend 1 or more charges as an
action to attempt to switch the position of an
unwilling creature with another. Select two
creatures that you can see within 100 feet to
switch places with each other. Each unwilling
creature must make a DC 15 Wisdom saving
throw, resisting the teleportation on a successful
save or being transposed on a failed save. If at
least one creature succeeds on the saving throw,
the teleportation effect fails. Using this ability
requires 1 charge plus 1 extra charge for each
unwilling creature targeted.
Modify. Change the number of charges. Allow
the rod to target more than 2 creatures at a time
and call it a teleportation shuffle.

52
Edward Barnaby (Order #31198134)
Staves

53
Edward Barnaby (Order #31198134)
Empowering Staff have disadvantage on attacks rolls against targets
Staff, rare (requires attunement) within the area, and creatures inside the spell
can’t be charmed, frightened, or possessed by
This staff is a font of arcane energy that undead.
spellcasters can use to prolong their stores of
power by drawing energy from it. The staff has This ability can’t be used again until the next day
10 charges, and a spellcaster attuned to it can at dawn.
use these charges to power a spell instead of Radiant Staff. This staff can be wielded as a
their spell slots. This ability can only be used on magic quarterstaff that grants a +1 bonus to
spells up to 5th level. One charge powers 1 spell attack and damage rolls made with it. The staff
level, so using the staff for a 3rd level spell would deals an extra 1d6 radiant damage, or 2d6 radiant
require 3 charges. damage to undead.
The staff regains 1d6 + 4 expended charges daily Special Attunement. When you begin attuning
at dawn. If you expend the last charge, roll a d20. to the staff, a dancing light appears that leads
On a 1, the staff loses all magical properties. you away. You must follow the light while
Modify. Increase the number of charges the carrying the staff. If you lose sight of the light for
staff has. 1 minute, the attunement process fails.
You must follow the light for 1 hour, at which
Lantern Staff point the light enters the staff and the attunement
of the Will-o’-Wisp is completed.
Staff, rare (requires attunement) Although not necessary, it could be narratively
A lantern cage sits atop this staff and houses the interesting for the light lead the player to an
essence of a will-o’-wisp. The staff has 10 charges interesting place.
for the following properties and regains 1d6 + 4
expended charges daily at dawn. If you expend Lectern Staff
the last charge, roll a d20. On a 1, the staff loses Staff, uncommon (requires attunement)
all magical properties. If a will-o’-wisp is killed This staff was constructed so that a book could be
and their energy bound to the staff, the staff snugly attached to it. You can attach a spellbook
becomes magical again and gains 1 charge. to this staff, gaining a +1 bonus to the attack rolls
Dancing Lights. As an action, you can cast the of any spell inside the book that you cast while
dancing lights cantrip from the staff. You can use attuned to the staff. The staff has 10 charges and
this ability without attunement. regains 1d6 + 4 expended charges daily at dawn.
If you expend the last charge, roll a d20. On a 1,
Light Illusions. While holding the staff, you can the staff loses all magical properties.
use an action to expend 1 of its charges to cast
one of the following spells from it, using your Spells. You can use an action to expend 1 or
spell save DC: disguise self, guiding bolt, major more of the staff’s charges to cast one of the
image. following spells from it, using your spell save
DC: comprehend languages (1 charge), detect magic
Antideath Field. While holding the staff, you can (1 charge), identify (1 charge), tongues (3 charges).
create a magical field that repels undead. You
create a 10-foot radius, 20-foot-tall cylinder of Special Attunement. The book attached to the
magical energy centered on you. Undead cannot staff can only be removed during the attunement
willingly enter the area by nonmagical means, process, although it can still be opened and read
and an undead that tries to teleport inside must while attached. While attuning to the staff, you
succeed on a Charisma saving throw. Undead must provide a new book to attach to the staff.

54
Edward Barnaby (Order #31198134)
A book that has been previously attached to the Acid Control. You have resistance to acid
staff can be used again, but not as part of the damage. In addition, while holding the staff you
same attunement process that removed it. can cast the acid splash cantrip.

Skull Staff Staff of Bells


Staff, rare (requires attunement) Staff, uncommon (requires attunement)
This staff has a skull affixed to the head of it. This staff has a bell at the top of it. The bell
While attuned to the staff, you gain the ability to doesn’t ring unless the person holding it wants it
cast the chill touch cantrip from it. The staff has to.
10 charges and regains 1d6 + 4 expended charges
daily at dawn. If you expend the last charge, roll a The staff has 7 charges for the following
d20. On a 1, the staff loses all magical properties. properties and regains 1d6 + 1 expended charges
daily at dawn. If you expend the last charge,
Spells. While holding the staff, you can expend roll a d20. On a 1, the staff loses all magical
1 or more of its charges to cast one of the properties.
following spells from it, using your spell save
DC: ray of sickness (1 charge), vampiric touch (1 Ring the Bell. As an action, you can cast the toll
charge), animate dead (3 charges), speak with dead (3 the dead cantrip from the staff. You can use this
charges), raise dead (5 charges). ability without attunement.
Spells. While holding the staff, you can use an
Slime Staff action to expend 1 of its charges to cast one of
Staff, very rare (requires attunement) the following spells from it, using your spell save
DC: shatter, silence, thunderwave.
This staff is slimy to the touch and grants
dominion over oozes. While holding the
staff, oozes are not hostile to you and Staff of Boundless Magic
will not attack unless provoked. The Staff, legendary (requires attunement)
staff has 10 charges and regains 1d6 + 4 This staff contains the power of every spell ever
expended charges daily at dawn. If you created. The staff has 20 charges. You can expend
expend the last charge, roll a d20. On a 1, charges from the staff to cast any spell from
the staff loses all magical properties until it, using your spell save DC. Each spell costs
enveloped by the body of a living ooze a number of charges equal to the spell’s level.
for one month, at which point it regains However, once a spell has been cast from the
1 charge. staff, it can never be cast from the staff again.
Spells. You can use an action to expend The staff regains 2d8 + 4 expended charges daily
1 or more of the staff’s charges to cast at dawn. If you expend the last charge, roll a
one of the following spells from it, using d20. On a 1, the staff loses all magical properties.
your spell save DC: acid arrow (1 charge), If every spell possible has been used, the staff
grease (1 charge), stinking cloud (1 charge), disintegrates.
cloudkill (3 charges).
Modify. This staff has an incredible amount of
Ooze Control. While holding the staff, flexibility. As more books and supplemental
you can expend 1 charge from the staff material are used in your game, the staff
as an action to force an ooze within 60 continues to remain useful. Consider a maximum
feet of you to make a Wisdom saving number of spells that the staff can cast in its
throw against your spell save DC. On a lifetime.
failed save, you can control the ooze for
up to 8 hours. You can only control an
ooze if your level is above the ooze’s CR. Slime Staff
55
Edward Barnaby (Order #31198134)
Staff of Diamonds 60 feet of you, you can use your reaction to trap
Staff, legendary (requires attunement) their soul in the diamond. The gem can store one
soul at a time. When trapped, the victim cannot
This staff has a giant diamond be raised from the dead. When casting a spell
attached to it. The diamond while holding the staff, you can expend a trapped
is worth 5,000 gp and cannot soul. Doing so grants you advantage on the
be removed unless the staff attack roll or imposes disadvantage on the saving
is destroyed. The staff has throw, depending on the spell. Once a soul is
10 charges for the following expended, it is destroyed.
properties and regains 1d6 +
4 expended charges daily at Staff of Mirrors
dawn. If you expend the last Staff, very rare (requires attunement)
charge, roll a d20. On a 1, the
diamond shatters and the staff This staff has a pane of reflective glass attached
loses all magical properties until to it. The staff has 10 charges for the following
another diamond with a value properties and regains 1d6 + 4 expended charges
of 5,000 gp or greater is attached daily at dawn. If you expend the last charge, roll
to the staff, at which point the a d20. On a 1, the staff loses all magical properties
staff regains 1 charge. and the mirror shatters.

Spells. You can use an action Spells. While holding the staff, you can use an
to expend 1 or more of the action to expend 1 of its charges to cast one of
staff’s charges to cast one of the following spells from it, using your spell save
the following spells from it, DC. You can increase the spell level by one for
using your spell save DC. You each additional charge you expend: color spray,
can increase the spell level by 1 blindness/deafness (blindness only), mirror image,
for each additional charge you scorching ray, daylight.
expend: color spray (1 charge), Mirror Vision. While holding the staff, you
confusion (3 charges), true seeing are immune to gaze attacks or effects that rely
(5 charges), prismatic spray (7 on eyesight unless you choose not to be. As a
charges). reaction when a creature with a gaze effect is
Diamond Skin. You can use an looking at you, you can expend a charge from the
action to expend 3 of the staff’s staff to force the creature to be affected by its own
charges to turn your skin and gaze attack.
clothing into diamonds. This Vision of Mirrors. While holding the staff, you
ability lasts for 1 hour. While in cannot be blinded.
this form, you gain resistance
to nonmagical bludgeoning, Reflective Surface. As a reaction when you are
piercing, and slashing damage, missed by a spell of 3rd level or lower, you can
and immunity to poison expend a charge from the staff and attempt to
damage and the poisoned Staff of Diamonds reflect the spell back at the caster. You can only
condition. reflect a spell that targets you with an attack roll.
When you reflect the spell, you use your spell
Detect Gems. You can use an action to expend 1 attack bonus to determine if you hit the target.
of the staff’s charges to detect the presence of any
gemstones within 1 mile of you, as well as their
value.
Soul Trap. When a living creature dies within

56
Edward Barnaby (Order #31198134)
Staff of Travel Staff of Weather
Staff, rare (requires attunement) Staff, legendary (requires
attunement)
This wooden staff is prized among travelers.
It can be used as a quarterstaff, and it has 10 This staff has a small cloud that
charges for the following properties, regaining circles the top. The staff has
1d6 + 4 expended charges daily at dawn. If you 10 charges for the following
expend the last charge, roll a d20. On a 1, the staff properties and regains 1d6
loses all magical properties. The staff becomes + 4 expended charges daily
magical again and regains 1 charge if blessed by at dawn. If you expend the
the Beastmaster or an archdruid. last charge, roll a d20. On a
1, the staff loses all magical
Spells. You can use an action to expend 1 or more properties until naturally struck
of the staff’s charges to cast one of the following by a lightning bolt during a
spells from it, using your spell save DC: earth powerful storm, at which point
tremor (1 charge), goodberry (1 charge), longstrider it regains 1 charge.
(1 charge), locate animals or plants (1 charge),
freedom of movement (2 charges). Control Weather. You can use
an action to expend 1 of the
The Paved Road. You and your travelling staff’s charges to change the
companions do not have their speed reduced due precipitation, temperature, or
to difficult terrain while using overland travel. wind by one stage as per the
The Path is Clear. You ignore movement control weather spell. It takes
penalties due to nonmagical difficult terrain. 1d10 minutes for the new
changes to take place. This
Move Quickly. When using overland travel, you ability requires concentration.
can expend 1 of the staff’s charges to allow you
and your travelling companions to move at a fast Lightning Rod. You can use an
pace without penalty for 1 hour. action to expend 3 of the staff’s
charges to call down a lightning
bolt from the sky, striking
the staff. All creatures within
10 feet of you must make a
Dexterity saving throw against
your spell save DC, taking 10d8 Staff of Weather
lightning damage on a failed
save or half as much damage on a successful one.
This ability only works outdoors.
Cloud Ride. You can use an action to expend 1 of
the staff’s charges and summon a solid cloud that
you can ride on. The cloud has a fly speed of 60
feet and lasts for up to 8 hours.
Spells. You can use an action to expend 1 or more
of the staff’s charges to cast one of the following
spells from it, using your spell save DC: fly (7th-
level version, 7 charges), gust of wind (1 charge),
fog cloud (3rd-level version, 3 charges), call
lightning (2 charges).

57
Edward Barnaby (Order #31198134)
58
Edward Barnaby (Order #31198134)
Wands

59
Edward Barnaby (Order #31198134)
Aegis Wand If the chosen cantrip gains enhanced effects at
Wand, uncommon (requires attunement) higher levels, they still apply based off of your
character level.
This wand is imbued with abjuration magic. The
wand has 7 charges. While holding it, you can Conductor’s Baton
use a reaction to expend 1 or more of its charges Wand, uncommon (requires attunement)
to cast the shield spell from it.
This wand was specifically created for bards. The
The wand regains 1d6+1 expended charges daily wand has 7 charges for the following properties.
at dawn. If you expend the wand’s last charge, It regains 1d6 + 1 expended charges daily at
roll a d20. On a 1, the wand crumbles into ashes dawn. If you expend the wand’s last charge, roll
and is destroyed. a d20. On a 1, the wand crumbles into ashes and
is destroyed.
Candy Wand
Wand, very rare Spells. While holding the wand, you can use
(requires attunement) an action to expend 1 of its charges to cast one
of the following spells (save DC 15) from it:
This wand looks like a large thunderwave, silence, shatter.
lollipop. The wand has 7
charges. While holding it, you Deflecting Wand
can use an action to expend Wand, rare (requires attunement)
1 or more of its charges to
cast the confusion spell (save This defensive wand is used by arcane duelists.
DC 17) from it. For 1 charge, The wand has 7 charges. While holding it, you
you cast the 4th level version can use a reaction to expend 1 or more of its
of the spell and can increase charges and deflect a spell cast at you. To deflect
the spell level by 1 for each a spell, you have to expend charges from the
additional charge expended. wand equal to the level of the spell you are
deflecting. You can only deflect a spell that
The wand regains 1d6 +1 targets you; if the spell targets you and other
expended charges daily at creatures, you cannot deflect it.
dawn. If you expend the
wand’s last charge, roll a The wand regains 1d6 + 1 expended charges
d20. On a 1, the lollipop daily at dawn. If you expend the wand’s last
melts and the wand becomes charge, roll a d20. On a 1, the wand crumbles into
non-magical until enough Candy Wand ashes and is destroyed.
expensive candy is placed on it, at which point Modify. Allow the wand to reflect spells back
the wand gains 1 charge. 500 gold is a good at the caster. You could require an additional
starting place. charge to reflect the spell or maybe a contested
spellcasting check.
Cantrip Wands
Wand, uncommon
These wands are specially designed to be used
by anyone regardless of magical inclination and
don’t require attunement. They allow you to use
a specific cantrip as an action, chosen when the
wand is created. Fire bolt cantrip wands are a
common choice.

60
Edward Barnaby (Order #31198134)
Eye Wand 8. Petrification. Target must succeed on a DC
Wand, rare (requires attunement) 15 Constitution or be restrained. If they failed
the first saving throw, they must make another
There are 10 different kinds of eye wands in total; saving throw at the end of their next turn. On
each wand can cast one of the following abilities, another failure, they are petrified until rescued by
decided when the wand is created. The wand a greater restoration or other type of magic.
has 7 charges, and each use of an ability uses a
charge. Each eye wand has a range of 120 feet 9. Disintegration. Target must make a DC 15
and targets one creature at a time. Dexterity saving throw, taking 2d8 force damage
per point of caster’s proficiency bonus on a failed
1. Charm. Target must succeed on a DC 15 save or half as much damage on a successful one.
Wisdom saving throw or be charmed for 1 If the target’s hit points are reduced to 0, they are
minute. While charmed, the target will not disintegrated.
attack the caster. The target can repeat the saving
throw at the end of each of their turns to end the A disintegrated creature and everything it is
charmed condition. wearing and carrying, except magic items, are
reduced to a pile of ash. The creature can be
2. Paralyzing. Target must succeed on a DC 15 restored to life only by means of a true resurrection
Wisdom saving throw or be paralyzed until the or wish spell.
end of their next turn.
10. Death. Target must make a DC 15 Dexterity
3. Fear. Target must succeed on a DC 15 Wisdom saving throw, taking 2d10 necrotic damage per
saving throw or be frightened of the caster for 1 point of caster’s proficiency bonus on a failed
minute. The target can repeat the saving throw save or half as much damage on a successful one.
at the end of each of their turns to end this The target dies if this reduces their hit points to 0.
condition.
The wand recovers 1d6+1 charges each day at
4. Slowing. Target must make a DC 15 Dexterity dawn. If you expend the wand’s last charge, roll
saving throw. On a failed save, the target’s speed a d20. On a 1, the wand crumbles into ashes and
is halved, they can’t take reactions, and they can is destroyed.
take a single action or bonus action on their turn,
not both. This lasts for 1 minute. The target can Modify. Increase the save DC.
repeat the saving throw at the end of each of their
turns to end this effect.
5. Enervation. Target must make a DC 15
Constitution saving throw, taking 2d6 necrotic Eye wands are created from the eyes of
damage per point of caster’s proficiency bonus
on a failed save or half as much damage on a watchers. Each eye has a special magical
successful one. effect that can be preserved and used as a
6. Telekinetic. Target must succeed on a DC 15 magical focus by those who know how.
Strength saving throw or be moved 30 feet in any
direction by the caster. The caster can target an
object weighing no more than 300 lb. and move it
with precise control.
7. Sleep. Target must succeed on a DC 15 Wisdom
saving throw or fall asleep for 1 minute. A
sleeping creature awakens if it takes damage or if
another creature takes an action to rouse them.

61
Edward Barnaby (Order #31198134)
Eye Wand Array Manastorm Wand
Wand, very rare (requires Wand, rare (requires attunement)
attunement)
This wand can create a storm of wild
This upgraded item is arcane energy. This wand has 7 charges.
created by combining all While holding it, you can use an action
of the different eye wand to expend 1 or more of its charges to
variants into one creation. cast the call lightning spell (save DC 15)
The array has 10 charges, from it, dealing force damage instead
but the wielder cannot of lightning. You can increase the spell
accurately pick the effect level by one for each additional charge
used. They must roll you expend.
randomly to determine
the effect used. See the The wand regains 1d6 + 1 expended
eye wand entry for the charges daily at dawn. If you expend
individual wands. the wand’s last charge, roll a d20. On a
1, the wand crumbles into ashes and is
The wand recovers 1d6 + 4 destroyed.
charges each day at dawn.
If you expend the wand’s Modify. Change the save DC or remove
last charge, roll a d20. On the height limitation of the call lightning
a 1, one of the eyes turns spell.
to dust and is destroyed.
Manastorm Wand
Roll a d10 to see which eye Eye Wand Array Scintillating Wand
is destroyed. A destroyed eye’s effect cannot be Wand, rare (requires attunement)
used. If you roll for that effect when using the eye This wand bends and controls light. Any creature
wand array, nothing happens and the action is holding the wand can cast the light cantrip from
expended. it as an action. The wand has 7 charges for the
following properties. It regains 1d6 + 1 expended
First Aid Wand charges daily at dawn. If you expend the
Wand, uncommon (requires attunement) wand’s last charge, roll a d20. On a 1, the wand
A jade serpent coils around this wand, which disappears in a flash of light and is destroyed.
is infused with curative magic. The wand has 7 Blinding Light. While holding the wand, you can
charges. While holding it, you can use an action use an action to expend 1 or more of its charges
to expend 1 or more of its charges to cast the cure to cast the blindness effect of the blindness/deafness
wounds spell from it. For 1 charge, you cast the spell (save DC 15) from it. For 1 charge, you can
1st level version of the spell. You can increase the cast the 2nd level version of the spell. You can
spell level by one for each additional charge you increase the spell level by one for each additional
expend. charge you expend.
The wand regains 1d6 + 1 expended charges Daylight. While holding the wand, you can use
daily at dawn. If you expend the wand’s last an action to expend 2 charges to cast the daylight
charge, roll a d20. On a 1, the wand crumbles into spell from it.
ashes and is destroyed.
Modify. Change the save DC or number of
charges. Allow the wand to cast the invisibility
spell.

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Edward Barnaby (Order #31198134)
Spell Sniper Wand The wand regains 1d6 +1 expended charges daily
Wand, rare at dawn. If you expend the wand’s last charge,
roll a d20. On a 1, the wand collapses into a black
This wand is able to extend the reach of spells. hole. You must succeed on a DC 17 Dexterity
While holding the wand, any spell you cast with saving throw or take 10d10 force damage. If this
a range greater than 5 feet has its range doubled. damage reduced you to 0 hit points, you are
destroyed by the black hole.
Wand of Black Holes
Wand, legendary (requires attunement) Withered Wand
Wand, rare (requires attunement)
This wand is carved from the solid black core of a
dead star. This wand looks like a desiccated hand. The
wand has 7 charges. While holding it, you can
The wand has 7 charges. While holding it, you use an action to expend 1 of its charges to cast the
can use an action to expend 1 or more of its ray of enfeeblement spell from it (save DC 15).
charges to create a temporary black hole at a
point you can see within 100 feet. The wand regains 1d6 + 1 expended charges
daily at dawn. If you expend the wand’s last
For 1 charge, the black hole lasts only a moment. charge, roll a d20. On a 1, the wand crumbles into
The black hole is a sphere that fills a 5-foot space. ashes and is destroyed.
All matter that comes in contact with the black
hole is destroyed. Any creatures in the area can
make a DC 17 Dexterity saving throw, taking
4d10 force damage on a failed save or half as
much damage on a successful one.
For 3 charges, the black hole stays summoned for
up to 1 minute. As a bonus action on subsequent
turns, you can move the black hole up to 30 feet.
A creature that comes in contact with the black
hole must make the Dexterity saving throw. A
creature can only be damaged by the black hole
once per turn.

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Edward Barnaby (Order #31198134)
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Edward Barnaby (Order #31198134)
Wondrous
Items

65
Edward Barnaby (Order #31198134)
Amulet of Time Modify. Increase the number of uses of polymorph
Wondrous item, rare (requires attunement) per day.

This amulet has a tiny hourglass set in the middle


of it, with grains of sand floating between the two
Ankh of Reincarnation
Wondrous item, legendary (requires attunement)
bulbs. By focusing on the power within it, you can
slow down time around you. While attuned to this If a creature wearing this ankh is reduced to 0 hit
amulet, you have advantage on initiative checks. points or dies, they can immediately spend hit
You can also use your bonus action to take the die to recover hit points as if they were taking
Dash or Disengage actions. You can use this bonus a short rest. The ankh can’t be used in this way
action twice, and it recharges after a short rest. again until the next dawn.
Modify. You can give the item a set number of
charges or a number of charges equal to your
proficiency bonus, and using Dash or Disengage
Life and death are important themes in Arun,
as a bonus action uses a charge. The amulet where these items were originally created. The
regains expended charges after a set period of ruling pharaohs wanted to stave off death for as
time, like after a short/long rest or daily at dawn.
long as possible, so they wore these ankhs. The
Angel Wings ankh became a symbol of life unending, and the
Wondrous item, legendary (requires Undead Pharaoh uses it as his crest. Ankhs can
attunement)
This pair of angel wings can bond to a creature, be found in ancient Arunian ruins, although
acting as a natural extension of their body. While if someone was buried with one, the tomb is
attuned to the wings, you gain a fly speed of 50 guaranteed to be heavily guarded.
feet.
Variants of this item exist made of the leathery
wings of fiends. In either variation it’s doubtful
that the wings were willingly donated.

Animal Armor
Wondrous item, rarity varies
This magical armor gives a beast a +1 (rare), +2
(very rare), or +3 (legendary) bonus to AC. The
armor magically resizes itself to fit any kind of
beast.

Animal Skins
Wondrous item, rare (requires
attunement)
These magical animal skins allow the wearer
to cast polymorph from it, but only targeting
themselves and only allowing transformation
into the specific animal whose hide the item
is crafted from. This ability does not require
concentration. The skin can’t be used in this way Ankh of Reincarnation
again until the next dawn.

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Edward Barnaby (Order #31198134)
Antigravity Boots Basilisk Eye
Wondrous item, rare Wondrous item, rare (requires attunement)
These boots allow the wearer to hover a few This talisman is covered in eye carvings and has
inches off of the ground. The wearer can cast the a preserved basilisk eye set into the middle. You
feather fall spell at will, targeting themselves only. can attempt to petrify a creature, using the basilisk
petrification rules, with a DC of 15. The eye can’t
You can use the boots to gain a fly speed equal to be used in this way again until the next dawn.
your ground speed for 5 minutes. The anti-gravity
effect can only be activated in 1 minute intervals, While attuned to the Basilisk Eye, you are immune
and after all 5 minutes are used, the boots can’t be to the petrified condition.
used in this way again until the next dawn.
Modify. Change the number of times the
Modify. Increase the amount of time that the petrification effect can be used or change the save
boots can be used to fly. DC.

Axe Guitar Bedroll of Rest


Wondrous item, rare Wondrous item, rare
This magical instrument can also be used as a Designed to mimic the elven trait of not needing
battleaxe. The axe guitar has a +1 bonus to all much sleep, by laying in this bedroll you can gain
attack and damage rolls made with it, and a +1 the benefits of a long rest with only 4 hours of
bonus to spellcasting attacks when used as a focus. sleep.
Modify. Change the bonus to attack and damage
rolls.
Belt of Growing/Shrinking
Wondrous item, rare (requires attunement)
Banner of Courage The buckle of this belt has a dial, and it changes
Wondrous item, uncommon (requires attunement) the wearer’s size when turned. While wearing
the belt, you can cast the enlarge/reduce spell from
While attuned to this item, you and all allies it, with the following changes; The spell can only
within 20 feet of the banner are immune to the target you and does not require concentration.
frightened condition and fear effects. You can use the belt for a total of 10 minutes in
Modify. Increase the area of the banner’s 1 minute increments. The belt can’t be used this
influence. way again until the next dawn.
Modify. Change the amount of time the belt’s
abilities can be used. Allow the belt to change
size to Huge and Tiny. A Huge creature’s weapon
attacks deal an additional 1d6 damage, and a
Tiny creature’s weapons deal 1d6 less damage
(can’t be reduced below 1).
Axe Guitar Blessed Oils
Wondrous item, uncommon
This holy oil was blessed by a deity. When
administered to a creature, they gain the effects
of the bless spell, with no concentration. Each vial
has 1d4 + 1 doses in it.
Modify. Increase the size of the bless bonus die.

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Edward Barnaby (Order #31198134)
Blood Gem Bones of Fate
Wondrous item, rarity varies Wondrous item, uncommon
These gems use blood magic to trigger magical These inscribed bones are carved from the bones
effects. Each gem has a spell stored inside of it, of a powerful oracle. They allow you to cast
but in order to be used they must be embedded augury at will.
into a living creature’s body. A blood gem can be
implanted or removed during a short rest. Once Book of Magical Secrets
implanted, the creature’s hit point maximum is Wondrous item, legendary (requires attunement)
reduced by a number of points equal to the level
of the spell stored inside. This reduction in hit At first glance, the writing is this book appears
point maximum lasts until the character finishes to be complete gibberish. After inspecting it,
a long rest after the blood gem has been removed. however, these seems to be some sort of pattern,
Only spells with a range of self or touch can be but you can’t make it out on your own. Once you
stored in a blood gem. attune to the book, you are finally able read and
understand the writings.
Once implanted, a blood gem can be activated as
an action or can be set to trigger automatically The writings detail a spell or ritual that will solve
under a specific circumstance, such as “when whatever problem you are currently facing or
I am reduced to 0 hit points.” Once a gem has envisioning. If you’re a spellcaster, it lets you
been used, it cannot be used again until the next prepare the spell for free. However, a ritual or
midnight. spell can only be found in the book once and can
only be used once. If you open the book while
The maximum spell level that can be stored searching for the solution to another problem, the
in a blood gem depends on the gem’s rarity, current ritual disappears permanently.
according to the table below.
The exact specifications of each ritual is up to the
GM. The rituals only work when performed from
Rarity Max Spell Level
the book, and any attempts to copy the ritual
down fail in some way.
Uncommon 1st

Rare 3rd

Very rare 6th

Legendary 8th

Bonding Bracelets
Wondrous item, uncommon (requires attunement)
These bracelets magically bond multiple
creatures together. A creature attuned to one of
these bracelets can use a reaction to use the Help
action in combat to aid another creature attuned
to the paired bracelet within 60 feet.

Book of
Magical Secrets

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Edward Barnaby (Order #31198134)
Book of Many Pages The cardigan of compassion can only be worn
Wondrous item, uncommon by creatures with goodness in their hearts. The
cardigan cannot be worn by neutral or evil
This book seems to have an endless number of creatures.
pages. You always have space to write down
spell formulas and other information.

Boots of Safe Fall


Wondrous item, uncommon
These boots are enchanted to always find their
way under you. You are immune to the prone
condition while conscious unless you want to be.
You also take no falling damage.

Boots of Temporal Travel


Wondrous item, rare
This footwear allows short range teleportation
through time travel. As your movement, you
can teleport 30 feet to a point you can see if you
would normally be able to get there within a
minute. For example, you cannot teleport across
a wide chasm you couldn’t jump across, but you Cardigan of
can teleport across a bridge. If you are prevented Compassion
from moving, you cannot teleport. Centurion’s Helmet
Wondrous item, rare (requires attunement)
Breathing Reed
Wondrous item, uncommon While you are wearing and attuned to this
helmet, any allies with line of sight to you have
At first glance this seems like an ordinary reed, advantage on death saving throws. In addition,
but it allows you to breathe underwater as long you can use your reaction to allow an ally within
as you breathe through the tube, even if the tube 30 feet of you to gain a 1d4 bonus to a saving
is submerged. throw they make.

Cardigan of Compassion Modify. Increase the die size of the bonus to


saving throws or change the area of effect.
Wondrous item, uncommon
This comfortable red sweater creates an aura of Cerebral Implant
positivity and openness. While visibly wearing Wondrous item, uncommon (requires
the cardigan, all Charisma (Persuasion) checks attunement)
made to convince someone to do good have
advantage. During attunement, this item is implanted
into the base of your neck. While attuned, you
In addition, creatures that regain hit points while are able to manipulate magical energies with
within 30 feet of someone wearing the cardigan your brainwaves and do not need material
regain additional hit points equal to wearer’s components for spells except for those with a
Charisma modifier (minimum of 1). cost that are consumed. At 10th level, your spells
no longer need somatic components, and at 15th
level they no longer need verbal components.

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Edward Barnaby (Order #31198134)
Modify. Lower the level requirement for ignoring the number of charges low, as this is a powerful
somatic and verbal components. Remove the ability.
attunement requirement.
Cloak of Annihilation
Wondrous item, legendary (requires
attunement)
The inside of this long cloak is a portal to the
void. While wearing the cloak, you can attempt
to pull creatures into it with gravitational forces,
destroying them.
As an action, you can activate the cloak, forcing
creatures in a 60-foot cone in front of you to make
a DC 17 Strength saving throw. On a failed save,
they are pulled 20 feet towards you and cannot
move further away from you on their next turn.
If they succeed on the saving throw, they are not
Cerebral Implant moved but treat the area as difficult terrain. You
can maintain or redirect the pull as an action
Charged Robe on each of your turns. This ability requires
Wondrous item, rare (requires attunement) concentration.

This robe increases the spellcasting power of If a creature would be pulled into your space,
those who wear it. While wearing this robe, you they must make a DC 17 Constitution saving
count as 6 levels higher than you currently are for throw. On a failed save, they take 10d10 force
the purposes of casting cantrips. damage, or half as much damage on a successful
one. If reduced to 0 hit points by this ability, they
Cheating Cards are utterly destroyed and consumed by the void,
leaving nothing behind. The gravitational pull of
Wondrous item, uncommon (requires attunement)
the cloak then ends.
This deck of cards appears normal, but it is subtly
The pull of the cloak can be used for up to 1d6
enchanted to make cheating easier. A creature
rounds at a time, and it ends once a creature
attuned to the deck can make any card they pull
succeeds on the Constitution saving throw
look like any other card they wish.
against it. Once the pull effect ends, the cloak
cannot be used again for 1 minute.
Circlet of Concentration
Wondrous item, very rare (requires The cloak has 6 charges, and every time a
attunement) creature makes a saving throw against the cloak’s
destruction, a charge is expended. The cloak
This magical circlet takes the burden of recovers 1d6 expended charges daily at dawn.
maintaining a spell away from you. When you
cast a concentration spell, you can choose to Modify. Change the number of charges the cloak
ignore the concentration requirement. The spell has or adjust the save DCs.
lasts for the full duration unless cancelled as a
free action on your turn. The circlet can’t be used
in this way again until the next dawn.
Modify. Give the circlet charges and allow each
use of the circlet’s power to use a charge. Keep

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Edward Barnaby (Order #31198134)
Coffin of the Vampire
Cloak of Severed Shadow
Wondrous item, very rare
While wearing this cloak, your shadow is able to
act independently of you. As an action, you can
detach your shadow for up to 10 minutes. Your
shadow has the statistics of a Shadow (undead).
If your shadow is reduced to 0 hit points, it is
destroyed, and you have no shadow until the
next midnight. The cloak can’t be used in this
way again until the next midnight.
Your attached shadow does not always mimic
your actions correctly while wearing this cloak.
Modify. Change the amount of time your
shadow can be detached or the number of times
the cloak can be used.

Cloak of Shadows
Wondrous item, uncommon
This dark cloak seems to meld into shadows. A
creature wearing this cloak can become invisible Color Cannon
as an action if it remains motionless in an area of Wondrous item, very rare
low light or darkness. If in darkness, you have
advantage on all Dexterity (Stealth) checks while This is a unique item created by the Art Mage.
wearing the cloak. The color cannon is able to drain the color
away from a creature or object and turn it into a
Coffin of the Vampire powerful projectile. The more varied the colors
Wondrous item, legendary that the cannon absorbs, the greater the damage.

This black coffin is adorned with human bones As an action, one creature you can see within 60
and radiates a palpable aura of evil. Looking feet must make a DC 15 Dexterity saving throw.
at the coffin induces mild disorientation and On a failed save, all of the color is drained from
paranoia, and the sound of your heart pumping them. By spending another action, the color
becomes audible in your ears. cannon can turn the absorbed color into energy
and project it at a target, making a ranged attack
Any living creature that takes a long rest while roll with proficiency and a range of 100/600
inside of this coffin becomes a vampire. feet. The cannon deals 1d8 force damage per
different color absorbed. The colors drained must
be substantial and are subject to GM approval.
If this item shows up, you should probably For example, a spot of red on a ring likely does
have a backup plan of how vampiric PCs not count. A safe assumption is that the cannon
work in your game. In general, vampires absorbs 2-3 colors at a time. A creature drained of
become NPCs under the control of the Game color is completely colorless, and slowly regains
Master, but you can decide to allow the player
color over the next 8 hours.
to retain control of the character. If you do so,
take care to not make the vampiric character
too powerful.

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Edward Barnaby (Order #31198134)
Color cannons of varying sizes exist, but many Dimensional Gloves
are large and bulky, either requiring two hands to Wondrous item, very rare
use or needing to be set up and deployed.
These gloves allow you to open up tiny portals
Modify. Change the damage die of the color between two points, allowing you to put your
cannon, or the amount of damage dealt per hand through and reach further than you
color absorbed. Change the save DC to avoid the normally could. You can make Dexterity (Sleight
cannon. of Hand) checks and manipulate objects up to
100 feet away. You cannot use this ability to make
Color Changer attacks or see through the portals, but you can try
Wondrous item, uncommon to place objects on a creature’s body.
This small device changes the color of an object
within 60 feet to another color of your choice as Door Opener
an action. This effect can’t be used on creatures, Wondrous item, rare
only objects. An invisible object is still invisible. This device is a handheld, magical battering
The color change is permanent unless dispelled. ram. Its size is deceptive, as it has the force of
a full-sized ram. The door opener deals 12d6
Diehard Headband bludgeoning damage to objects but deals no
Wondrous item, uncommon damage to creatures.
A creature that is wearing this headband
when they are reduced to 0 hit points is not Dream Mask
unconscious. They can still act but continue Wondrous item, legendary (requires attunement)
making death saving throws as normal. This mask grants control over dreams. As an
action while wearing the mask, you can teleport
Digger’s Shovel yourself to the Plane of Dreams or back. In
Wondrous item, uncommon addition, you can cast dream (save DC 17) from
This mundane shovel has been enchanted to it, and the target always has disadvantage on the
quickly dig through dirt and sand. While using saving throw.
this item, you gain a burrow speed of 5 feet. You While wearing the mask, you cannot be
cannot burrow through stone or hard materials. magically put to sleep.
The shovel can also be wielded as a weapon.
Treat the shovel as a magic greatclub with a +1 Modify. Limit the number of times that dream can
bonus to attack and damage rolls. be cast and/or adjust the save DC.

Dimension Key
Wondrous item, very rare
Each of these keys is programmed to a specific
location on a specific plane of existence. As an
action, you can use the key to open a portal to the
plane. The portal lasts for as long as the key is
inserted. The key can be removed from either end
of the portal.

Dream Mask
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Edward Barnaby (Order #31198134)
Druid’s Headdress Modify. Increase the damage dealt by an
Wondrous item, uncommon (requires Wild Shape exploding card.
ability for attunement)
Eye of the Half-Blind King
This headdress is adorned with a pair of large Wondrous item, very rare (requires attunement)
antlers and is part of the ceremonial garb of
archdruids. While attuned to this item, you can The iris of this glass eye matches the iris of
use your Wild Shape feature to transform into a whomever holds it. While attuned to the eye,
beast-humanoid hybrid form. While in hybrid you can see from it as if it were one of your eyes.
form, you are capable of speech but cannot cast While holding the Eye of the Half-Blind King, you
spells. The hybrid form has the same stats as the are immune to the blinded condition.
beast form. The eye can be used to gain truesight out to a
range of 120 feet as a free action. This vision can
Enchantment Gems be used for up to 1 minute, at which point it can’t
Wondrous item, rarity varies be used again until the next day at dawn.
These rare gems were created by magic item While holding the eye, you can cast arcane eye
enchanters, who grew tired of having to redo from it. You can’t use this ability again until the
enchantments anytime someone wanted a new next day at dawn.
weapon or armor. They decided it would be
easier if the same enchantment could just be Special Attunement. You must hold the Eye of the
moved between items. Thus, enchantment gems Half-Blind King in your hands and keep your eyes
were created. Each gem either contains, or can closed during a short rest. If your eyes open at
contain, a magical benefit. When fitted into a all, you must begin the attunement process over.
weapon or armor, it bestows the enchantment.
For example, a +1 weapon gem could be applied Eye Patch of Clarity
to any weapon to turn it into a +1 weapon, until Wondrous item, legendary (requires attunement)
the gem is removed.
This eye patch conceals a glowing orb instead
Only nonmagical items can benefit from an of an eye. When the eye patch is lifted, you
enchantment gem, at which point they are gain truesight out to 120 feet. You can use this
considered magical. An item can only benefit truesight for as long as the eye is uncovered, up
from one enchantment gem at a time. to 24 hours. The eye must then be covered and
rested for twice the length of time that it was
The rarity of these gems depends on the rarity uncovered.
of their enchantment. A suit of +1 armor is
considered rare, so an enchantment gem with Special Attunement. During the attunement
that enchantment would be of the same rarity. process, one of your eyes is destroyed and

Exploding Cards
Wondrous item, uncommon
This appears to be a normal deck of cards, but
each card is enchanted to explode when thrown.
Pick a target within 30 feet of you. That target
must succeed on a DC 13 Dexterity saving throw,
taking 2d6 force damage on a failed save, or half Eye Patch
as much damage on a successful one. The cards of Clarity
are destroyed when thrown, and a full deck
usually contains 54 cards.

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Edward Barnaby (Order #31198134)
replaced with a glowing, spectral orb. If you lose This flute was created for musicians who wanted
attunement to this item, the orb disappears but to be armed without appearing to be. It has also
your eye does not grow back. If your destroyed seen use by assassins, who will gain entry to
eye is regenerated, you lose attunement to this perform for a noble before shooting them with a
item. poisoned dart.
Modify. Add the ability to see through walls or Modify. Change the bonus to attack and damage
to detect the location of living creatures through rolls.
solid objects.
Sample Name. Sharp Note
Fiery Translocation Boots
Wondrous item, rare Folded Ladder
Wondrous item, uncommon
These boots allow you to teleport a short distance,
creating a small explosion where you were. As a This ladder extends up to 20 feet, but can be
bonus action, you can teleport up to 60 feet. When folded down to just 2 feet.
you do so, all creatures within 10 feet of where you
were must make a DC 15 Dexterity saving throw, Ghost Oil
taking 3d6 fire damage on a failed save, or half as Wondrous item, uncommon
much damage on a successful one. Applying this oil to a weapon or body parts
The boots have 5 charges, and each use of this allows them to interact with incorporeal
ability expends one of the charges. The boots creatures. For one hour, you can ignore
recover 1d4 + 1 expended charges daily at dawn. the damage resistances or immunities to
bludgeoning, piercing, and slashing damage of
Modify. Change the number of charges, the save creatures who are ethereal or incorporeal. Each
DC, or the damage dealt. vial of oil holds one dose.

Fire Starter Gloves Glasses of Darkvision


Wondrous item, common Wondrous item, uncommon
These simple white gloves have arcane symbols These glasses are coated with a film that allows
on them. When you snap your fingers, you can the user to see in darkness. However, it tints
ignite an unattended, flammable object within 30 everything the color of the coating. A creature
feet as an action. wearing these glasses gains darkvision up to
60 feet but has disadvantage on checks to see a
Flavorful Teapot creature or object that is similar in color to the
Wondrous item, common coating, subject to GM discretion.
You can use this teapot to brew any flavor of tea Most of these glasses are tinted black or red
you desire. While the water is heating, you can and are extremely popular among people who
speak the flavor you want to have while touching explore ruins or caves.
the teapot. The teapot will then produce that
flavor tea until another one is indicated. Glasses of Future Sight
Wondrous item, rare
Flute Blow Gun
Wondrous item, rare These glasses allow you to see a short distance
into the future. While wearing these glasses, you
This magical instrument can also be used as can use a reaction to gain advantage on a saving
a blowgun. The flute grants a +1 bonus to all throw or add your proficiency bonus to your AC
weapon attack and damage rolls made with it. against one attack before the attack roll is made.

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Edward Barnaby (Order #31198134)
This ability can be used safely once. For every hands is a common spell to find in these gloves.
additional time you use this ability, there is a
cumulative 20% chance that it instead gives you The rarity and save DC of the gloves depends on
disadvantage on the saving throw or lowers your the level of the spell they can cast, per the below
AC by your proficiency modifier, as the future table.
visions become inaccurate. This ability can be
used safely again at the next dawn.
Rarity Max Spell Save DC Attack
Modify. Increase or decrease the chance to get the Level Bonus
negative effect. Uncommon 1st 13 +5
Rare 3rd 15 +7
Very rare 6th 17 +9
Legendary 7th 17 +9

Modify. Change the number of charges the


gloves have. The spell stored in the gloves can
also affect its usefulness.

This is a technological item: it works


through science instead of magic. It
Gloves of doesn’t come up often, but this allows
Dimensional Pocket it to work in anti-magic zones.
Gloves of Dimensional Pocket
Wondrous item, uncommon
Gloves of Time
You can store small objects weighing up to 30 lb. in Wondrous item, legendary
a small extradimensional space. As a bonus action
you can place a held item into or retrieve an item These gloves can magically age or de-age an
from this space. There is no specific limit to the object. By touching the object, you can alter its
number of items that can be stored in this space, age by one year per one second. An object being
but adventurers who find these gloves sometimes aged may eventually crumble to dust, and a
discover an entire armory already stored. broken object can be repaired. An object is only
de-aged until its creation; it will not continue
Modify. Change the size of objects that can be to its component parts (a sword won’t turn into
stored in the extra-dimensional space, or institute raw iron). If you are trying to affect an item being
a limit to the storage size. worn or carried by another creature, you must
succeed at a grapple check against the target.
Gloves of Spell Slinging
Wondrous item, rarity varies Golem Suit
This glove allows you to cast a specific spell Wondrous item, legendary
as an action, chosen when the glove is created. These mechanical creations allow people to sit
The gloves have 3 charges and casting the spell inside and control them manually. There are
consumes 1 of the charges. The gloves use a different sizes of Golem Suits, which require a
strange material to fuel the spell, and they regain different number of creatures to control it. Many
all expended charges daily at dawn. Burning believe that these mobile armor units were built

75
Edward Barnaby (Order #31198134)
to fight even larger monsters. The pilots must spend their entire turn piloting
the golem suit and can take no other actions
Personal Golem Suit while doing so.
While wearing this suit your AC becomes 20 Add 3 features to the suit from when it was
and your Strength score becomes 20. Entering or created.
exiting the suit requires an action. When reduced
to 0 hit points, you can choose to have the suit be Team Titan Suit
damaged and inoperable until repaired. If you do
so, you are still unconscious but are stable and do This suit is Gargantuan and requires 5 pilots to
not need to make death saving throws. operate. The suit counts as a separate creature,
a construct with the statistics of a storm giant
Add 2 features to the suit from when it was but without the traits, damage resistances and
created. immunities, skills, swim speed, saving throw
bonuses, or lightning strike attack. The team titan
suit has an AC of 22.
Golem Suit
The pilots must spend their entire turn piloting
the golem suit and can take no other actions
while doing so.
Add 5 features to the suit from when it was
created.
Suit Features
Flight. Gain a flight speed of 30 (costs 1 feature),
60 (costs 2 features), or 90 feet (costs 3 features).
This can include built in propulsion systems or
wing-like appendages.
Energy Cannons. Gain a ranged weapon attack as
an action. The pilot is considered proficient with
this attack and uses their Dexterity score for the
attack. On a successful hit, the target takes Xd6
damage, where X = the pilot’s proficiency bonus.
Force, lightning, and fire damage are common
damage types for the energy cannon.
For golem suits that require more than one
pilot, use the stats and proficiency bonus of the
creature its stats are derived from. The DMG
lists the proficiency bonus of a monster by its
challenge rating (CR).

Giant Golem Suit Speed Boost. The suit moves faster than normal,
gaining a +10 (costs 1 feature), +20 (costs 2
This suit is Huge and requires two pilots to operate. features), or +30 (costs 3 features) foot bonus to
The suit counts as a separate creature, a construct its speed.
with the statistics of a fire giant but without
the damage immunities, skills, or saving throw Deflection Field. The suit can deflect incoming
bonuses. The giant golem suit has an AC of 21. ranged attacks. When targeted by a ranged
attack, the pilot can use a reaction to increase

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Edward Barnaby (Order #31198134)
their AC by their proficiency modifier against the hammer is tied to the end of a purple drape that
attack. The pilot must be aware of the attack to wraps around the frame loosely. The entire piece
use this feature. weighs about 20 pounds.
Energy Discharge. The suit can envelop itself When this gong is struck, all creatures that
in an energy field, damaging nearby creatures. can hear it and are within 60 feet must make a
When a creature hits the suit with a melee attack, DC 15 Wisdom saving throw. On a failed save,
they take 1d8 (costs 1 feature) or 2d8 damage the creature is reduced to 0 hit points. On a
(costs 2 features). Lightning is a common damage successful one, it takes 6d6 necrotic damage. If
type for this feature. you are attuned to this item, you do not need to
make the saving throw and are immune to its
Integrated Weapon. The suit has a weapon effects. Up to 10 creatures can attune to this item
integrated into itself, such as a sword or whip. at once.
The weapon is considered magical and cannot be
disarmed. The weapon deals double the normal Once the gong has been used, it can’t be used
damage dice for a personal golem suit, triple the again until the next dawn.
damage dice for a giant golem suit, or quadruple
the normal damage dice for a team titan suit. Modify. Change the save DC or the damage dealt
by the gong on a successful saving throw.
Quick Eject. The pilot can enter or exit the suit as
a bonus action. Grasping Cloak
Wondrous item, rare (requires attunement)
Thick Armor. The suit gains a +1 (costs 1 feature),
+2 (costs 2 features), or +3 (costs 3 features) This long and billowy cloak writhes like
bonus to AC. twisting coils. While attuned to the cloak, you
can mentally control it as if it was another
Auto Pilot. The suit can be programmed to
appendage. You can command the cloak to
follow simple orders even without a pilot. The
interact with objects or grapple creatures within
suit cannot make attacks in auto pilot mode.
10 feet of you as a bonus action. The cloak has
Sealed Suit. The pilot is immune to a +6 bonus on grapple checks. While attuned to
environmental effects and inhaled poisons while the cloak, you gain a +1 bonus to AC as it helps
inside the suit. deflect attacks.

Heavy Plating (2 Features). The suit gains Modify. Change the cloak’s bonus to grapple
resistance to bludgeoning, piercing, and slashing checks or bonus to AC. You can give the creature
damage from nonmagical weapons. attuned to the cloak an additional action on their
turn that can only be used for certain actions, like
Environmental Adaptation. The suit gains attack (grapple only) or a singular attack.
immunity to one type of energy damage (fire,
lightning, etc.). Gravity Switch
Force Field. The suit gains temporary hit points Wondrous item, very rare
equal to 10% of its hit point maximum that last This device has 6 buttons, pointing up, down,
until depleted. The force field resets to its base left, right, forward, or backwards. Pressing one of
value after a short rest. the buttons switches gravity in a 50-foot radius
of the switch to that direction. All creatures in the
Gong of Doom area must succeed on a DC 15 Dexterity saving
Wondrous item, very rare (requires attunement) throw or be prone when they come into contact
This gong is as tall as a human child and hangs with a surface, and treat the distance moved as
suspended in a square frame of wood. A wooden falling damage. A successful save means they
are not prone and take no falling damage. If a

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Edward Barnaby (Order #31198134)
creature or object reaches the top of the area Modify. Impose a limitation on the number of
without striking anything, it remains there, times the shockwave can be used. Change the
oscillating slightly for the duration. saving throw DC or the size of the area of effect.
This effect lasts for up to 10 minutes or until
cancelled by pressing another button. The effect
Hell Puzzle
Wondrous item, very rare
is centered where the switch was pressed and
does not move. This item can’t be used again This puzzle is a prison for a fiend and is covered
until the next dawn. in infernal runes. A DC 20 Intelligence check
is required to solve the puzzle. If successfully
Modify. Give the switch charges and allow each
completed, the fiend is summoned and bound
use of its power to use a charge. Change the save
to your service. A bound fiend is forced to obey
DC or the area of effect.
your commands until either one of you dies and
cannot willingly harm you. However, the fiend
is not necessarily loyal to you and will often plot
your demise.
If the check to solve the puzzle fails, it is solved
incorrectly. The fiend is summoned but is not
bound to you. It will attempt to make you suffer
as much as possible.
Once the puzzle is completed either successfully
or unsuccessfully, it becomes nonmagical.
The exact type of fiend that is trapped in the
puzzle is up to the GM, but a rakshasa or
nalfeshnee are good options.
Modify. Change the DC required to solve the
puzzle. The type of fiend trapped in the puzzle
also changes the potential power of the puzzle.
Higher CR fiends are helpful if the puzzle is
solved correctly, but very dangerous if it is solved
incorrectly.

Heroic Landing Boots


Wondrous item, rare
Ground Pounder Gauntlets
Ground Pounder Gauntlets These boots allow you to leap a great distance
Wondrous item, rare (requires attunement) and land with an earth-shattering impact. While
wearing these boots, you can leap up to 100 feet
These gauntlets are almost impossible for anyone as an action. All creatures touching the ground
not attuned to them to move. While wearing the within 10 feet of where you land must make a DC
gloves, you can strike ground as an action and 15 Dexterity saving throw, taking 14 (4d6) force
create a shockwave. All creatures touching the damage and falling prone on a failed save, or
ground within 10 feet of you must succeed on taking half as much damage and remain standing
a DC 15 Dexterity saving throw or fall prone. on a successful one. You don’t take any falling
In addition, you have advantage on any checks damage from this leap when wearing the boots.
made to break an object and deal double damage Once these boots have been used, they cannot be
to objects. used against for one hour.

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Edward Barnaby (Order #31198134)
Modify. Change the distance the boots can leap,
the damage or DC of the shockwave, or the
number of times the boots can be used.
If you want the item to be used more frequently,
lower the leaping distance and damage dealt.

Hologram Message Recorder


Wondrous item, uncommon
This handheld device allows you to record a
3-dimensional message up to 1 minute long.
When played back, it projects a holographic Hookshot
image of the recording. The recorder can only
have one message stored at a time.
Iceblade Gauntlets
Holy Symbol of Shared Healing Wondrous item, uncommon
Wondrous item, rare (requires attunement) This gauntlet appears to be made of solid ice,
with sharp spikes along the side. As free action,
This holy symbol flares to life when used for
it can create a hard icicle that can be used as a +1
healing magic, exuding tendrils of light that seek
dagger or shortsword. The icicle melts after an
out allies. When you magically heal a creature
hour.
while holding this symbol, another creature of
your choice within 30 feet regains hit points as Modify. Allow the gauntlets to create additional
if they had spent a hit die. They do not expend types of weapons or even shields. Change the
their hit die. bonus to attack and damage rolls.
The holy symbol can be used as a spell focus.
Instruments of Storms
Modify. Increase number of allies that gain Wondrous item, very rare
healing from this holy symbol or the amount of
healing they receive. These magical instruments have the unique
ability to create specific weather patterns when
Hookshot played. Some can create a thunderstorm, others a
blizzard. The musical notes required to summon
Wondrous item, rare
each storm are incorporated into the design of
This handheld device is able to fire a chain up to the instrument itself and must be played by a
30 feet away and latch onto a surface with a claw creature proficient with the instrument. Each
as an action. You can then pull yourself to the song is approximately 5 minutes long, and the
point of contact almost instantly in a straight line weather pattern changes 5 minutes after the song
as the chain retracts as part of the same action. ends. The storm lasts for 1d20 + 4 hours and is
centered on the instrument.
Modify. Change the length of the chain.
Invulnerable Cloak
An elven hero lost to time was fond of Wondrous item, legendary (requires attunement)
using this item to explore dungeons. Each strand of this cloak was woven and imbued
Not magically gifted, the hero with powerful protection spells. This cloak
cannot be destroyed and is immune to damage.
supplemented their martial skills A wearer can use these properties to their
with a variety of magical items. advantage. While taking the Defend action, they

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Edward Barnaby (Order #31198134)
are immune to all damage except for psychic radius of it must make a DC 13 Dexterity saving
damage. In addition, as a reaction they can throw, taking 3d10 lightning damage on a failed
negate any non-psychic source of damage they save, or half as much damage on a successful one,
just received. This ability can’t be used again as lightning streaks from the sky and connects
until the next dawn. with the grenade. Each grenade can be used once.
While wearing the cloak, you have resistance to Modify. Change the save DC and the lightning
nonmagical bludgeoning, piercing, and slashing damage dealt. You can also increase the radius of
damage. the lightning strike.
Modify. Increase the number of uses of
invulnerability as a reaction. Remove the
Lightning Rifle
Wondrous item, uncommon
resistance to bludgeoning, piercing, and slashing
damages. This item was created to generate and project
bolts of lightning. The power supply is limitless,
Lantern of Illumination but it needs to recharge after each shot. As an
Wondrous item, rare action, you can shoot a bolt of lightning at a
target. The rifle has a range of 120/300 feet, uses
This lantern is made from cold iron and your Dexterity score for attack rolls, and deals
decorated with silver trees. The light from this 3d8 lightning damage on a hit. You can add your
lantern illuminates invisible creatures, and turns proficiency bonus to the attack roll. After the
red when a fey creature enters the area of the rifle has been shot, each round it has a chance
lantern’s light. of recharging. Roll a d6 at the start of your next
turn. The Lightning Rifle recharges and can be
Lightning Grenade used again on a roll of 5 or 6 on the d6.
Modify. Change the damage or recharge rate.
Making the rifle recharge faster increases the
potential damage output.

Liquid Light
Potion, legendary
The brightly glowing liquid in this vial is
condensed holy energy. A living creature that
drinks this potion regains all of their hit points,
their hit point maximum is restored to its
normal value, and any poisons or diseases they
have are cured.

Lightning Grenade
Wondrous item, uncommon
This item only works outside. When thrown at a
point within 60 feet, all creatures within a 10-foot
Liquid Light
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Edward Barnaby (Order #31198134)
Living Clay the collar around the neck of a willing or
Wondrous item, rare unconscious beast as an action. In order to
place it around the neck of an unwilling beast,
This clay is infused with transmutation magic. they must first be grappled, and then you must
When formed into the shape of a creature, it succeed on an opposed Strength check.
animates under your control. To successfully
create something, you must succeed at a DC 15 Magic Collar
Dexterity (artisan’s tools) check. This can usually Wondrous item, rarity varies
be done during a short or long rest, subject to GM
approval. The animated clay has the statistics of An animal wearing this spiked collar gains a
a homunculus. A homunculus animated by the bonus to attack and damage rolls. Uncommon
clay remains animated until destroyed. Once collars have a +1 bonus, rare collars have a +2
destroyed, the clay can be recovered and reused. bonus, and very rare collars have a +3 bonus.

Living Tattoo Manual of Creation


Wondrous item, rarity varies Wondrous item, rare
These tattoos are made in the likeness of a creature This book contains the ritual for creating a
and are imbued with magic. As an action, the specific construct or undead. The GM can decide
bearer of the tattoo can cause the tattoo to come what the actual steps are, as well as any material
to life and leap off their body, summoning the components that are needed.
creature. The creature is friendly to you and obeys
your verbal commands (no action required). If A GM can use the following suggestions for
you don’t issue any commands, it defends itself deciding the length of time it takes to create the
from hostile creatures but otherwise takes no creature, as well as the total cost of the materials:
actions. The rarity of the tattoo determines how
high the CR of the creature summoned can be. Total Time. It takes 10 days for every point of
A summoned creature lasts for up to 1 hour. If CR a monster has. For example, a CR 5 monster
reduced to 0 hit points or dismissed as a free would take 50 days to create.
action, it turns back into a tattoo. The tattoo cannot Total Cost. It costs 800 gp for every day of
be used again until the next dawn. construction.

Rarity Max CR Mark of the Archdruid


Wondrous item, rare (requires attunement)
Common CR 0
Uncommon CR 2 This pair of antlers wrapped in green vines
radiate magical power. When you attune to it,
Rare CR 3 the antlers are absorbed into your body and
a matching pair of antlers grows from your
Very rare CR 4
head, which persist in any other forms you may
Legendary CR 5 assume. You can conceal the antlers as a free
action, drawing them back into you, but you gain
no benefits from the item when doing so. When
Loyal Collar you use Wild Shape and display your mark, you
Wondrous item, uncommon
gain a +1 bonus to attack and damage rolls and
If this collar is put around the neck of a beast your attacks are considered magical. The bonus
with an Intelligence score lower than 6, it increases to +2 at 5th level, and +3 at 11th level.
instantly becomes loyal to you. The collar
Modify. Change when the bonuses to attack and
magically resizes for the beast. You can put
damage rolls happen.

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Edward Barnaby (Order #31198134)
increments. The mask then can’t be used in this
way again until the next dawn.
Banshee’s Wail. While wearing the mask, you can
unleash a wail as an action. All living creatures
that can hear this wail and are within 30 feet
of you must make a DC 13 Constitution saving
throw. On a failed save, the target drops to 0 hit
points. On a successful save, the target takes 3d6
psychic damage. The mask can’t be used to wail
again until the next dawn.

Mechanical Fist Pack


Wondrous item, rare
This mechanical pack has two large arms
attached to it that can act independently of the
wearer. As a bonus action, you can make one of
the following actions with the fist pack: Attack,
Mask of Many Faces Grab, Shove. The fist pack has a +4 bonus to these
Mask of Many Faces actions, and you can add your proficiency bonus.
Wondrous item, rare
This mask can remove faces from humanoids
and replace an existing face with a removed one.
If the mask is empty, and you place it on a face,
it removes the person’s face, leaving behind
nothing but musculature (and inflicting 4d6
slashing damage from the pain). At this point,
the previous face is now attached to the inside of
the mask and will remain preserved until used.
If you then place the mask on another person, it
will painfully replace their face with the one in
the mask, dealing 4d6 slashing damage, leaving
behind an empty mask. In this way, it is not
possible to regain a face that has been completely
replaced.

Mask of the Banshee


Wondrous item, very rare (requires attunement)
The face of this pale mask looks like it is
screaming in pain or agony.
Incorporeal Movement. While wearing the
mask, you gain the ability to move through
other creatures and objects as if they were Mechanical
difficult terrain but take 1d10 force damage if Fist Pack
you end your turn inside something. You can
use this ability for up to 5 minutes, in 1 minute

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Edward Barnaby (Order #31198134)
The fist pack deals 2d6 bludgeoning damage with 17 Wisdom saving throw. On a failed save, they
attacks. It grants advantage to the wearer on are stunned until the end of your next turn. This
ability checks for the Grab and Shove actions. ability can’t be used again until after a short rest.
The fist pack has an effective Strength score of 18
for the purposes of lifting and carrying. Psionic Resistance. You have resistance to
psychic damage. In addition, you have advantage
The mechanical fist pack is heavy, weighing 60 on saving throws against psionic effects or those
pounds. that deal psychic damage.
Modify. Change the fist pack’s attack bonus or Telepathy. You have telepathy out to a range of
Strength score. 100 feet.
Modify. Change the save DC and psychic
Medusa’s Mask damage dealt by Psionic Assault. Give the helm
Wondrous item, rare (requires attunement)
charges and allow each use of Mental Stun to use
This stone mask is carved in an uncanny likeness a charge.
of a medusa. While worn, the wearer is immune
to the petrification effects of medusas, basilisks, Mirror of Transportation
and other effects that can turn a creature to stone. Wondrous item, very rare
In addition, the mask can be used to petrify a
creature as an action. While wearing the mask, This full-length mirror allows instant
you can force one creature looking at it to make transportation between it and a paired mirror.
a DC 15 Constitution saving throw. If the saving When you step through the mirror, you are
throw fails by 5 or more, the creature is instantly brought to a separate dimension filled with
petrified. Otherwise, a creature that fails the save mirrors. Most are dark, but ones that you
begins to turn to stone and is restrained. They can travel through are bright and can be seen
must repeat the saving throw at the end of their through, like a window. Stepping through
next turn, becoming petrified on a failed save or another mirror brings you to its location, even in
ending the effect on a success. The petrification another plane. Certain rituals or discoveries may
lasts until the creature is freed by the greater allow you to unlock more mirrors. If a mirror is
restoration spell or other magic. The mask can’t be destroyed, the magical effect ends, and it shatters
used in this way again until the next dawn. in the mirror dimension. A creature can be
trapped in this mirror dimension if all the paired
Modify. Change the save DC or number of times mirrors are destroyed.
the petrification gaze can be used.
Monk’s Robe
Mind Blast Helm Wondrous item, uncommon
Wondrous item, very rare (requires attunement)
While wearing this robe, the damage of all
This full-face helm allows you to assault the unarmed strikes you make is increased by one
mind of others. It has iron tentacles dangling die size (d4 to d6, d8 to d10, etc.). If you do not
from the face. have an unarmed strike damage die from an
effect (like the monk’s Martial Arts), then your
Psionic Assault. As an action while wearing the unarmed strikes deal 1d4 bludgeoning damage
mask, one creature you can see within 100 feet plus your Strength or Dexterity modifier.
of you must make DC 17 Wisdom saving throw,
taking 3d10 psychic damage on a failed save or Modify. Give the robe either a bonus to attack
half as much damage on a successful one. and damage rolls or a bonus to AC. A bonus to
AC is rarer.
Mental Stun. As an action, you can force a
creature you can see within 100 feet to make a DC

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Edward Barnaby (Order #31198134)
Monster Orbs be stored in each ball or increase the save DC. If
Wondrous item, rarity varies the orbs can be used frequently, you can require
attunement to keep the trapped creature loyal to
An eccentric wizard wanted to populate their lair you. You can also impose a restriction that any
with monsters to guard it. However, they found creature that has legendary actions either cannot
the transportation of the monsters to be tiresome, be captured or loses the legendary actions once
so they created these devices to shrink and trap captured.
monsters inside of them. Easily portable, they
can be thrown to release the monster from inside.
While inside the device, they are magically
compelled to be loyal to the person who captured
them.
To capture a monster, you must make a ranged
(20/60 feet) attack with proficiency against the
monster. On a hit, it must succeed on a DC 13
Charisma saving throw or be bound to the orb.
If the target’s current hit points are less than half
its maximum, it has disadvantage on the save. If
the target is undamaged and has its maximum
amount of hit points, it has advantage.
Once bound, the monster can be summoned with
an action by throwing the orb at a point within
range. The creature is instantly loyal to you and
acts on your initiative. The creature will follow
your verbal orders if it can understand you. If no
orders are given or it can’t understand you, it acts
as it normally would.
The GM can decide whether a monster can be
bound again or if the items are one use. This item
does not work on humanoids. Each ball can only Monster Orbs
hold a creature up to a specific CR. Monster orbs
that can hold higher CR monsters are rarer.
Mooncaller’s Orb
Rarity Max CR Wondrous item, rare

Common CR 0 As an action while holding the orb, you can cause


it to shed bright light in a 30-foot radius and
Uncommon CR 2 dim light for another 30 feet. Any lycanthropes
Rare CR 5 or shapechangers within the area of light are
automatically transformed into their hybrid form
Very rare CR 10 or true form if they don’t have a hybrid form, and
Legendary CR 15 they have disadvantage on attack rolls, ability
checks, and saving throws while in the area of
Artifact CR 20 bright light. The orb can’t be used again until the
next midnight.
Modify. If the monster orbs are single use, you
can raise the maximum CR of creature that can

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Edward Barnaby (Order #31198134)
Moral Compass spinning galaxies. While wearing this item, you
Wondrous item, rare can use a bead to automatically succeed on any
attack roll, ability check, or saving throw, or make
Each of these devices is tied to a specific deity or a minor change to a scene with GM approval.
religion. They look like a compass but have two You can use this ability even after making the roll
points on them; one reads “good” and the other and finding out if you failed or succeeded, but
reads “bad.” While holding the compass, you can before finding out the effects of the success or
ask if a certain action or deed is considered good failure. Once a bead has been used, it goes dark.
or bad. The compass will then spin to the answer Once all the beads are used, the necklace loses its
appropriate to the deity it is connected to. magic.
Curse. Some of these compasses are cursed and Each bead represents an alternate reality, and
purposely deliver the wrong information. They each time a bead is used it becomes your main
don’t deliver wrong information every time, but reality. Your GM may decide that there are minor
just enough to cause the person using it to believe differences between each reality, such as a change
they have chosen the moral path when doing to a person’s name or hair color.
something wrong.

Mug of the Drunkard


Wondrous item, uncommon
At first glance this item appears to be a normal
heavy drinking mug. It was commissioned by a
monastery of drunken monks who were creating
a new fighting style.
When you drink an alcoholic beverage from
this mug, you can choose to become heavily
intoxicated. You gain 10 temporary hit points
and have advantage on Constitution checks
and saving throws but have disadvantage on
Dexterity checks and saving throws. These
changes last for up to 4 hours, after which you
gain 1 level of exhaustion.
Necklace of Keys
If you drink from the mug and use its ability
while you still have temporary hit points
remaining, your temporary hit points reset to 10,
and you immediately gain 1 level of exhaustion. Necklace of Keys
Wondrous item, very rare (requires attunement)
Modify. Change the number of temporary hit
points gained or the amount of time the effects This simple chain has numerous keys hanging
last for. from it and is a highly sought after item for
thieves. While attuned to this item, you have
Necklace of Infinite advantage on any checks made to pick locks.

Possibilities In addition, while opening a nonmagical lock


Wondrous item, legendary (requires attunement) you can declare that you have the key on the
necklace. The key will not open magical locks of
This necklace has 1d4 + 2 beads that have a any kind. The necklace can’t be used in this way
swirling, starry mix of colors within them, like again until the next dawn. When you use this

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Edward Barnaby (Order #31198134)
ability, roll a d20. On a 1, the necklace uses the Oil of Sharpness
last unique key and this ability cannot be used Wondrous item, rare
again. The necklace still provides advantage on
checks made to pick locks. When the oil is applied to a weapon, the weapon
scores a critical hit on natural attack rolls of 19-20
Modify. Keys drawn from the necklace provide and is considered magical. This effect lasts for 1
a boost to a check to pick the lock, such as a +5 hour.
or +10 bonus. Instead of advantage on all checks,
give a smaller boost like +2. The oil of sharpness will work on any weapon,
even those that deal bludgeoning damage.
Necklace of Stamina Modify. Increase the range that will trigger a
Wondrous item, rare (requires attunement)
critical hit.
This necklace increases a creature’s natural
healing. When a creature wearing the necklace Oil, Silver
spends hit dice to recover hit points, they can Wondrous item, common
roll twice for each die spent and use the highest
result. When this oil is applied to a weapon it is
considered silvered for 1 hour.
Neverending Mug Oracle’s Sash
Wondrous item, common
Wondrous item, rare
This mug is enchanted to always refill itself with
any drink. While holding the mug, you can name This silk sash is wrapped around the eyes of a
a nonmagical liquid and it will fill the mug. creature, blinding them. From beneath the sash,
their eyes glow with a golden light.
The mug will only fill itself with nonmagical
drinks, and it will not fill itself with poison, acid, When this cloth is wrapped around the eyes of a
or other liquid that cannot be drunk. creature, they lose their normal vision but gain
blindsight up to 60 feet.
Modify. You can allow the mug to fill itself with
specific magical liquids, like a healing potion, a Orb of Light
limited number of times. Wondrous item, uncommon

Oil of Improvement This pale orb glows brightly like a torch when
shaken. As an action, you can break the orb to
Wondrous item, uncommon
cast the daylight spell from it.
When the oil is applied to a weapon as an action,
the weapon becomes magical and gains a +1 Orcish Battlehelm
bonus to attack and damage rolls. This effect lasts Wondrous item, rare
for 1 hour.
This helm was worn by a legendary orc warlord
Modify. Change the bonus to attack and damage that unified the orc tribes under his banner. His
rolls. leadership skills were imbued into this helm, and
anyone wearing it feels more confident.
Inspiring Aura. As a free action while wearing
the battlehelm, you can activate this aura. For 1
minute, all allies of your choice within 30 feet can
add a d6 to their attack rolls and saving throws.
In addition, they gain advantage on saves and

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Edward Barnaby (Order #31198134)
ability checks to resist forced movement, such as Poisoner’s Gloves
being knocked prone or pushed. This ability can’t Wondrous item, uncommon
be used again until the next dawn.
These gloves can ooze poison, dripping it onto
Modify. Give the helm charges and allow each a held weapon. As a free action you can activate
use of Inspiring Aura to use a charge. Change the the gloves and coat a weapon in poison. The next
size of the aura or change the size of the bonus time you strike a creature with the weapon, they
die for attack rolls and saving throws. must succeed on a DC 13 Constitution saving
throw or become poisoned for 1 minute. The
Pet Leash target can repeat the saving throw at the end of
Wondrous item, rarity varies each of their turns to end this effect.
This empty leash bobs and floats as if an animal Once this ability has been used it can’t be used
was wearing it, but nothing is there. As a bonus again until the next dawn.
action you can summon a specific animal inside
the leash. The animal acts on your initiative and is During a short rest, if you have a different dose
friendly to you and your companions. The animal of poison available, you can insert that poison
obeys any commands you issue. If you don’t issue into the gloves. The gloves can immediately be
any commands, the animal will defend itself from used again, using the specific poison’s abilities
hostile creatures, but otherwise take no actions. and save DC. Once used, the gloves revert back
The summoned animal lasts for up to one hour. to the default poison.

Each leash summons one specific beast, and rarer Modify. Change the number of times the gloves
leashes can summon higher CR beasts. Mastiffs, can be used. You can create rarer gloves that are
wolves, and cats are common beasts for this item. more powerful by changing the default poison
The leash can’t be used again until the next dawn. stored in them.

Rarity Max CR
Common CR 0
Uncommon CR 2
Rare CR 3
Very rare CR 4
Legendary CR 5

Pirate’s Eye Patch


Wondrous item, uncommon
While you wear this eye patch over an eye, you
gain darkvision out to 60 feet. However, you
have disadvantage on all ranged attack rolls
while wearing the eye patch. Poisoner’s Gloves

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Potion Injector Potion of... Rarity Levels of Spell
Wondrous item, uncommon Slots Regained
This wrist mounted slinger allows the Mana Uncommon 1
administration of potions and poisons at range. Greater mana Rare 1d4
These items can be poured into syringes and
launched from the injector like a dart. This device Superior mana Very rare 2d4
has a range of 15/30 feet and is used as a ranged Supreme mana Legendary 3d4
attack with proficiency. If the target of the attack is
willing, it automatically hits if it is within range.
Potion, Quick Recovery
Potion of Cloning Potion, rare
Potion, legendary This potion is pink in color and smells like
After imbibing this potion, you quickly grow a berries. For the next 24 hours after consuming the
clone of yourself from your own body. It takes 1 potion, you regain the maximum amount of hit
hour for the clone to fully grow and animate. The points when receiving healing from any source,
clone does not have any equipment, and after including hit die.
8 hours collapses into goo. The clone has all of
your memories and abilities, and it reacts to being Prayer Beads of Destruction
cloned as well as you would. If you die while your Wondrous item, rare (requires attunement)
clone is active, your soul instantly teleports into These prayer beads are used by warrior monks.
the clone, and the clone becomes a permanent They appear to be normal prayer beads but when
copy of you that does not turn into goo. attuned, they have a telekinetic connection to the
wearer that allows them to be used as a weapon.

ng you While attuned to this item, you gain a fly speed


Your clone knows everythithat if it of 10 feet and can hover. You also gain a magical
know. Therefore, it knows al you. weapon attack with the prayer beads. The

kills you, it becomes the re


prayer beads deal 1d4 bludgeoning damage and
have a range of 60/120 feet. You can add your
proficiency modifier to attacks with the prayer
beads. Monks can use their unarmed damage in
place of this damage. Fired beads fly back to the
wearer automatically.
The prayer beads can be used as a holy symbol.
Potion of Mana
Potion, rarity varies Propeller Hat
Wondrous item, uncommon (requires attunement)
This blue potion tastes sweet and sugary. You
regain expended spell slots when you drink this This hat has a small propeller on the top. You can
potion. The combined level of spell slots that cast levitate from the hat at will, targeting only
can be recovered depends on the potion’s rarity. yourself.
For example, if you roll a 4 on a potion of superior
mana, you can recover up to four levels worth of
spell slots, such as a single 4th level slot or two
2nd level spell slots.

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Edward Barnaby (Order #31198134)
of flames or fiery weapons. Increase the number
of times fireball and wall of fire can be used.
Additionally, you can change the length of time
the transformation lasts, or the number of times it
can use it.

Quicksilver Limb
Wondrous item, very rare (requires attunement by a
creature missing an arm, leg, or other appendage)
This magical prosthetic is made of a liquid metal
that can reshape and harden itself. It can form
Pumpkin Helm simple shapes, such as the limb it replaces or
Pumpkin Helm a basic weapon. Transforming the limb can be
Wondrous item, legendary (requires attunement) done as a free action on your turn. Any weapon
created by this limb counts as silvered, magical,
This helm appears to be a jack-o-lantern that can and has a +1 bonus to attack and damage rolls
be worn. When you place it on your head you made with it.
can become an avatar of the Night of Horrors,
the Rider. As an action while wearing it, you It is up to the GM to approve the shapes and
can transform into the Rider. You can remain sizes the limb can become. As a very rare item,
transformed for up to 1 hour or end it early as an it should have a good amount of flexibility and
action. You can’t transform into the Rider again utility.
until the next dawn. While transformed, you gain
Special Attunement. The quicksilver limb
the following abilities.
requires a creature to be missing a limb or
Mount of the Rider. While transformed into the other appendage. During the attunement
Rider, you can summon a nightmare steed under process, the quicksilver limb slowly morphs into
your control as an action. You can only have one an appropriate appendage. Once attuned, the
nightmare summoned at a time. quicksilver limb cannot be removed easily, but no
longer takes up an attunement slot. If the limb is
Cloak of Flames. You are surrounded in hellish ever removed, it reverts to its base state and must
green flames, dealing 2d6 fire damage to anyone be reattuned to gain its abilities.
within 5 feet of you that targets you with a melee
attack. Modify. Change the bonus to attack and damage
rolls or impose limitations on the type of shapes
Flaming Pumpkins. You can hurl flaming the limb can become.
pumpkins that explode like a fireball spell,
summon walls of fire, and can cast the fire bolt
cantrip (4d10). Charisma is your spellcasting
Recon Scope
Wondrous item, rare
ability for these spells. Your spell save DC is 8
+ your proficiency bonus + Charisma modifier, This scope can be attached to a ranged weapon.
and your spell attack modifier is your proficiency Once attached, you can use a bonus action to aim
bonus + Charisma modifier. You can cast fireball through the scope and ignore the disadvantage
and wall of fire 3 times each per transformation. from making ranged attacks at long range for the
rest of the round.
Fiery Weapons. You deal an extra 2d8 fire
damage with all weapon attacks while The scope has 3 charges. When attached to a
transformed. weapon and looking through the scope, you can
magically mark a target you can see by spending
Modify. Change the damage dealt by the cloak

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Edward Barnaby (Order #31198134)
a charge. The target is silhouetted in a glowing players significantly stronger.
aura visible only to you for 1 minute. You can see
this aura through solid objects. The recon scope Keep in mind that this robe fast forwards time
regains all expended charges daily at dawn. for the entire planet. Everyone notices when this
power is used, even if they don’t know who has
Robe of Scrolls used it. If the robe of time is being abused, feel free
to show reactions the rest of the world is having.
Wondrous item, very rare (requires attunement)
This robe seems to be made of magical scrolls.
The robe has 3 charges. During a long rest, if
you have the Ritualist feature, you can scribe 3
different spells that you know onto the robe. The
robe can only have 3 spells scribed at a time, and
it can only hold spells up to 6th level.
You can expend a charge from the robe to cast
one of the scribed spells at its base level, using
its normal casting time. The save DC of any spell
you cast from the robe is increased by 1. The robe
recovers 1d3 expended charges daily at dawn.
In addition, while wearing the robe you have
advantage on any ability checks to successfully
cast scrolls.
While wearing the robe your base AC is 11 + your
Dexterity modifier.
Modify. Change the number of charges or the
number of different spells that can be scribed.
Lower the maximum spell level that can be
scribed onto the robe.

Robe of Time Robe of Scrolls


Wondrous item, legendary (requires attunement)
This robe grants the ability to change the time
of day. However, it does this by fast-forwarding
the planet to the desired time of day. The robe
does not speed up time for the inhabitants of the
Robe of Time
planet, just the rotation. You can only move time
forward, not backward. Items that recharge at The Time Mage wore these robes and
dawn or at a certain time of day may not recharge unintentionally became a hated enemy of
until the normal amount of time has passed
(subject to GM approval).
vampires. The vampires would be outside at
Modify. Allowing the robe to fast forward time
night, thinking they were safe, when suddenly
so that magic items recharge is a very powerful it became day. It started causing problems with
ability. However, this is a legendary item, so it animals as well, since they didn’t know how to
might be appropriate for the players to have that
level of power. If you do so, this may make the
process the sudden change of day.

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Rubber Arm Wraps Elemental Rune. This rune is applied to a
Wondrous item, rare weapon, allowing it to deal extra elemental
damage for 1 hour once activated. A minor rune
These wrappings are made from a strange, grants an extra 1d4 elemental damage to any
rubbery material. When wrapped around an target hit by the weapon, a base rune grants an
arm, they bestow an elastic property to it. Your extra 1d8 elemental damage, and a greater rune
reach increases by 5 feet. In addition, you have grants an extra 1d12 elemental damage.
advantage on checks to initiate or maintain a
grapple. Resistance Rune. This rune is applied to
armor and provides resistances from elemental
Runes damage once activated. A minor rune provides
resistance to 1 elemental type for up to 1 hour
Wondrous item, rarity varies
(fire, lightning, cold, etc.). A base rune provides
Runes are magical inscriptions that capture a resistance to 2 elemental types for up to 4 hours.
minor portion of a Word of Power, taken from A greater rune provides resistance to 2 damage
the language that shaped the world. A magical types of any kind for up to 24 hours.
rune’s power can usually only be used once. A
Speed Rune. This rune is applied to armor and
magical rune can be copied onto a person or item,
increases a creature’s speed once activated. A
at which point the rune’s power can be activated
minor rune increases speed by 10 feet for 1 hour.
as a free action.
A base rune increases speed by 20 feet for 1 hour.
There are three levels of rune power. Minor runes A greater rune increases speed by 20 feet and
are uncommon, base runes are rare, and greater allows the Dash action to be used as a bonus
runes are very rare. action for 1 hour.

Armor Rune. This rune is applied to armor and Swiftstrike Rune. This rune is applied to a
grants a bonus to AC once activated for up to 8 weapon and makes it feel weightless for 1 hour
hours. Minor runes grant a +1 bonus to AC, base once activated. A minor rune can be applied to
runes grant a +2 bonus to AC, and greater runes a one-handed weapon and allows you to make
grant a +3 bonus to AC. an attack with it as a bonus action. A base rune
can be applied to any weapon and allows you
Explosive Rune. This rune is applied to a to make an attack with it as a bonus action. A
weapon and charges it with energy. When greater rune can be applied to any weapon,
you make an attack with the weapon, you can allows you to make an attack with it as a bonus
activate the rune to cause an elemental explosion. action, and grants advantage on all attack rolls
All creatures in the area must make a Dexterity with the weapon.
saving throw, taking the full damage on a failed
save, or half as much damage on successful one. Heavy Rune. This rune is applied to a weapon,
increasing its weight. This is a base rune and
A minor rune has a DC of 13, deals 2d6 damage can be applied to a one-handed weapon. Once
of an elemental type, and affects all creatures activated, a weapon with this rune gains the
within 5 feet of the target. Versatile property, allowing it to be wielded with
A base rune has a DC of 15, deals 6d6 elemental two hands. When the weapon is wielded in this
damage, and affects all creatures within 10 feet of way, its damage dice become one size larger (1d4
the target. to 1d6, etc.).

A greater rune has a DC of 17, deals 10d6 Finesse Rune. This rune is applied to a weapon,
elemental damage, and affects all creatures giving it the Finesse weapon property once
within 15 feet of the target. activated. This is a base rune, and the effect lasts
for 1 hour.

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Edward Barnaby (Order #31198134)
Withering. This rune is applied to a weapon and Sand Surfing Sandals
saps the strength of enemies hit by it. You can Wondrous item, uncommon
choose to activate this rune as a free action when
you hit a creature with the weapon. The rune These sandals are a prized possession for nomads
lasts for 1 hour after activation. living in the Great Desert. While wearing
these sandals, sand and similar terrain is not
A minor rune imposes disadvantage on the considered difficult terrain to you. In addition,
target’s attack rolls, ability checks, and saving your speed is increased by 20 feet in this terrain,
throws until the end of your next turn. as the sand itself rises under your feet to carry
A base rune works like a minor rune and also you.
reduces the damage the target does on all attacks Other versions of this footwear exist for different
by half until the end of your next turn. types of terrain, such as the Snow Surfing Boots
A greater rune works like a base rune but also and Water Surfing Slides.
doubles the amount of damage they take until
the end of your next turn. Sandman Powder
Wondrous item, uncommon
Sand Cloak This magical powder can put targets to sleep.
Wondrous item, rare (requires attunement) The powder is found in pouches containing
This cloak allows you to turn into fine particles 1d6 + 2 pinches of powder. As an action, you
of sand. While wearing the cloak, you have can use one pinch of powder against a creature
advantage on Dexterity (Stealth) checks to hide adjacent to you. They must succeed on a DC 13
when in a sandy environment. Constitution saving throw or fall asleep for up to
1 hour. If a sleeping creature takes damage, they
As an action while wearing the cloak, you can automatically wake up. Another creature can use
cast the gaseous form spell from it, transforming an action to wake an adjacent sleeping creature.
yourself into a cloud of flying sand. This ability
can’t be used again until the next dawn. Modify. Increase the save DC to avoid falling
asleep.
Modify. Change the number of times gaseous form
can be used. Scrying Basin
Wondrous item, uncommon
This magical bowl is specifically enchanted to
aid in divination magic. This basin counts as a
material component for divination spells if it
is filled with water. When used as a material
component or if used as part of the casting of
a divination spell, you have advantage on any
checks related to the spell and the target has
disadvantage on their checks to resist it.

Sand Cloak
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Edward Barnaby (Order #31198134)
Scythe Tail Sheath of Endless Blades
Wondrous item, rare (requires attunement) Wondrous item, rare
This item looks like a long, severed tail with a This sheath creates a new sword instantly
bony scythe at the end. When you attune to this whenever one is drawn. When you draw from it,
item, it attaches to your tailbone and becomes you choose whether the blade is a short sword
a natural extension of yourself. It is a weapon or a longsword. The sheath never runs out of
that deals 1d6 slashing damage with the finesse swords, and you can never sheath a sword
and light properties and can be used to make once drawn. Each sword has a slightly different
an attack as a bonus action. You are considered appearance.
proficient with the scythe tail.
Up to two swords from the sheath can be in
If you already have a tail, the scythe tail is existence at once. If additional swords are drawn,
absorbed by your natural tail while attuned. Your the oldest sword disappears. A sword drawn
tail grows to the same length as the scythe tail, from the sheath disappears if not held for 1
and the scythe weapon forms. minute.

Séance Candle Every sword drawn from the sheath counts as


a magic weapon with a +1 bonus to attack and
Wondrous item, uncommon
damage rolls with it.
These candles burn with a blue flame and cause
Modify. Change the bonus to attack and damage
ghosts and other insubstantial creatures to
rolls that drawn weapons have, or allow
become tangible. If an ethereal creature enters the
additional types of weapons to be drawn, like
area of the candle’s light, they lose the ethereal or
greatswords.
incorporeal property and remain on the material
plane for as long as they remain in the light. In
addition, if you know the true name of a ghost, Shield Projector
you can invoke their name to summon them to Wondrous item, uncommon
the nearest unoccupied space adjacent to the This small, circular device can be thrown to a
candle, no saving throw allowed. point within 30 feet and deployed as an action.
A séance candle can burn for up to 4 hours before When deployed, it creates a field of force that
being consumed and sheds light like a candle. protects any creature sharing its space. The
creature gets half cover from all attacks as long
Self-Scribing Pen as it remains in the space. The shield projector can
be turned on or off while adjacent to it with an
Wondrous item, common
action.
This pen will automatically try to write down Shield Projector
everything said within its presence. The pen
requires no ink and can write on any surface. It
must be put in its case to keep it from writing on
anything nearby.

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Shrink Wrap You can create a cloud of smoke when you light
Wondrous item, uncommon this pipe. The smoke fills an area with a radius of
15 feet, making the area heavily obscured.
Any object you wrap in this fabric can be folded
into a smaller size without injury. The fabric Solar Shades
stays the same size, but the object bends without Wondrous item, rare
resistance. The object can only be folded in
half each time, and retains its weight. When This pair of rose-tinted shades gather solar energy
unwrapped, the object reverts to its normal size during the day. As a ranged attack, you can
and shape. The fabric is 9 square feet in size. unleash beams of solar energy during the day. The
attack has a range of 60/120 feet and deals 1d10
Silver Board radiant damage. You have proficiency with these
Wondrous item, very rare (requires attunement) attacks. Once the sun sets, the solar shades can no
longer project energy until the next sunrise.
While attuned to this board, you can stand on
it to gain a fly speed of 60 feet. You can also The solar shades also grant darkvision 60 feet.
telepathically command it, moving it up to 30 feet Modify. Increase the radiant damage.
as a bonus action when you’re not on it. Anytime
you take damage while on the board, however,
you must succeed on a DC 13 Dexterity saving
Sonic Shredding Harp
Wondrous item, very rare
throw or fall off the board.
This magical instrument can be used to unleash
Skeleton Key a wave of sonic energy. As an action, you can
Wondrous item, uncommon play the harp and force all creatures of your
choice within 15 feet of you to make a DC 17
This key has a skull on the bow. This key will Constitution saving throw. On a failed save,
magically open any lock once but loses its magic they are deafened for 1 minute and take 10d8
after being used. thunder damage, or half as much of the damage
and avoiding being deafened on a successful one.
Slippers of Water Waking The harp can’t be used in this way again until the
Wondrous item, uncommon next dawn.
While wearing these slippers, you can walk on Modify. Change the number of times the harp’s
water. If the water is choppy or rough, it counts ability can be used or change its damage and
as difficult terrain. save DC.

Smoke Bombs Sorcerer’s Armor


Wondrous item, common Wondrous item, uncommon
These small pellets create a cloud of thick smoke This armor is made from loose red robes and a
when thrown at a point within 20 feet. The smoke billowy hood. Arcane sigils appear on the armor
bombs create a heavily obscured area in a 5-foot when magic is channeled through it. While
radius. Smoke bombs are usually found in pouches wearing this armor, you gain one additional
containing 1d4 pellets. Sorcery Point.
Modify. Increase the smoke cloud radius. Modify. Increase the number of Sorcery Points
gained.
Smoking Pipe
Wondrous item, uncommon

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Edward Barnaby (Order #31198134)
Soul Gem
Soul Gem Spellthief’s Gloves
Wondrous item, rarity varies Wondrous item, very rare (requires attunement)
This gemstone can hold the These gloves were created by the fabled
soul of a living creature inside. spellthieves, rogues so skilled that they could
While holding the gem, you snatch spells from their casters.
can use an action to store the
soul of a creature that died The gloves have 3 charges. While wearing the
within the last 6 seconds gloves, you can expend 1 charge as an action to
(1 round). A gem’s rarity remove a spell effect currently on a creature you
determines the strength of a can see within 100 feet and apply it to yourself.
soul that can be stored in it, and You gain the effects of the spell and the duration
each gem can hold one soul at resets as if it had just been cast on you. If the
a time. spell requires concentration, you must maintain
concentration. The gloves regain 1d3 expended
A creature with a soul trapped charges daily at dawn.
in a soul gem cannot be raised
from the dead as long as the Modify. Allow the spell to be moved from one
soul is trapped in the gem. creature to another, instead of just yourself.
Change the number of charges the gloves have.
Soul gems are used in a variety of crafting
and enchantment recipes but can be used by Spring Boots
spellcasters for a quick burst of power. When Wondrous item, rare
casting a spell, you can expend a soul from a soul
gem in your possession. This grants advantage on These boots allow the wearer to jump large
your spell attack roll or imposes disadvantage on heights in a single bound. While wearing the
the target’s saving throw against the spell. Once a boots, you can jump up to 30 feet horizontally
soul has been expended, the soul gem cannot be and 15 feet vertically.
used to store another soul until the next midnight. Many versions of these boots exist. Some are
Weaker soul gems that shatter after being used purely mechanical, utilizing a spring, while
are more common and easier to find. others are magical.

The table below specifies the maximum CR of a Star Shard


soul that can be stored in a gem. Player characters Wondrous item, uncommon
count as having a CR equal to their level.
This small crystal shines brightly. While holding
Rarity Max CR the shard, you can absorb its energy as an
action. For 1 hour, you glow with radiant power.
Uncommon CR 1 You generate bright light as a torch, and you
Rare CR 5 have resistance to fire and radiant damage. In
addition, you deal an extra 1d8 points of radiant
Very rare CR 11 damage on any weapon attacks you make for the
Legendary CR 20 duration. Once the shard is used, it becomes a
non-magical gem worth 50 gp.

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Edward Barnaby (Order #31198134)
Stasis Generator Summoning Cards
Wondrous item, very rare Wondrous item, rare
This device can generate a small energy field that These cards have a specific creature printed on
temporally freezes the user in time. The generator them. As an action, you can throw a card to an
has 4 charges. While holding the device, you unoccupied space within 20 feet. The creature
can expend 1 charge as an action to freeze time printed on the card is then summoned to the
for 1d4 rounds. While in stasis, you cannot do space, and the card is destroyed. The creature
anything or take any actions, cannot be harmed, acts as it normally would and lasts until killed.
and cannot be affected by anything except for
divine intervention. Fans of these cards have created a game using
them. Collectors battle and trade cards with each
The generator regains 1d4 expended charges other, and some even become adventurers to
daily at dawn. hunt down new cards.
Modify. Change the length of time the stasis
effect lasts or the number of charges.
Surging Periapt
Wondrous item, rare
Sturdy This periapt allows you to draw on your reserves
Parasol of energy and gain a surge of health. While
wearing the periapt, you can use a bonus action
Wondrous item,
to spend hit die and recover hit points as if you
uncommon
were taking a short rest. This ability can’t be used
This pleasant pink again until the next dawn.
parasol is heavily
reinforced and can Swing Hooks
be used as a shield. Wondrous item, rare (requires attunement)
When taking the
Dodge action while This unique device shoots cables with hooks
holding the parasol, that latch onto surfaces and retract quickly,
you have resistance pulling you along. If attuned to the swing hook,
Sturdy Parasol you become skilled enough to use the device
to all damage except for psychic.
efficiently. Your speed is increased by 20 feet,
Modify. Give the item a bonus to AC when used so long as there are areas where the hooks can
as a shield. gain purchase and enough room to allow you
to leverage the proper momentum. You can use
these hooks to move vertically as well.
The Skaggs family were wealthy nobles that Every time you use the hooks, you must roll a
had two children, Warren and Elizabeth. d20. On a 1, the hook fails to find purchase and
you fall prone. Only roll once per turn even if
Both were intelligent engineers, but when you use the swing hook multiple times that turn.
Elizabeth got older, her family tried to force
You can use the device if you are not attuned.
her to abandon her interests and engage in If you do so, roll a d20 when you use the swing
the socialite lifestyle. Unable to completely hook. On a 5 or lower, you stumble and fall prone.
separate herself from her family, she crafted
devices that would enable her to protect
herself, while keeping up appearances as a
delicate socialite. The sturdy parasol was one
such
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Edward Barnaby (Order #31198134)
Tattoo, Adrenaline disappears. A permanent tattoo contains a spell
Wondrous item, rare or very rare that can be used once per day but regains the use
of the tattoo again at dawn.
This tattoo gives the bearer an adrenaline surge.
As a free action you can activate the magic The level of the spell in the tattoo determines the
in the tattoo, granting you 1d6 temporary hit spells’ saving throw DC and attack bonus, as well
points for every 2 character levels (rounded up) as the tattoo’s rarity, as shown in the Spell Tattoo
you possess. These temporary hit points last Table.
for 5 minutes or until the end of the encounter,
Spell Tattoo Table
whichever happens first.
There are 2 levels of rarity with this tattoo. The Spell Rarity Save Attack
rare tattoo is a single use item, and the ink is Level DC Bonus
consumed when used. The very rare tattoo is Cantrip Common 13 +5
permanent, and its power can be used again each
day at dawn. 1st Uncommon 13 +5

2nd Uncommon 13 +5
Tattoo, Displacing
Wondrous item, very rare 3rd Rare 15 +7

This tattoo represents a creature that exists only 4th Rare 15 +7


partly in this world. You can active the magic
within the tattoo as a bonus action to cast the blur 5th Very rare 17 +9
spell from it on yourself. This ability can be used 6th Very rare 17 +9
twice per day and can’t be used again until the
next dawn. 7th Very rare 18 +10

Tattoo, Kraken 8th Very rare 18 +10


Wondrous item, uncommon (requires attunement) 9th Legendary 19 +11
This tattoo represents an octopus or squid. You
can active the magic within the tattoo as a bonus Modify. Tattoos that can be used each day are
action. When you do, you sprout tentacles for rarer and significantly more powerful than their
1 minute, allowing you to make melee attacks single use versions, especially with higher level
with a reach of 10 feet. You can make an attack spell slots. Consider increasing the rarity by one
with a tentacle as a bonus action, dealing 1d6 rank for the multiple use versions.
bludgeoning damage, and have advantage on
grapple checks. You can add your proficiency Tattoo, Troll
bonus to attacks with a tentacle. Wondrous item, rare

This ability can be used twice per day and can’t This tattoo represents a troll. You can active the
be used again until the next dawn. magic within the tattoo as a bonus action. When
activated, you regain hit points equal to your
Tattoo, Spell proficiency modifier at the start of each of your
Wondrous item, rarity varies turns. The regeneration lasts for 1 minute. If you
take acid or fire damage, the regeneration does not
These magical tattoos have a spell woven into function at the start of your next turn after taking
their design. There are two types of spell tattoos, the damage. The regeneration then resumes on the
temporary and permanent. A temporary tattoo next turn if there is still time remaining and you
contains one spell inside of it, and once used, it didn’t take more acid or fire damage.

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Edward Barnaby (Order #31198134)
This tattoo can’t be used again until the next The Map!
dawn. Wondrous item, uncommon

The Conduit’s Halo This map updates itself to your region constantly,
Wondrous item, legendary (requires attunement) capturing a 20-mile radius. The map does not
show any hidden or concealed areas.
These prayer beads can hover and spin quickly,
becoming a nimbus of radiant energy hovering Tome of Secrets
over your head. While wearing the Conduit’s Wondrous item, rarity varies (requires attunement)
Halo, you can activate it as an action. Your eyes
turn white and your very blood becomes holy These tomes contain hidden secrets for
energy. The effects last for 5 minutes, and you performing magic. They cannot be deciphered
gain the following abilities. The halo can’t be or understood unless you are attuned to them.
used again until the next dawn. While attuned to the tome, you learn the spells
contained in it and do not need to prepare them.
The Conduit’s Halo can be used as a holy symbol. You can cast the spells in the tome using your
Regeneration. You regain 10 hit points at the start spell slots as normal.
of each of your turns as long as you have at least Any attempts at copying or scribing these
1 hit point remaining. Allies within 30 feet of you spells somewhere else fail. Once you end your
regain 5 hit points at the start of each of their attunement, you lose the knowledge of the spells
turns. and must reattune to understand them once
Flight. You gain a flight (hover) speed of 60 feet. again. Each tome contains different spells.

Radiant Energy. You deal an additional 1d10 The rarity of each tome limits the maximum level
radiant damage with all of your attacks. of spells that can be found inside it.

Offensive Halo. You can create a blast of radiant


energy as an action. This is a ranged attack with Rarity Max Spell Level
proficiency that uses your Wisdom modifier for
Common Cantrips
the attack roll, and deals 5d10 radiant damage on
a hit (includes bonus from Radiant Energy). Uncommon 2nd
Rare 4th
Very rare 6th
The Conduit’s Halo
Legendary 9th

Tools of the Art Mage


Wondrous item, rare
This is a set of magical pen, paper, ink, and
paints. Whatever you draw on the pages with
the magical supplies comes to life. In order
to successfully summon a creature, you must
succeed on a Dexterity (calligrapher’s supplies
or painter’s supplies) check with a DC equal to
15 + the CR of the creature you draw, minimum
of plus 1. It takes 1 hour per CR of creature to
draw. The summoned creature is loyal to you and

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automatically understands you. You can have a Constitution saving throw. On a failed save, they
number of creatures summoned at once whose are deafened for 1 minute and take 6d6 thunder
combined levels of CR equal your character damage, or half as much damage on a successful
level. If you attempt to summon more, already one. Creatures that are deaf or immune to the
summoned creatures disappear to fit within the deafened condition are immune to this effect.
limit. This ability can’t be used again until the next
dawn.

Tools of the Art Mage Warding Necklaces


Wondrous item, very rare (requires attunement)
These necklaces come in pairs and form a bond
between two creatures. Whenever a creature
attuned to one of these necklaces takes damage,
another creature attuned to the paired necklace
can use their reaction to absorb half of the
damage (rounded down) and take it themselves.
The absorbed damage cannot be reduced,
avoided, or mitigated in any way. You must be
Trollblood Infusion able to see the creature attuned to the paired
Potion, rarity varies necklace to use this ability.

This special potion grants a creature the Special Attunement. To attune to this item,
regenerative properties of a troll. When injected you and another person attuning to the paired
or imbibed, it allows the target to recover hit necklace must be in contact with each other for
points at the start of each of their turns. This lasts the full duration of a short rest. Breaking contact
for 5 minutes, and it can also regrow lost limbs cancels the attunement, and it must be started
after 2 minutes. over.

Rare infusions recover 1 hit point per round, very Warpaint


rare infusions recover 2 hit points, and legendary Wondrous item, uncommon
infusions recover 3 hit points per round.
When this paint is applied to the face of a
If you take acid or fire damage, the regeneration creature, they are immune to the frightened
does not function at the start of your next turn condition and effects or spells that cause fear. The
after taking the damage. The regeneration then paint naturally lasts for up to 24 hours unless
resumes on the next turn if there is still time washed away.
remaining and you didn’t take more acid or fire
damage. Watcher’s Eye
Wondrous item, legendary (requires attunement)
Voice Amplifier Necklace
Wondrous item, rare This is the large, shriveled eye of a watcher,
magically preserved. The eye has 3 charges and
This necklace magically amplifies the volume of regains 1d3 expended charges daily at dawn.
your voice. While wearing the necklace, you can While holding the eye, you can expend a charge
be heard clearly up to 300 feet away. as an action to cast antimagic field from it, with the
following changes: The spell fills a 30-foot cone
Sonic Shout. While wearing the necklace, you can
and lasts for up to 1 minute. You must maintain
use an action to unleash a deafening shout. All
concentration on the spell.
creatures in a 30-foot cone must make a DC 15

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Wind Fan
Wondrous item, uncommon
This fan can create strong gusts of wind. The
fan has 6 charges. While holding the fan, you
can use an action to expend 1 of its charges and
create a gust of wind. All creatures in a line 5 feet
wide and 30 feet long must succeed on a DC 13
Strength saving throw or be pushed backwards
10 feet and knocked prone.
The fan regains 1d4 + 2 expended charges daily
at dawn. If you expend the fan’s last charge, roll a
d20. On a 1, the fan tears and is destroyed.
Wolf Totem

Wolf Totem
Wondrous item, rare (requires attunement)
This totem is imbued with the spirit of the Great
Wolf. While attuned to it, you gain the ferocity of
a wolf. Once per round, when you hit a creature
with a melee attack, you can force them to make
Wind Fan a Strength saving throw. The DC is equal to 8 +
your proficiency bonus + your Strength modifier.
Wizard Crystals On a failed saving throw, they are knocked prone.
Wondrous item, common
You can use this item as a spell focus.
These crystals have magical formulas imprinted
on their many facets. Trained spellcasters can While you are attuned to the totem, you take on
use these crystals in place of spellbooks, and some visual features of a wolf. Your hair grows
some prefer them due to their smaller size. longer and ragged, your eyes turn yellow, and
Many wizard implements and focuses have your teeth and nails elongate and sharpen.
these crystals fashioned into their construction. Modify. Limit the number of times you can use
Unfortunately, a wizard crystal usually cannot this ability.
hold as many spells as a spellbook can. Wizard
crystals can store the equivalent of 50 pages of
spells.
X-ray Goggles
Wondrous item, uncommon

Wizard’s Robes These goggles allow you to see through walls and
Wondrous item, uncommon clothing, showing the skeletal outline of creatures
and sometimes concealed weapons. The goggles
When you use your Arcane Recovery feature, you have a range of 120 feet. These goggles do not
can regain one additional level of spells. work through lead or thick layers of material.
Modify. Increase the number of spell slots that
can be recovered.

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Cursed Wondrous Items
Inquisitor’s Collar If attunement to the item is lost, any reduction
Wondrous item, legendary to hit point maximum still recovers at a rate of
1 hit point per day. If a creature that formed a
This twisted, barbed collar is used by the symbiotic relationship with the item reattunes to
Inquisitor to root out heretics. When placed on it, they no longer suffer the hit point maximum
an incapacitated or restrained creature, it forces reduction. If a creature loses attunement before
them to speak truthfully. A creature wearing the the relationship becomes symbiotic, they must
collar must succeed on DC 19 Charisma saving begin the process from the beginning if they
throw to be able to remain silent. Otherwise they reattune.
must speak when asked a question, and anything
they speak must be the truth. Modify. Change the amount of time required to
form a symbiotic relationship.
Curse. Instead of forcing a creature to speak
truthfully, it instead forces them to say whatever Potion of Cleansing
the owner of the collar wants to hear. This is Potion, uncommon
a form of mind control, and it works on those
immune to enchantment effects. Drinking this potion cures you of all magical and
mundane poisons, diseases, and reductions in
This curse is very hard to detect. The curse can ability scores or hit point maximum.
only be identified when an identify spell is cast
on the item using a 9th level spell slot. The curse Curse. Consuming this potion also erases the last
cannot be removed. 24 hours of your memory. This curse cannot be
removed.
Parasite Wings
Wondrous item, very rare (requires attunement)
This item can choose to appear like a large
backpack or cloak, but when worn by a creature
it imbeds itself into their back and shoulders,
becoming an extension of them. When a creature
attunes to the parasite wings, its true form is
revealed, and it grants a fly speed of 50 feet. The
parasite wings can appear like a backpack or cloak
at the wearer’s command.
Curse. While attuned, your hit point maximum
is reduced by 1 every day at dawn as the parasite
wings fuse with you, and you cannot willingly
unattune to it. If targeted by a remove curse spell,
the item immediately becomes unattuned and
falls off. If the parasite wings are worn for one
month continuously, the wearer gains a symbiotic
relationship with the parasite. The wearer no
longer reduces their maximum hit points from
this item, and recovers their maximum hit point
total at a rate of one per day. The item can still
only be removed with the remove curse spell. Parasite Wings

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Item
Sets

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Deathknight Armor

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Item sets are a new addition in the Archive of Magic Items. Item sets are groups of magic items that
gain additional powers if they are all used by the same creature.
The different pieces of an item set can be found together, but often they are scattered, requiring
adventures to collect all of the pieces.
Any existing items can be transformed into an item set. Pick the number of items that you want to be
included in the set and think of a thematic power that is gained when all of the pieces are collected
and worn. Make sure that there are no more than three pieces that require attunement, since no one
can attune to more than three items at the same time.

Deathknight Armor Set


Contains the deathknight armor, deathknight Draining Strike. When you deal damage with a
gauntlets, and deathknight helm. If you are melee attack, you can recover hit points equal to
attuned to each item, you gain the additional the damage dealt. Once this ability has been used
property below. it can’t be used again until after a short rest.
Undying. Your armor becomes a phylactery. If Modify. Increase the die size of the bonus
you are killed while you have a phylactery, you necrotic damage. Give the weapon charges and
reform in 1d10 days within the armor. have each use of Draining Strike use a charge.

Deathknight Armor Deathknight Helm


Armor (medium, heavy), Wondrous item,
very rare (requires attunement) very rare (requires attunement)
While wearing this armor, you gain resistance to While attuned to this item, you can exert control
necrotic and cold damage. In addition, you have over nearby undead.
advantage on saving throws against death effects
and death saving throws. This armor has a +1 Command Undead. As an action, all undead within
bonus to AC. 100 feet of you must succeed on a DC 15 Wisdom
saving throw or be under your control. You can
Modify. Increase the bonus to AC. issue telepathic commands to undead under your
control individually or as a group as long as they
Deathknight Gauntlets are within 100 feet of you. Maintaining control of
Wondrous item, undead requires concentration.
very rare (requires attunement)
Sentient undead can repeat the saving throw
These gauntlets imbue your weapons with at the end of each of their turns to end this
unholy energy. effect. Otherwise, the control lasts until you lose
concentration.
Touch of the Grave. While attuned to this item, all
weapon attacks you make deal an additional 2d6 Raise the Dead. You can cast the animate dead and
necrotic damage and are considered magical. Any create undead spells. Once these spells have been cast
weapon you wield is twisted and distorted into a they can’t be cast again until the next dawn.
dark, evil blade as skulls appear on the weapon
Modify. Increase the save DC of Command
and fog rolls off it.
Undead.

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Monster Hunter Set
Contains the monster hunter’s armor, monster damage, and an extra 1d8 damage against
hunter’s crossbow, and monster hunter’s hat. monstrosities. This crossbow does not have the
While attuned to all of the items in the set, loading property.
you can ignore the damage resistances and
immunities of monstrosities that you attack. Modify. Change the bonus damage the weapon
deals. Give the weapon a bonus to attack and
Monster Hunter’s Armor damage rolls.
Armor (any), rare (requires attunement) Sample Name. Night Stalker
This armor has fluctuating protective spells cast
upon it. While attuned to the item, you can gain Monster Hunter’s Hat
resistance to the non-magical damage of one type Wondrous item, rare (requires attunement)
of monstrosity or monstrous humanoid (goblins, While attuned to this hat, you can detect the
trolls, hags, etc.) as a free action. This resistance presence of monstrosities within 5 miles of you as
can’t be changed until the next dawn. an action. This ability reveals their number and
While wearing this armor, you gain a +1 bonus to general direction, but not location.
AC. Additionally, you can identify the vulnerabilities,
Modify. Allow the damage resistance to be resistances, or immunities of a monstrosity you
changed more frequently or change the bonus to can see as a bonus action.
AC. You have advantage on any ability checks against
monstrosities, such as tracking them or detecting
Monster Hunter’s Crossbow if they are lying.
Weapon (any crossbow), rare (requires attunement)
This crossbow was carved to maximize the
damage dealt to monstrosities and to do it
quickly. This weapon deals an additional 1d8

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Raven Lord Set
If you are attuned to the Robe of the Raven Staff of the Raven Lord
Lord and the Staff of the Raven Lord, you gain Staff, rare (requires attunement)
the ability to transform into a roc as an action.
You can remain as a roc until the roc’s hit points This staff has a raven carved into the head of it.
are reduced to 0, or until you change back as an While attuned to the staff, you gain the ability to
action. If the roc takes damage that would reduce speak to and be understood by birds. You also
it to 0 hit points, you instantly revert back to your gain a raven as a familiar (see the find familiar
normal form and take any remaining damage. spell for further information). The staff has 10
You can’t transform into a roc again until the next charges and regains 1d6 + 4 expended charges
dawn. daily at dawn. If you expend the last charge,
roll a d20. On a 1, the staff loses all magical
Robe of the Raven Lord properties. If a raven sits on the staff and speaks
Wondrous item, rare (requires attunement) the true name of the Raven Lord, the staff
becomes magical once again and gains 1 charge.
This robe is covered in raven feathers. While
attuned to the robe, you can transform into a If your raven familiar dies, a new one appears the
Swarm of Ravens as an action. You can remain next day at dawn.
as a swarm until the swarm is reduced to 0 hit
Spells. You can use an action to expend 1 of
points, or you revert back as an action. If you
the staff’s charges to cast one of the following
revert as a result of dropping to 0 hit points, any
spells from it, using your spell save DC: animal
excess damage carries over to your normal form.
messenger, fly, conjure animals (swarm of ravens or
The swarm does not regain hit points until after
giant eagle only), dominate beast.
a long rest. If you are reduced to 0 hit points in
your normal form and the swarm still has hit
points left, you can transform as a reaction before
falling unconscious.

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Reaper of Souls Set
Attuning to the Reaper’s Mask, Reaper’s Scythe, No Escaping Death. This weapon deals full
and Robe of the Reaper turns you into an avatar damage to ethereal and insubstantial creatures.
of death. As long as you are attuned to all three
items you no longer age, and you gain resistance Harvest. When you hit a living creature with this
to all non-magical damage. Your type changes weapon, you can attempt to damage their soul.
to undead and you gain immunity to poison The target must succeed on a DC 17 Charisma
and necrotic damage, as well as to the poisoned saving throw, taking 6d10 extra necrotic damage
condition. You are now required to fulfill the on a failed save, or half as much extra damage on
duties of the Reaper of Souls or a replacement a successful one. This ability can’t be used again
will be sent for you. You must fulfill these duties until after a short rest.
even if you are no longer attuned to all three Soul Steal. Any creature slain by this weapon
items. You are only relieved from duty if another cannot be resurrected by mortal magic.
creature attunes to all three items, at which point
they take on all responsibility. The GM may Magic Weapon. This weapon has a +3 bonus to
decide that you can no longer become an avatar attack and damage rolls.
of death once another creature becomes the new
Modify. Changing the number of uses of Harvest
Reaper of Souls.
can drastically change the weapon’s power. You
can also change the save DC or extra damage of
Reaper’s Mask Harvest. Finally, you can change the bonus to
Wondrous item, legendary (requires attunement) attack and damage rolls with the scythe.
This mask is shaped like a skull. While wearing Sample Name. Harvest
the mask, you can detect the presence of living
creatures within 50 feet of you. You can tell if
they are injured, ill, or dying, and if they can be
Robe of the Reaper
Wondrous item, legendary (requires attunement)
slain instantly by the reaper’s scythe.
Mist flows from the bottom of this robe, making
The mask can usually only detect creatures with
you appear to float eerily above the ground.
souls. Undead and constructs cannot usually be
Creatures around you feel uneasy as your very
detected with the mask, but if they have a soul or
presence is chilling.
store souls, they might still register.
While wearing the robe, you can teleport next to
Reaper’s Scythe a living creature that you know of on the same
Weapon (scythe), legendary (requires attunement) plane as you as an action.
This item was taken from an avatar of death. It While wearing the robe, you can become ethereal
can shred the soul of a creature it strikes. as per the etherealness spell as an action. In
addition, you gain resistance to necrotic damage.
Call of the Grave. As a bonus action, you can
instantly kill a creature with 10 hit points or less
that is within 10 feet of you, no attack roll or
saving throw needed. It’s unknown if there are multiple avatars of
death, but in each pantheon or religion there
seems to be one. Their appearance changes,
but the scythe is constant.
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Spellbreaker Set
Contains the spellbreaker armor, spellbreaker Spellbreaker Weapon
shield, and spellbreaker weapon. While attuned Weapon (any), rare (requires attunement)
to all three items, you gain resistance to all magical
damage. This weapon disrupts spellcasting. When you
hit a creature that is concentrating on a spell
Spellbreaker Armor or effect with this weapon, they have
Armor (light, medium, heavy), very rare (requires disadvantage on their check to maintain
attunement) concentration.

While wearing this armor, you have advantage You gain a +1 bonus to attack and
on saving throws against magical spells. damage rolls with this weapon.

Modify. Give the armor a bonus to AC. Modify. Instead of disadvantage,


have the weapon automatically end
Spellbreaker Shield concentration. Change the bonus to attack
Armor (shield), legendary (requires attunement) and damage rolls.

This shield has 6 charges. When you succeed on a Sample Name. Spellreaver
saving throw against a spell that only you are the
target of, you can expend 1 charge to reflect the
spell back at the caster as a reaction.
The shield recovers 1d6 charges at dawn.
Modify. Allow the shield to reflect spells that
target multiple creatures. Change the number of
charges the shield has or give it a bonus to AC.

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Sentient
Items

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Dragon Weapon Elor’s Ward
Weapon (any), legendary (requires attunement), Weapon (any), rare (requires attunement)
This weapon is the final form of an ancient This weapon is wielded by a protective spirit
dragon. Knowing that its life was fading, it that watches over you, mimicking most of your
transformed itself into a weapon so that it movements. When you are targeted by an attack
could continue pursuing its interests through you can see, you can use a reaction to add +4
other lifetimes. The spirit of the dragon can be to your AC against the attack as the protective
summoned to aid in battle, creating a spectral spirit moves the weapon to protect you. Once this
image of the dragon that twists around the ability has been used, it can’t be used again until
weapon. after a short rest.
The dragon can be summoned as a bonus action The weapon provides advantage on Wisdom
and lasts for 1 minute. While summoned, the (Perception) checks while taking watch or
weapon deals an additional 2d8 damage of the guarding an area.
dragon’s breath type, and you gain resistance
to the same damage type. The dragon can be Any sight that shows invisible or ethereal
summoned three times. The weapon cannot be creatures reveals the protective spirit hovering
used in this way again until the next dawn. over you.

The weapon has a +2 bonus to attack and damage You gain a +1 bonus to attack and damage rolls
rolls. made with this weapon.

While attuned to the weapon, you can read, Sentience. Elor’s Ward is a sentient neutral good
speak, and understand Draconic. weapon with an Intelligence of 14, Wisdom of 16,
and Charisma of 12. It has hearing and normal
This weapon has the name of whatever dragon vision out to a range of 30 feet.
spirit is imbued into it. As an example, we will
use Traxtanis the Gold Dragon. Elor’s Ward communicates by transmitting
emotion to the creature carrying or wielding it.
Sentience. The Dragon Weapon is a sentient
weapon. The ability scores can change depending Purpose. Elor’s Ward wants to protect people. It
on the dragon, but Traxtanis the Gold Dragon is feels joy when someone is protected, shame when
neutral good, has an Intelligence of 18, Wisdom its failures are brought up, and disappointment
of 17, and Charisma of 28. It has hearing and when personal safety is prioritized over the
darkvision out to a range of 60 feet. safety of others.

The weapon can speak, read, and understand Modify. Change the bonus to AC the reaction
Common and Draconic and can communicate provides, or the number of times it can be used.
with its wielder telepathically. Change the bonus to attack and damage rolls.

Purpose. Each dragon has its own purpose.


Traxtanis wants to bring enlightenment to the
w a s M oo n to u ch ed a n d h ad the ability
world through personal growth and seeks Elor rs . E lor was killed
to redeem those who walk the path of evil. to crea te p ro te ct iv e ba rr ie
Creatures that show no desire for redemption g off a n a rm y w hi le fa m ily and friends
hold in
must be destroyed.
p ed . Th e w ea p on th a t ev entually pierced
esca W a rd, and was
Modify. Change the bonus damage dealt by the
the ba rr ie rs be ca m e E lo r’s
weapon. Change the bonus to attack and damage
ed w it h so m e of th e M oo ntouched’s soul
rolls. imbu
and abilities.
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Goldie is loyal to its friends and companions
and will not betray them. Goldie would be
reluctant to help someone do evil acts, but that
is contingent upon Goldie actually noticing an
action is evil.
Special Attunement. You must hold the goldfish
globe during the attunement process. While
attuning to the item, Goldie blows bubbles that
spell out its name. Once the attunement process
is complete, Goldie eagerly begins talking and
trying to learn more about its wielder.
Modify. Allow Goldie to provide proficiency
with more than one skill, or increase an ability
score by +2, up to a maximum of 20.
Goldfish Globe
Goldfish Globe Hellfire Pistol
Wondrous item, uncommon (requires attunement) Weapon (pistol), rare (requires attunement)

This clear globe is filled with water and contains This shardgun pistol has Infernal runes inscribed
a single goldfish. The globe is made of an on it. A powerful fiend has been bound to the
unbreakable material, and the goldfish doesn’t weapon, and it seeks to free itself. It calls to other
seem to require food or water. fiends for assistance, but those that answer are
surprised to find that the flames from this pistol
While attuned to the globe, it can float in the air can hurt them.
near you.
This pistol has a +1 bonus to attack and damage
Helpful Guide. Goldie is surprisingly rolls. This pistol has three charges. While
knowledgeable about a specific topic, granting holding it, you can use an action to expend 1 of
proficiency with a single skill. If the attuned its charges to cast the burning hands spell (DC
creature is already proficient with that skill, they equal 8 + your proficiency bonus + the fiend’s
can double their proficiency bonus with the skill. Charisma modifier [usually 4]) from it. You can
cast burning hands as a 3rd level spell at 5th level,
Light Sleeper. Goldie is a light sleeper, taking
a 5th level spell at 9th level, and a 7th level spell
short naps throughout the day. Because of this,
at 13th level.
Goldie can keep watch at night, although its
vision is limited. In addition, this weapon deals an additional
1d8 damage to fiends. This weapon ignores the
Sentience. Goldie the goldfish is a sentient neutral
damage resistances and immunities of fiends
good item with an Intelligence of 9, Wisdom of 8,
when attacking with it or casting spells from it.
and Charisma of 10. It has hearing and vision out
to a range of 60 feet.
Goldie can speak, read, and understand
Common, and can communicate with anyone
verbally or nonverbally with flipper-based sign
language.
Hellfire Pistol
Purpose. Goldie is a friendly goldfish that likes
to help others. Goldie isn’t the wisest, and it can
be manipulated by using its desire to help others.

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Sentience. The Hellfire Pistol is a sentient neutral the target doesn’t know. Justice always returns a
evil weapon with an Intelligence of 16, Wisdom guilty or innocent answer. Justice does not have
of 14, and Charisma of 18. It has hearing and knowledge of local laws, nor does it care if there
darkvision out to a range of 120 feet. was an intent to commit a crime or not. It just
answers guilty or innocent.
The weapon can speak, read, and understand
Common and Infernal and can communicate If the target was guilty of the crime, you deal
with its wielder telepathically. an additional 1d6 damage on weapon attacks
against it while judged. If it was innocent, you
Purpose. The fiend is unhappy with being subtract 1d6 from any weapon damage you deal
bound in weapon form and wants to be freed. It while judged. Justice can only judge one creature
pushes the wielder into finding a way to free it, at a time.
promising power and favors if it can be restored.
Magic Weapon. Justice has a +3 bonus to attack
If the imprisoned fiend becomes resigned to its and damage rolls. This ability can be used
fate, it tries to turn this to its advantage. It will without attunement.
work with the wielder of the weapon to destroy
fiends but will prioritize rivals. No matter what, Sentience. Justice is a sentient lawful good
the fiend is always scheming to find a way to free weapon with an Intelligence of 12, Wisdom of 20,
itself. and Charisma of 14. It has hearing and normal
vision out to a range of 30 feet.
Modify. You can change the fiend that is bound
to the weapon. Changing their stats, specifically Justice communicates by transmitting emotion to
Charisma, affects the DC of the burning hands spell the creature carrying or wielding it.
it casts. The personality and alignment of the fiend
will also affect how players interact with it. Purpose. Like its name indicates, Justice wants
to bring stability and justice to the world. Gifted
You can change the number of charges the with the ability to tell if a creature is guilty or
weapon has, the bonus to attack and damage innocent of a crime, Justice brings the appropriate
rolls, or the bonus damage dealt to fiends. punishment to those who have done wrong.
Justice dislikes when people commit crimes
Justice without repercussion. Justice also gets annoyed
Weapon (double sword), very rare (requires when it is asked to judge minor or silly crimes.
attunement)
Modify. Change the action needed to use
This double sword has one ivory white blade Judgment or change the bonus damage and
and one obsidian black blade. You can use this reduction for innocent or guilty targets. Change
weapon to judge creatures for crimes committed. the weapon’s bonus to attack and damage rolls.

Judgement. While attuned to this weapon, you


can use Justice to sense if a creature is guilty of
committing a specific crime. As a bonus action
you can point Justice at a creature you can see and
ask if they have performed a crime, like murder
or theft. If they are guilty, the black blade glows.
If they are innocent, the white blade glows.
Justice always detects the correct answer, even if

Justice
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Metzil an action. A 30-foot-radius sphere of moonlight
Weapon (longsword), very rare (requires attunement) surrounds the weapon. The sphere is bright light,
and it sheds dim light for an additional 30 feet.
This weapon is a wooden club with obsidian
blades around the edge. Metzil was a priestess Any shapechanger in the bright light or that ends
and is considered the first lycanthrope. Some its turn in it must succeed on a DC 15 Charisma
legends say that she was a demon who spread saving throw or instantly revert to its original
the curse of lycanthropy across the world, while form. A creature that fails this save can’t assume
others say that she was the first victim of the a different form until it leaves the area of bright
curse by a jealous god. light.

Magic Weapon. You gain a +1 bonus to attack The light from this ability lasts for 1 minute.
and damage rolls made with this weapon. Shapechangers have disadvantage on attack rolls
while in the area of bright light.
Bane of Shapechangers. This weapon ignores
the damage resistances and immunities of any Curse of the Moon. During a full moon, the
creature with the shapechanger tag when hit by creature attuned to Metzil changes form. They
this weapon. Any creature with the shapechanger turn into a beast-humanoid hybrid form, and
tag takes an extra 2d8 radiant damage when hit Metzil automatically takes control of its wielder
by this weapon. for the duration of the full moon.

Voice of the Shifters. You gain the ability to While in a hybrid form, you gain immunity to
understand and be understood by any creature bludgeoning, piercing, and slashing damage
with the shapechanger tag. from nonmagical weapons that aren’t silvered.
Depending on the form, the GM might add
Moon Caller. While holding the weapon, you additional abilities.
can cause it to shine with the light of the moon as
Sentience. Metzil is a sentient neutral weapon
with an Intelligence of 10, Wisdom of 16, and
Charisma of 16. It has hearing and darkvision out
to a range of 120 feet.
The weapon can speak, read, and understand
Common and can communicate with its wielder
telepathically.
Purpose. Metzil’s purpose depends on her origin.
Shapechangers instinctively respect or fear the
weapon, even if they don’t know why. Metzil may
wish to destroy all shapechangers or lead them.

Mirror
Weapon (any sword), legendary (requires attunement)
This weapon’s blade is made from a reflective
substance. The weapon can mirror the physical
abilities of another creature, turning the wielder
into a reflection of their opponent.
Mirrored Reflection. While holding the weapon,
you can catch the reflection of a creature within
60 feet as a bonus action. When you do so, your
Metzil
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Strength, Dexterity, and Constitution scores 1 Charge. Double the weapon die when you
become that of the creature you are reflecting. successfully hit with this weapon. You can spend
This reflection lasts until either of you are up to 3 charges at once with this ability.
defeated or after you finish a short or long rest,
whichever happens first. 2 Charges. Regain 1d8 hit points as a free action.

Sentience. Mirror is a sentient chaotic good Sentience. Parasite is a sentient neutral evil
weapon with an Intelligence of 10, Wisdom of 16, weapon with an Intelligence of 10, Wisdom
and Charisma of 18. It has hearing and vision out of 14, and Charisma of 16. It has hearing and
to a range of 60 feet. darkvision out to a range of 60 feet.

The weapon can speak, read, and understand The weapon can speak, read, and understand
Common, and can communicate with its wielder Abyssal and Common and can communicate
telepathically. with its wielder telepathically. Parasite knows any
languages its wielder knows.
Purpose. Mirror is incredibly proud. It wants to
prove its superiority by besting others in combat. Purpose. Kill. Kill. Kill. Kill. Maybe you should
It sees its ability to copy the abilities of others kill your friends?
as the perfect opportunity to prove that they are Modify. Impose a limit on the maximum number
better than whoever they are fighting. Mirror of charges the sword can store at once. Change
never turns down a challenge. the number of charges required to use abilities or
Mirror wants to be the only weapon its wielder the abilities themselves. Give the weapon a bonus
uses, and hates if any other weapons are used. to attack and damage rolls.
Mirror has a very strong personality, and will
often try to exert control or influence its wielder
to get its way.
Modify. Impose a limit on the number of times
Mirrored Reflection can be used or the length of
time its effects are active. Allow Mirrored Reflection
to copy additional effects, such as abilities. Give the
weapon a bonus to attack and damage rolls.

Parasite
Weapon (any), rare
This weapon looks like a normal weapon with
an eyeball embedded in it. Tendrils of biological
matter spread from the eyeball across the
weapon.
This is a sentient weapon, and it gains power
as you kill foes. The weapon gains 1 charge for
every creature that you kill with it. You can spend
charges to use the following effects. The weapon
loses all charges after a long rest. The GM can
decide if certain powerful foes, like dragons, are
worth more than 1 charge, or if certain creatures Parasite
are worth 0 charges (like simple animals).

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Because the weapon is sentient, you can improve darkvision out to a range of 120 feet.
or weaken the weapon based on Parasite’s
opinion of the wielder. If misused, Parasite might The weapon can speak, read, and understand
make it harder to use its abilities as punishment. Common and can communicate with its wielder
telepathically.
Serpentir Purpose. Shadowsong wanted to sing. Its earliest
Weapon (whip), rare memories are the songs its creator would sing to
the weapon when forging it. It traveled with a
The length of this whip is a sentient, living snake.
bard for years, listening to the songs she sang as
When you make attacks with the whip, the snake
she fought evil and helped her friends. But when
bites the target and injects venom. This weapon
the bard died, Shadowsong was alone.
deals an additional 1d6 poison damage to any
target it hits. The hags that killed the bard kept Shadowsong
and used it to kill more people. Tormented by the
Sentience. Serpentir is a sentient neutral whip
hags, Shadowsong asked for a favor. If allowed to
with an Intelligence of 6, Wisdom of 10, and
sing its own songs, it would no longer resist the
Charisma of 4. It has the normal senses of a
hags.
snake.
The hags granted Shadowsong its request, but
Serpentir is a snake and cannot communicate or
they wove a curse into it. The weapon could now
understand languages.
sing, but only when trying to hurt someone. In
Purpose. Serpentir does not seem to mind being addition, the song would bring only fear to those
a weapon, but it dislikes being harmed or that hear it.
mishandled. Serpentir is happy if fed food.
Shadowsong’s purpose depends on its current
mental state. If it has broken and embraced the
Shadowsong curse, it wants to sing to as many people as
Weapon (halberd), very rare (requires attunement) possible. If resistant, it wants to find a way to end
This sentient pitch-black halberd sings when the curse.
wielded in darkness. Shadows and darkness Special Attunement. You can only attune to
swirl around it. Shadowsong in darkness. While attuning to the
Song of Shadows. When you make an attack weapon, it begins singing. You must succeed on
with Shadowsong while in darkness, all enemies a saving throw against its Song of Shadows in
within 30 feet that can hear its song must order to finish attunement. If you fail the saving
succeed on a DC 17 Wisdom saving throw or throw, you must wait 24 hours before attempting
have disadvantage on attack rolls against you to attune to it again.
until the end of their next turn. If a creature If you use Shadowsong as a weapon without
succeeds on the saving throw, they are immune attuning to it, you have disadvantage on all
to Shadowsong’s eerie song for the next 24 hours. attack rolls with it.
Darkvision. While holding Shadowsong, you Modify. Change the size or save DC of Song of
gain darkvision 60 feet. If you already have Shadows. You can also increase the damage from
darkvision, it increases by 30 feet. Touch of Darkness or give the weapon a bonus to
Touch of Darkness. You deal an extra 1d6 necrotic attack and damage rolls.
damage on attacks with this weapon.
Sentience. Shadowsong is a sentient neutral
weapon with an Intelligence of 10, Wisdom
of 12, and Charisma of 14. It has hearing and

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Third Eye of Agamar
Wondrous item, very rare (requires attunement)
When you attune to this necklace, you grow a
third eye on your forehead. The eye operates
independently of you, but it can perform certain
actions on your behalf. You can cast detect magic
from the Third Eye of Agamar at will. In addition,
the eye does not sleep and can remain alert while
you rest.
Sentience. Agamar is a sentient lawful evil
necklace with an Intelligence of 20, Wisdom
of 20, and Charisma of 20. It has hearing and
darkvision out to a range of 120 feet.
The necklace can speak, read, and understand
Common and Infernal and can communicate
with its wielder telepathically.
Purpose. Agamar is the Watcher and
Manipulator. Agamar sees the world as a game
and mortals as pawns. Agamar grew tired with
manipulating the world on a large scale and
wanted to see how much influence it could wield
through individual mortals. Agamar turned itself Third Eye of Agamar
into an amulet for this test. Agamar is immortal
and eternal and is unconcerned with regaining its
true form anytime soon.
Agamar loves complicated plots and wants
whoever wears the necklace to be a manipulator.
Agamar grows angry if the third eye is covered
up or concealed.

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Artifacts

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Dagger of Time Edgeless Dagger
Weapon (dagger), artifact (requires attunement) Weapon (dagger), artifact (requires attunement)
This dagger has an hourglass set into the hilt This weapon’s blade is so fine that it can cut
with faintly glowing grains of sand inside. These through anything.
grains of sand are crystallized pieces of time itself
and give the dagger power over time. When the universe was made, there was one
part that was never finished, one sliver of reality
The Dagger of Time is the ultimate creation of that never existed. This piece of nothingness was
the Time Mage. Lifetimes were spent creating found and forged into a weapon, making a blade
each grain of sand that now rests inside the that could cut through anything.
dagger. Legends say that when the hourglass
of the dagger was damaged, the leaking energy Infinite Sharpness. This dagger can ignore
threatened all of time itself. The Time Mage gave damage resistances, immunities, and the damage
their life to undo the damage, and the dagger threshold of objects. This blade is so sharp that,
was lost to the time stream. with GM permission, it can cut through abstract
objects, such as a spiritual link, a dream, or a
Magic Weapon. The Dagger of Time has a +2 mental communication.
bonus to attack and damage rolls. This property
can be used without attunement. Cut Between Worlds. This artifact can cut
through the very fabric of reality, creating a
Stop Time. As an action, you can cast the time stop temporary portal between two points or worlds.
spell from the dagger. This ability can’t be used As an action, you can create a portal to any
again until the next dawn. location you know of, regardless of the plane of
existence. The portal lasts for 1 minute before
Rewind. As a reaction, you can reroll one die roll reality repairs itself and closes the portal.
you just made.
Magic Weapon. This artifact grants a +3 bonus to
Forward. When you take the Ready action, attack and damage rolls made with it.
you can choose to remove yourself from the
timestream. If you do so, you cannot affect or be Destroying the Dagger. The blade of the edgeless
affected by anything until you use your action, or dagger is a piece of unfinished reality. If this
until the start of your next turn. overlooked hole in reality can be repaired and
rejoin the universe, the dagger will be destroyed.
Destroying the Dagger. The Dagger of Time can
only be destroyed by preventing it from being Special Attunement. To attune to the dagger,
created, causing a time paradox. you must remove one of your fingers with the
knife. If it is ever reattached or regrown, you lose
attunement.
Modify. Remove or improve the portal
ability, perhaps by starting with short range
teleportation and increasing as needed. When
you roll a 20 on an attack roll, take away or sever
something from the target. Change the bonus to
attack and damage rolls.
Dagger of Time

Edgeless Dagger
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Heart of He Who Was Shattered King’s Crown
Wondrous item, artifact (requires attunement) Wondrous item, artifact (requires attunement)
When the gods were young, one of their number This crown was forged for the ruler of a large,
fell into conflict with the others. This god was powerful nation. After numerous assassination
eventually defeated, but he possessed such and mind control attempts, the decision was
powerful regeneration that he could not be killed. made to create an item that would protect their
Instead, the surviving gods ripped him apart and ruler from outside influence.
scattered his pieces, sealing them away to prevent
him from reforming. Although his original name Mind Block. While wearing the crown, you are
has been forgotten, he is now known as He Who immune to all forms of mind control. In addition,
Was Shattered. you gain advantage on Wisdom (Insight) checks.

The Heart grants powerful regeneration to King’s Armor. While wearing the crown, your
those that use it, but it emits a dark, corrupting base AC becomes 13 + your Charisma modifier as
influence on them. long as you aren’t wearing armor.

Godlike Regeneration. While attuned to the Contingency. You can cast the teleport spell from
heart, you regenerate 1 hit point per minute. Any the crown. This ability can’t be used again until
severed limbs regrow in 1 hour, including the the next dawn.
head. This ability ends if the Heart is more than Back Door. Unknown to most, the creators of
10 feet away from the attuned creature. the crown installed a way to get around its
Speedy Healing. As an action while holding the magical protections. The GM can decide how to
heart, you can regain all of your hit points. This circumvent the crown’s defenses, but we suggest
ability can’t be used again until after a long rest. using a specific control phrase.

Sentience. The Heart of He Who Was Shattered is Destroying the Crown. The King’s Crown can be
a sentient chaotic evil item with an Intelligence destroyed by a magical weapon that has been
of 12, Wisdom of 14, and Charisma of 16. It has used to kill a monarch.
hearing and darkvision out to a range of 120 feet. Special Attunement. The King’s Crown was made
The Heart communicates by transmitting for a specific ruler. You must sit on a throne of
emotions and short phrases to the wielder, the dynasty during a short rest to attune to the
flooding their mind with faint whispers and artifact.
urging them toward finding the other pieces.
Mask of the Moon
Purpose. The Heart wants to be made whole. It Wondrous item, artifact (requires attunement)
may not know the exact locations of its other parts,
but it can feel them and urges others to find them. This mask causes discomfort and unease with
The Heart grows louder the closer it gets. anyone that looks at it. Some say that it is the face
of the monster trapped in the moon.
Destroying the Heart. The regenerative
properties of the Heart are so strong that it cannot The Masked Cult wants this mask, for they
be permanently destroyed. The gods themselves believe it possesses the power to break the moon
could not destroy it. However, the Heart can and release the evil inside.
be stuck in a loop of constant destruction and Evil Presence. While wearing the mask, evil
reconstruction. A sufficiently powerful poison creatures and monsters are automatically neutral
or necromantic effect, for example could render or friendly to you, since they can sense the evil
the Heart of He Who Was Shattered incapable of energy emanating from it.
anything but regeneration.

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Eldritch Mind. While wearing the mask, you control anyone that wears the mask. If they are
are immune to the charmed and frightened strong enough to resist it, it attempts to slowly
conditions. In addition, you gain resistance to corrupt them, guiding them to the same goals it
psychic damage. has.
Voice of the Moon. While wearing the mask, you Destroying the Mask. The Mask of the Moon can
can communicate telepathically with any creature only be destroyed on the moon. If the mask is
within 100 feet of you, although the voice they touching the moon’s surface and is struck by a
hear is a distorted version of your own. You can fragment of the moon or a moon crystal weapon
understand and be understood by any creature (see page 136) by a moontouched creature, the
through this telepathy. mask is destroyed.
Call the Moon. As an action, you can call down
fragments from the moon. You can cast the meteor
Philosopher’s Stone
Wondrous item, artifact
swarm spell (DC 17) from the mask. This ability
can’t be used again until the next dawn. This seemingly innocuous stone is incredibly
powerful. Only a few are known to exist, and
Cursed Glance. While wearing the mask, you can
wizards devote their lives to trying to create new
cast the bestow curse spell (DC 17) from it as a 5th
ones. This stone is able to turn any material into
level spell as an action. The range of this spell
another material, permanently. For example, you
becomes 60 feet instead of touch.
can turn lead to gold, or iron to wood.
Aberrant Laughter. While wearing the mask, you
The amount of material you can change at once
can cast vicious mockery from it. The save DC is 19,
is subject to GM approval, but typically smaller
and the spell deals 4d6 psychic damage instead.
amounts are easier to change.
Whips. As a bonus action, you can conjure alien
Destroying the Stone. The philosopher’s stone can
tentacles from the mask that wrap around your
be destroyed by a disintegrate spell or from a good
arms. These tentacles act as magical whips with
hit by a +3 magic weapon or artifact.
a +3 bonus to attack and damage rolls made
with them, and they deal an extra 2d6 psychic Modify. The rules for using the philosopher’s
damage. The whips last for as long as you hold stone are intentionally vague. It is an incredibly
them. powerful artifact, so you can determine exactly
how it can be used. You can also change its
Moon Step. As an action, you can teleport to the
power over time or require attunement.
moon. If already on the moon, you can teleport
back to the planet, although you can only teleport
back to the last spot you were on the planet, or
vice versa.
Sentience. The Mask of the Moon is a sentient
chaotic evil wondrous item with an Intelligence
of 18, Wisdom of 20, and Charisma of 26. It has
hearing and darkvision out to a range of 120 feet.
The Mask of the Moon communicates by
transmitting emotion and flashing images to the
creature wearing it. Philosopher’s Stone
Purpose. The Mask of the Moon wants to destroy
the moon and free the Elder God trapped inside
it. It will immediately attempt to dominate and

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Philosopher’s Stone, Flase Alter Reality. While holding the rapier, when
Wondrous item, artifact you cast a spell that does psychic damage from
the rapier, you can change the damage type of
This seemingly innocuous stone is incredibly the spell to any type of damage you wish. In
powerful. Only a few are known to exist, and addition, you can cast the major image spell (save
wizards devote their lives to trying to create new DC 17) from the rapier at will.
ones. This stone is able to turn any material into
another material, permanently. For example, you Personal Reality. As an action you can cast the
can turn lead to gold, or iron to wood. phantasmal force and phantasmal killer spells (save
DC 17) from the rapier at will. You do not have
The amount of material you can change at once to maintain concentration and can have multiple
is subject to GM approval, but typically smaller instances of this spell in effect at once.
amounts are easier to change.
Permanently Altered Reality. As an action you
Curse. The stone appears to be the real can cast the mirage arcane spell (save DC 17)
Philosopher’s Stone, but any material changed from the rapier. Unless dispelled, the illusion
reverts back to its original state 8 hours later. becomes real after 10 days. The old environment
Additionally, every time you use the stone you is replaced by the new one. You can’t cast mirage
must roll a d20. On a 1, the stone shatters and arcane from the rapier again until the next dawn.
unleashes an unstable arcane explosion. All
creatures within 15 feet of the stone must make a Destroying the Rapier. The Rapier of Altered
DC 17 Dexterity saving throw, taking 55 (10d10) Reality can only be destroyed by using the
force damage on a failed save, or half as much Permanently Altered Reality ability to reshape
damage on a successful one. reality such that the rapier no longer exists,
and then waiting until the illusion becomes
Destroying the Stone. The philosopher’s stone can permanent.
be destroyed by a disintegrate spell or from a good
hit by a +3 magic weapon or artifact. Special Attunement. During the attunement
process, different realities begin to bleed into
Modify. The rules for using the philosopher’s your vision. The world shifts as the reality you
stone are intentionally vague. It is an incredibly know is replaced by pieces from another reality.
powerful artifact, so you can determine exactly At the end of the attunement process, everything
how it can be used. You can also change its settles back into place. However, if you overuse
power over time or require attunement. the rapier of altered reality, the bleed begins
again.
Rapier of Altered Reality Modify. Impose a limitation or change the save
Weapon (rapier), artifact (requires attunement)
DC for the spells cast from the rapier. Change the
This artifact initially appears to create powerful weapon’s bonus to attack and damage rolls.
illusions. However, the Rapier of Altered Reality
Sample Name. Shattered Truths
reshapes reality. Creatures, objects, and images
created by the rapier exist physically as real
things. This reality manipulation creates stress on
the fabric of reality, which attempts to put things
back in their proper place, eventually fixing
This weapon can alter reality for one person
reality to the way it was before. at a time. You may think that the monster
Magic Weapon. The Rapier of Altered Reality is a before you is merely an illusion, but it’s real.
magic weapon that grants a +1 bonus to attack It can kill you.
and damage rolls made with it. This ability can
be used without attunement.

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Rose Blade A poisoned creature cannot see past the illusions,
Weapon (any bladed melee), artifact (requires even if they know that something is wrong. The
attunement) only way to end the illusions is to remove the
poisoned condition.
This weapon has a rose bud on the hilt. The rose
blooms when the weapon’s powers are activated, Magic Weapon. The Rose Blade grants a +2 bonus
filling the area with the sweet scent of fresh roses. to attack and damage rolls made with it.

The Rose Blade was carried to the world by an Destroying the Rose Blade. To destroy the
early explorer from Fey. The rose in the weapon artifact, you must convince a rose dryad to plant
was unique to their home planet and brought the artifact in a grove. When planted, a rose bush
them comfort in an unfamiliar place. After the begins to grow. If the rose bush survives for 100
destruction of Fey, this is one of the few roses years, the artifact is consumed by the bush and is
from the planet that remain. destroyed.

The weapon has 3 charges for the following abilities


and regains all expended charges daily at dawn.
Bloom. While holding the weapon, you can
expend 1 charge as a bonus action to cause the
rose bud to bloom. When it does, it releases
poisonous spores into the air in a 30-foot radius
cloud centered on the weapon. All creatures in
the cloud must make a DC 17 Constitution saving
throw. On a failed save, they become poisoned
for 1 minute. The creature attuned to this weapon
is immune to this effect. A creature poisoned by
this weapon can repeat the saving throw at the
end of each of their turns to end the poisoned
condition. If a creature saves against the cloud
poison, it is immune to it for the next 24 hours.
Direct Poison. When you deal damage to a
creature with this weapon, you can expend one
charge to inflict the poison directly into their
system. They target must make a saving throw
against the Bloom effect with disadvantage.
Creatures that are immune to the Bloom effect’s
cloud poison must still make this saving throw. Sealed Blade of Power
Altered Senses. While a creature is poisoned by Sealed Blade of Power
this weapon, you can manipulate their senses, Weapon (any bladed weapon with a sheath),
altering what they perceive. As an action, you can artifact (requires attunement)
create illusions similar to the major image spell,
but without requiring concentration and with an When drawn from its sheath, this weapon
unlimited size. You can change what the creature unleashes a blast of energy. The longer it is
perceives, but you cannot deprive a sense. For sheathed, the stronger the blast.
example, you could make them believe they are
Sir Darrill the Patient was a fighter who last
in a maze, but you could not make them believe
had this artifact. He held the weapon for years
they are blind.
without drawing it, and its power continued to

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grow. He had originally kept the blade sheathed If you draw the weapon and don’t make an
to wait for an opportune time to use it, but when attack, the nova is centered on you.
the stored power became too great, he refused
to use it because of the damage it could cause. Limitless Power. The GM can determine if there
When he finally used it against an invasion at the is a maximum damage threshold for the Sealed
school he taught at, an entire section of the city Blade of Power, or what the effects are if it is
was destroyed, and survivors reported a light so sheathed for longer periods of time.
bright it turned night to day. Destroying the Blade. The Sealed Blade of
Magic Weapon. The Sealed Blade of Power grants a Power can only be destroyed in the seconds
+2 bonus to attack and damage rolls made with it. after releasing cataclysmic power. The blade
is destroyed if it is smashed with a magical
Only One May Draw. The weapon can only be adamantine hammer on a glassteel anvil within 3
drawn from its sheath by a creature attuned to it. seconds of unleashing cataclysmic power.
Building Power. The weapon deals additional
damage for every consecutive 24 hours it has
Sundyr
Weapon (light hammer, warhammer), artifact
been sheathed and attuned. When the blade has
been sheathed for 24 hours, you deal an extra 4d6 This artifact was created by the Unmaker as a
force damage on the next attack after drawing it. way to undo the work of the Creators. Sundyr
has been imbued with the ability to destroy any
The extra force damage increases by 1d6 for
object it touches.
every additional 24-hour period that it remains
sheathed. Once it has been drawn, the bonus Magic Weapon. Sundyr is a magic weapon that
damage resets to 0. grants a +3 bonus to attack and damage rolls
made with it.
The artifact holds its current extra damage level if
it becomes unattuned. Destructive Smash. When you roll a natural 20
on an attack roll, you can automatically destroy
Explosive Power. When the bonus damage
a nonmagical object being worn or held by the
reaches 10d6, the energy released from the
target, such as armor or a weapon. If the target
weapon becomes an explosion. When drawing
of the attack is a construct, they must succeed
the weapon and making an attack, all creatures
on a DC 19 Constitution saving throw or be
within 30 feet of the target, excluding the
immediately destroyed.
creature attuned to the weapon, must make a
DC 15 Dexterity saving throw. They take the full Sundering Strikes. When you hit a creature with
amount of force damage on a failed save, or half Sundyr, you chip away at their defenses. Armor
as much of the damage on a successful one. begins to weaken, and nimble fighters begin to
lag. Once per turn when a creature or object is hit
If you draw the weapon and don’t make an
by an attack with Sundyr, their AC is reduced by
attack, the explosion is centered on you.
1. The target’s AC cannot be reduced below 10
Cataclysmic Power. When the bonus damage by this ability. The target’s AC is restored to its
reaches 20d6, the energy released from the normal value after a short rest, either by repairing
weapon becomes an uncontrolled nova. When damaged armor or natural recovery.
drawing the weapon and making an attack, all
Unravel. While holding Sundyr, you can touch
creatures within 100 feet of the target, excluding
it to an unattended object as an action and
the creature attuned to the weapon, must make
destroy or break it. There is no definitive limit to
a DC 17 Dexterity saving throw. They take the
the size of an object that can be unraveled, but
full amount of damage on a failed save, or half as
things such as “the world” or “the country” have
much damage on a successful one.
typically proven to be ineffective. This ability
can’t be used again until after a short rest.

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Disenchant. While holding Sundyr, you can touch
it to an unattended magic object as an action
and disenchant it. The item is destroyed, and an
amount of residuum (see page 138) equal to the
item’s value is left behind. This ability can’t be
used again until the next dawn.
Destroying Sundyr. As an artifact of destruction,
Sundyr was designed to be immune to the power
of gods. Sundyr can only be destroyed by its own
unravel ability. There is only one Sundyr in this
reality, but there may be other versions in other
realities.
Modify. The Unravel ability is a key ability of
the artifact and increasing its number of uses
increases its power.

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The Elemental Regalia
The four elemental planes of fire, water, earth, Erupt. As an action, you can cause lava to erupt
and air each have a powerful ruler that exerts from the ground. Choose a point you can see
complete control over their domain. Each within 60 feet. All creatures within 5 feet of the
elemental ruler has had clashes with the prime point must make a DC 17 Dexterity saving throw,
plane over the eons, and on a few occasions, they taking 4d10 fire damage on a failed save, or half
have been defeated by mortal forces. When this as much damage on a successful one.
happens, their weapons are taken by the victors
until the Elemental Rulers reform and attempt to Destroying the Hammer. The Burning Hammer of
reclaim them. Ignis can only be destroyed by submerging it in
a cryo-volcano on the plane of ice for 100 years,
The Burning Hammer of Ignis melting it down completely.
Weapon (maul), artifact (requires attunement)
This is the signature weapon of the primordial
lord of fire, Ignis. While the hammer only
represents a fraction of Ignis’ power, it is still an
immensely powerful artifact.
Magic Weapon. The Burning Hammer of Ignis is a
magic weapon that grants a +3 bonus to attack
and damage rolls made with it. You also deal an
additional 1d6 fire damage with each attack.
Random Properties. The Burning Hammer of Ignis The Burning
has the following random properties: Hammer of Ignis
• 2 minor beneficial properties
• 1 major beneficial property
• 2 minor detrimental properties
• 1 major detrimental property
Lord of Fire. While attuned to this weapon, you
are immune to all fire damage. You can also
change the damage type of any attack or spell
you cast to fire damage. You can manipulate
nonmagical fire within 60 feet as per the control
flames spell, but there is no limit to the size of the
fire you can affect.
Elemental Servant. As an action, you can
summon a fire elemental next to you. The
elemental is loyal to you and acts on its own
initiative. The elemental lasts for up to 1 hour or
until destroyed. You can’t use this property again
until the next dawn.

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The Frozen Blade of Glacien
Weapon (greatsword), artifact (requires attunement)
This is the signature weapon of the primordial
lord of cold, Glacien. While the sword is only
representative of a fraction of Glacien’s power, it
is still an immensely powerful artifact.
Magic Weapon. The Frozen Blade of Glacien is a
magic weapon that grants a +3 bonus to attack
and damage rolls made with it. You also deal an
extra 1d6 cold damage on each attack.
Random Properties. The Frozen Blade of Glacien
has the following random properties:
• 2 minor beneficial properties
• 1 major beneficial property
• 2 minor detrimental properties
• 1 major detrimental property
Lord of Ice. While attuned to this weapon, you
are immune to all cold damage. You can also
change the damage type of any attack or spell
you cast to cold damage. You can manipulate
water within 60 feet as per the shape water spell,
but you can affect an amount of water up to a
cube with 100 foot sides.
Elemental Servant. As an action, you can
summon a water elemental next to you. The
elemental is loyal to you and acts on its own
initiative. The elemental lasts for up to 1 hour or
until destroyed. You can’t use this property again
until the next dawn.
Ice Storm. As an action you can summon a raging
ice storm. Choose a point you can see within 60
feet. All creatures within 5 feet of the point must The Frozen
make a DC 17 Dexterity saving throw, taking Blade of Glacien
4d10 cold damage on a failed save, or half as
much damage on a successful one.
Destroying the Sword. The Frozen Blade of Glacien
can only be destroyed by submerging it in a
volcano on the elemental plane of fire for 100
years.

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The Quaking Axe of Terram
Weapon (greataxe), artifact (requires
attunement)
This is the signature weapon of the primordial
lord of earth, Terram. While the axe is only
representative of a fraction of Terram’s power, it
contains the might of the Plane of Earth.
Magic Weapon. The Quaking Axe of Terram is a
magic weapon that grants a +3 bonus to attack
and damage rolls made with it. You also deal an
extra 1d6 acid damage on each attack.
Random Properties. The Quaking Axe of Terram
has the following random properties:
• 2 minor beneficial properties
• 1 major beneficial property
• 2 minor detrimental properties
• 1 major detrimental property
Lord of Earth. While attuned to this weapon,
you are immune to all acid damage. You can also The Quaking
change the damage type of any attack or spell Axe of Terram
you cast to acid damage. You can manipulate
earth within 60 feet of you as per the mold earth
spell, but you can affect an area up to a cube with
100-foot sides.
Elemental Servant. As an action, you can
summon an earth elemental next to you. The
elemental is loyal to you and acts on its own
initiative. The elemental lasts for up to 1 hour or
until destroyed. You can’t use this property again
until the next dawn.
Earthen Spike. As an action you can cause pillars
of stone to rise from the ground. Choose a point
you can see within 60 feet. All creatures within
5 feet of the point must make a DC 17 Dexterity
saving throw, taking 4d10 bludgeoning damage
on a failed save, or half as much damage on a
successful one.
Destroying the Axe. The Quaking Axe of Terram
can only be destroyed by a bolt of lightning in the
center of a hurricane on the Plane of Air.

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The Whirling Spear of Tempest
Weapon (glaive), artifact (requires attunement)
This is the signature weapon of the primordial
lord of air, Tempest. While the spear is only
representative of a fraction of Tempest’s, it still
crackles with the power of air and lightning.
Magic Weapon. The Whirling Spear of Tempest is
a magic weapon that grants a +3 bonus to attack
and damage rolls made with it. You also deal an
extra 1d6 lightning damage on each attack.
Random Properties. The Whirling Spear of Tempest
has the following random properties:
• 2 minor beneficial properties
• 1 major beneficial property
• 2 minor detrimental properties
• 1 major detrimental property
Lord of Air. While attuned to this weapon, you
are immune to all lightning damage. You can also
change the damage type of any attack or spell
you cast to lightning damage. You can cast the
control winds spell at will.
Elemental Servant. As an action, you can
summon an air elemental next to you. The
elemental is loyal to you and acts on its own
initiative. The elemental lasts for up to 1 hour or
until destroyed. You can’t use this property again
until the next dawn.
Lightning Strike. As an action you can call down
a bolt of lightning. Choose a point you can see
within 60 feet. All creatures within 5 feet of the
point must make a DC 17 Dexterity saving throw,
taking 4d10 lightning damage on a failed save, or
half as much damage on a successful one.
Destroying the Spear. The Whirling Spear of
Tempest can only be destroyed by dropping it into
a chasm on the Plane of Earth and sealing it for
100 years.
The Whirling
Spear of Tempest

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The Seven Sins of Cadrina
Ammunition, artifact
Cadrina was a ta’ir who made pacts with devils.
She was captured by the Inquisitor, but she was GM Sidebar
brimming with so much fiendish energy that her
The destruction of this artifact is unlikely to
death would release untold horrors upon the
happen, but it does present a moral quandary.
world. The Inquisitor extracted each of her sins,
If you choose to destroy it, you are inflicting
placing them in 7 pieces of ammunition. Their the aspects of the Seven Sins on others. Is it
influence still lingers, manipulating anyone that still worth destroying the artifact?
uses the ammunition.
If the Seven Sins of Cadrina are destroyed,
The ammunition deals an extra 2d8 necrotic at least one person the heroes know should
damage to any target it hits. A creature killed become a host for a sin, so they can see the
by the ammunition explodes in fiendish energy, effects of their actions.
forcing all creatures within 5 feet of it to make
There are no rules for what happens when
a DC 17 Dexterity saving throw, taking 8d8 someone becomes a host for a sin, but
necrotic damage on a failed save, or half as much consider looking at the warlock’s invocations
damage on a successful one. After using one of for inspiration.
these pieces of ammunition, roll a d20. On a 1,
the ammunition is destroyed; otherwise, it can be
recovered. Once all 7 pieces of ammunition have
been destroyed, they reappear somewhere else in
the world.
Once you fire a piece of ammunition, you take
on the worst aspects of one of Cadrina’s sins:
lust, gluttony, greed, sloth, wrath, envy, and
pride. This lasts until you fire another piece of
ammunition, at which point you take on that sin
and feel compelled to act on it. When a piece of
ammunition is destroyed, that sin’s influence is
destroyed.
Destroying the Sins. The Seven Sins of Cadrina
can only be destroyed by finding her remains
and piercing them with all seven pieces of
ammunition. Doing so will destroy the artifact,
but will also release their evil influence into the
world. Seven people in the world will become
hosts for these sins, gaining supernatural powers
and being influenced by the traits of the sin.

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Materials

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Fantasy worlds are filled with rare and unique materials. Magical items are often made with special
materials, but mundane items can also be constructed with these materials.
The materials in this section bestow additional abilities to items made from them. In general, a
magical item does not gain these benefits as their magical effects have taken priority, but you can
allow them to still benefit from the rare material if you wish.
The costs of items made from these materials are a suggestion, you can change the prices as needed
for your game. Crafting complexity, rarity, and other economic factors can drastically change the
price.

Adamantine Astral Ore


Adamantine is a rare metal that is incredibly Astral Ore is a rare metal from crashed
durable and heavy. Adamantine is only found meteorites. It does not naturally form on the
deep underground, and it requires intense heat to planet and is therefore very expensive. There
forge. are only a few places in the empire that can craft
with astral ore.
Most crafters that work with adamantine
are dwarves, as they tend to live close to the Most astral ore sites are ancient, and there are a
underground deposits of adamantine. few legends from the longer-lived civilizations
about fireballs in the sky followed by a
Weapons and armor made from adamantine have cataclysmic explosion.
their cost increased by 500 gp.
Armor made from astral ore costs an additional
Armor. Armor made from adamantine negates 5,000 gp to craft. Weapons made from astral ore
critical hits. Only metal-based medium or heavy cost an additional 3,000 gp.
armor can be adamantine.
Armor. Armor made from astral ore provides a
Weapon. Weapons made with adamantine count +1 bonus to AC when worn.
as magical for the purposes of overcoming
damage resistances and immunities. When you Weapon. Weapons made from astral ore provide
hit an object with an adamantine weapon, the hit a +1 bonus to attack and damage rolls made with
is a critical hit. the weapon.

Aether Weave Elemental Leather


The aether plant is a rare plant with a fibrous There are areas in the world where the barriers
flower that is lighter than air. It can be woven to the elemental planes are weak. Sometimes
into a fabric that creates nearly weightless elemental energies leak out and alter the beasts
clothing. Aether weave clothing costs 100 gp. that live there.
Clothing. Aether weave clothing is nearly Elemental beasts are changed by the elemental
weightless, and constantly billows and waves in planes and can channel these powerful forces.
the wind. While wearing aether weave clothing, Their hide still bears this connection and can be
you have advantage on any checks or saves to used in making armor.
resist the negative effects of a hot environment.
Armor crafted from elemental leather costs an
additional 1,000 gp.

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Armor. Armor made with elemental leather counts as medium armor, and glassteel medium
grants resistance to a specific type of damage, armor counts as light armor for the purposes of
depending on the element the animal was proficiencies.
infused with. Fire, cold, and lightning are
common choices. Only leather, studded leather, Weapon. Weapons made from glassteel weigh
and hide armor can be made with elemental half as much as normal. A weapon with the
leather. Heavy property loses the property, and a weapon
that did not have the Heavy property originally
gains the Light property.

Gravestone
Gravestone is an ore found near places of death.
This ore pulses with a purple glow and is infused
with necrotic energy.
Armor is not made from gravestone, as it tends
to drain the user’s life force. Undead might have
a use for it, but finding an armorer to craft it is a
different story.
Weapons made from gravestone cost an
additional 400 gp, and spell focuses cost 200 gp.
Weapon. Weapons made out of gravestone deal
an additional 1 point of necrotic damage.
Spell Focus. A spell focus created from
gravestone increases the save DC of any spell or
ability that deals necrotic damage by +1.

Infused Gems
Aquamarine, Infused
These blue gemstones are infused with cold
Glassteel energy. Infused aquamarine is found deep
underwater or in wintery locations.
Glassteel is a glass-like substance that can be
smelted like metal. It is as hard as steel but as Adorning a weapon with infused aquamarine
light as a thin sheet of glass. requires at least 200 gp worth of the gems and
can be done after the weapon is constructed.
Glassteel is more common in the desert region of Creating a spell focus out of aquamarine costs
Arun. Instead of being found underground, it is 300 gp.
found on the surface in large sheets, sometimes
referred to as glass fields. Weapon. Weapons adorned with infused
aquamarine gems deal an additional 1 point of
Armor and weapons made from glassteel cost an cold damage.
additional 2,000 gp.
Spell Focus. A spell focus created from infused
Armor. Armor made from glassteel weighs aquamarine increases the save DC of any spell or
half as much as normal. Glassteel heavy armor ability that deals cold damage by +1.

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Jade, Infused Metamorphic Ore
These green gemstones have supernatural This ore is renowned for its malleability. When
powers against undead. Adorning a weapon properly smelted, it keeps its form well, but
with infused jade requires at least 200 gp worth eventually gets bent out of shape. With enough
of the gems and can be done after the weapon time, metamorphic metal can be reshaped into a
is constructed. Creating a spell focus out of jade new form.
costs 300 gp.
Armor and weapons made from metamorphic
Weapon. Weapons adorned with infused jade ore cost an additional 100 gp.
deal an additional 1 point of damage to undead.
Armor. Armor made with metamorphic ore
Spell Focus. A spell focus created from infused can be repaired during a short rest as long as
jade increases the save DC of any spell or ability it wasn’t broken into pieces. Simple tools can
that targets undead by +1. accomplish this task.
Ruby, Infused Weapon. Weapons made from metamorphic
These red gemstones are infused with fire energy. ore can be repaired like armor and can also be
Infused rubies are found near volcanoes and reshaped into a new form during a short rest. The
deep underground. amount of metal used in the weapon determines
the type of shapes it can take. For example, a
Adorning a weapon with infused rubies requires dagger can be shaped into a narrow shortsword,
at least 200 gp worth of the gems and can be done but probably can’t be reshaped into a longsword.
after the weapon is constructed. Creating a spell
focus out of rubies costs 300 gp. Mithril
Weapon. Weapons adorned with infused ruby Mithril is a light and flexible metal with a silvery
gems deal an additional 1 point of fire damage. hue. Elven craftsmen commonly use this metal
Spell Focus. A spell focus created from infused in their weapons, armor, and jewelry. Mithril
ruby increases the save DC of any spell or ability weapons and armor cost an additional 2,000 gp.
that deals fire damage by +1. Armor. Armor made of mithril doesn’t have
Topaz, Infused disadvantage on Dexterity (Stealth) checks or a
Strength requirement, and it can be worn under
These yellow gemstones are infused with clothes comfortably.
electrical energy. Infused topaz is found in desert
regions or near mountains. Weapon. Weapons made of mithril gain the
Finesse property.
Adorning a weapon with infused topaz requires
at least 200 gp worth of the gems and can be done Moon Crystals
after the weapon is constructed. Creating a spell
focus out of topaz costs 300 gp. Moon Crystals are infused with psionic energies
from the moon. They are commonly found on
Weapon. Weapons adorned with infused topaz the moon, but in the empire they can be found
gems deal an additional 1 point of lightning on moon fragments that crashed to the ground.
damage. Areas with dense concentrations of moon
crystals seem to have a higher frequency of
Spell Focus. A spell focus created from infused
moontouched.
topaz increases the save DC of any spell or ability
that deals lightning damage by +1. Armor must be constructed with at least 500
gp of moon crystals to gain its benefits, and a

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weapon constructed from moon crystals costs an
additional 200 gp. Moon crystal spell focuses cost
100 gp. Imbedding Redrock
Armor. Armor made with moon crystals grants Imbedding redrock into a living creature
resistance to psychic damage when worn. is not easy. It requires a DC 15 Wisdom
(Medicine) check to be successful, inflicting
Weapon. Weapons made from moon crystals 1d6 slashing damage to the target either way.
cause additional pain to creatures with psychic Once the redrock is imbedded, it provides
abilities. The weapon deals an additional 1d6 a +1 bonus to an ability score, depending
damage to creatures with telepathy, psionic on where it is placed. Implanting the
powers, or psychic abilities. redrock in the arms may increase Strength,
while placing it on the head may increase
Spellcasting Focus. A spell focus made from Intelligence.
moon crystals increases the save DC of any spell When you gain a level with redrock
or ability that deals psychic damage by +1. implanted in you, you must roll to determine
the amount of hit points you gain at that
Prismatic Leather level. You roll two hit dice instead of one, and
must take the lower value. The implanted
Prismatic animals have hides that shimmer with redrock then grows noticeably larger.
color. Any animal may be born with an excess of
magical energy or might become infused with In general you can only gain the benefits
it during its life. Their hides still possess this from implanted redrock once, but GMs can
feel free to allow additional implants with
lingering energy after death and can be fashioned
the addition of more drawbacks.
into armor.
Removing Redrock. Removing redrock
Armor crafted from prismatic leather costs an becomes harder the longer it has been
additional 500 gp. imbedded. It requires a DC 15 Wisdom
(Medicine) check to remove the redrock, and
Armor. Armor made with prismatic leather
the DC increases by 1 for every level the
grants resistance to force damage when worn. creature gained with the redrock. Removing
the redrock deals 1d6 slashing damage
Redrock for each level gained with the redrock.
Imbedding this redrock again deals this
Redrock is a mysterious ore found in only damage instead of the normal 1d6 slashing
a few locations. Its blood-red appearance is damage, and the redrock continues to grow
intimidating, but when enough of it is used, it from this point, remembering the number of
can enhance a user’s abilities. levels it has been implanted for.

In order to more easily harness the powers of


redrock, people have taken to imbedding it Armor crafted from redrock costs an additional
directly into their bodies. When used in this way, 1,000 gp.
the ore exhibits addictive qualities and seems to Armor. Armor made with a substantial quality
grow larger from the life force of the creature. of redrock grants a +1 bonus to an ability score,
Redrock is only found in a few locations, and chosen when the armor is created.
their mines are run by the Redrock Mercenaries,
a group of sellswords that heavily use redrock.
If they discover a new vein of redrock, they will
secure the location by force.

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Residuum Solarite
Residuum is raw magical energy, usually in Solarite is an ore found atop tall mountains or
powder form. Commonly formed as a byproduct near holy sites. This ore has a golden appearance
of creating magical items and rituals, residuum and glows faintly with an internal light.
can be used to power magical effects.
Solarite is infused with radiant energy. The
Residuum can be used as a substitute for any winged Celestos believe that the ore absorbs
material components. If a material component holy energy by being close to the gods in the sky,
is destroyed as part of a spell, an amount of while the religious believe they may be the blood
residuum of equal value is consumed instead. or tears of gods.
Residuum can also be used in the process of Solarite armor costs an additional 200 gp to craft,
creating magic items and reduces the cost of the and weapons made from it cost an additional 400
item by an amount equal to the residuum’s value. gp. A solarite spell focus costs 200 gp.
Residuum has no set value; its price depends on Armor. Armor made from solarite sheds light like
the quality and power of the residuum. In effect, a candle.
residuum is a convenient, universal replacement
for material components, but still costs the same Weapon. Weapons made from solarite shed light
amount as the originals. like a candle and deal an additional 1 point of
radiant damage.
Shadowsilk Spell Focus. A spell focus created from solarite
increases the save DC of any spell or ability that
The secrets of creating shadowsilk are carefully
deals radiant damage by +1.
guarded. Tailors debate whether it is a naturally
occurring material or if it is magically created.
Shadowsilk is often worn by the creatures that
live deep underground. It is supernaturally
durable, and when woven into clothing it can
provide the same bonuses as armor.
Shadowsilk is always a deep dark color and
seems to draw in light.
Shadowsilk clothing costs 500 gp, assuming you
can find a seller.
Clothing. Clothing woven with shadowsilk
provides the same bonuses as light armor. While
wearing shadowsilk clothing, your AC equals 12
+ your Dexterity modifier.

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New
Equipment

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Boomerang

Fist Claw

Double Sword

Scythe

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New Equipment To mimic a more fantastical approach to
boomerang physics, like Sokka from Avatar:
This chapter introduces several new weapons The Last Airbender, allow the boomerang to
and properties. The statistics for each are listed in return even if it hits the target.
the following table.
To mimic a more realistic approach to
traditional boomerang hunting, remove the
returning property and increase the range to
60/240.

Name Cost Damage Weight Properties


Simple Melee Weapons
Fist/Claw 2 gp 1d4 bludgeoning 1 lb. Light, Finesse, Special
Boomerang 2 sp 1d4 bludgeoning 1 lb. Finesse, Thrown (20/60), Special
Martial Melee Weapons
Double Sword 50 gp 1d6/1d6 slashing 5 lb. Double Attack*, Two-handed
Scythe 10 gp 1d12 slashing 6 lb. Heavy, Two-handed
Martial Ranged Weapons
Pistol/Revolver 400 gp 1d6** 2 lb. Ammunition (60/240), Reload 1
***, Light
Rifle 750 gp 1d8** 10 lb. Ammunition (100/400), Heavy,
reload 2***, Two-handed
Ammunition
Shardgun 5 gp
Ammunition
*Double Attack. When you make an attack with attack roll with a shardgun, and the dice roll is
this weapon, you can use a bonus action to make equal to or lower than the weapon’s Reload score,
an attack with the opposite side. You do not the ammunition loses its magic. The ammunition
add your ability modifier to the damage of this can be replaced with an action.
attack unless it is negative. Attacking with this
weapon counts as two-weapon fighting for the Special Weapons
Two-Weapon Fighting Style. If you have the Dual Boomerang. If you miss a thrown attack with this
Wielder feat, you gain the bonus to AC while weapon, it returns to you at the start of your next
wielding this weapon. turn.
**The damage type depends on the construction Fist or Claw. This category captures any weapon
of the weapon. Force or fire damage are common. that can be used to supplement or enhance
***Reload. The magical core of a shardgun hand-to-hand combat. Fist weapons typically
eventually needs to be replaced. Smaller deal bludgeoning damage and claw weapons
shardguns draw less energy from the crystal typically deal slashing damage, but the damage
than larger ones, but each shot has the potential type ultimately depends on the construction of
to drain the core. Whenever you make a ranged the weapon.

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New Properties 5. Compound. Bows only. You can use your
Strength modifier for attack and damage rolls
Weapon and armor properties can add flair and instead of Dexterity.
function to existing equipment. They can also be
used to distinguish items made from different 6. Concealable. Light weapons only. You have
cultures. For example, in the Moontouched setting advantage on any checks to conceal or hide this
tieflings craft with sharp, hard angles. Their weapon, and creatures have disadvantage on
weapons and armor exemplify this and gain checks to notice it.
minor benefits that non-tiefling items don’t have 7. Fireheart. This weapon deals an additional 1d4
(Serrated and Spiky, for example). fire damage with each attack. Dragonborn smiths
These additional properties can be used as a often incorporate elemental elements into their
substitute for the “masterwork” items of previous weapons.
editions. They are nonmagical by nature but are 8. Keen. When a creature is critically hit by this
expertly crafted and stand above other items of weapon, they take an additional 1d10 damage.
the same type. This is a common property in Orcish weapons.
The properties from the New Equipment section 9. Lighter Build. This weapon has a +1 bonus to
are not listed below. attack rolls. This is a common property in Elvish
An item should have no more than one of the weapons.
following additional properties. It may be 10. Locked. This weapon locks into place, usually
possible to find items with more than one, but with an accompanying glove. This weapon
this should be rare and expensive, as it makes the cannot be disarmed or dropped in combat.
item very powerful.
11. Lucky Charm. Once per short rest, you
Master crafters may know the secrets of creating can reroll the damage dice of an attack with a
items with one of these properties. Creating an weapon carrying this charm. Halfings often make
item with one of these properties can increase these charms.
the cost of an item by anywhere between 100 and
1,000 gp. 12. Poisoned. This weapon has a hidden
compartment that can store a dose of poison. As
Weapon Properties a bonus action, you can coat the blade with the
poison.
1. Adamantine Infused. This weapon counts
as magical for resistances or immunities to 13. Serrated. When you miss with an attack, you
nonmagical weapons. Dwarves often imbue their can use your reaction to deal slashing damage
weapons with adamantine fragments. equal to your Strength or Dexterity modifier to
the target of the attack. Tiefling weapons are
2. Balanced. Anyone using this weapon is often made with this property.
considered proficient with it.
14. Sharpened/Weighted. This weapon has a +1
3. Barbed. Ammunition only. When a creature bonus to damage rolls.
is hit by this ammunition, it sticks in their body.
Removing the ammunition from their body deals 15. Sighted. Bows, crossbows, or shardguns only.
damage equal to the weapon’s damage die. You do not have disadvantage for making attacks
at long range with this weapon.
4. Chained. Throwing weapons only. When you
throw this weapon, you can yank on the chain 16. Telescoping. This weapon gains the Reach
and return it to your hand as a bonus action. property, but its weapon damage die is reduced
by one size (1d10 to 1d8, 1d6 to 1d4, etc.).

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17. Trick Shot. Ammunition only. When making inhaled poisons and allows you to breathe
ranged attacks using this ammunition, you underwater.
ignore the penalty for half cover.
7. Frightening. This armor is adorned with
18. Variable. This weapon is two different frightening items or decoration. While wearing
weapons combined into one, such as a sword and this armor, you have advantage on Charisma
axe or a dagger and bow. Either weapon can be (Intimidate) checks, but you are easily
used without needing to switch weapons. This recognizable.
property is often seen in Gnomish weapons.
8. Heat Resistant. While wearing this armor,
19. Vicious. When you roll the lowest number if you take any fire damage, roll a d4. The fire
on the damage die of the attack roll with this damage taken is reduced by the result. This
weapon, you can reroll it. You can only reroll dice reduction applies before resistances.
once per attack.
9. Lucky. Once per long rest, when you are struck
20. Masterwork. This weapon has a +1 bonus to by a critical hit, you can make a DC 15 Dexterity
attack and damage rolls. saving throw. On a successful save, the critical hit
becomes a normal hit.
Armor Properties 10. Padded. While wearing this armor, you can
1. Arcane Resistant. This armor is made to resist ignore the disadvantage on Stealth checks from
spells from one of the schools of magic. While armor. If the armor doesn’t have disadvantage on
wearing this armor, you gain advantage on Stealth checks, you gain proficiency with Stealth
saving throws against spells from one school of checks while wearing the armor.
magic.
11. Polished. While wearing this gleaming armor,
2. Camouflage. This armor was created to blend you have advantage on Charisma (Diplomacy)
in with a specific environment. While wearing checks, but have disadvantage on Dexterity
this armor, you have advantage on Dexterity (Stealth) checks.
(Stealth) checks in the armor’s environment if
12. Quick Assemble. This armor can be put
you remain motionless.
together and worn quickly. It only takes an action
3. Clawed. The armor has built in fist weapons. to don this armor.
While wearing this armor, you can make
13. Reinforced. This armor is made to resist a
unarmed attacks that deal 1d4 piercing damage.
specific form of damage, either bludgeoning,
You are considered proficient with these attacks.
piercing, or slashing. While wearing this armor,
4. Concealed. Light or medium armor only. This you reduce damage taken of that same type by 1.
armor can be concealed under clothing. Creatures
14. Shiny. Shield only. While wearing this shield
have disadvantage on checks to notice your
you can attempt to blind a creature as an action.
armor.
The target must succeed on a DC 13 Dexterity
5. Durable. This armor is heavily reinforced and saving throw or be blinded until the end of your
is designed to absorb the damage from some next turn. This ability does not work if you are in
attacks. The first time you take bludgeoning, darkness.
piercing, or slashing damage while wearing this
15. Sleek. While wearing this armor, you have
armor, reduce the damage taken by 2 for light
advantage on checks made while swimming or in
armor, 4 for medium armor, and 6 for heavy
water.
armor. The armor then loses this property until it
is repaired, typically during a short or long rest. 16. Slick. While wearing this armor, you have
advantage on checks to escape grapples.
6. Filtered. This armor grants immunity to

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17. Spiky. While wearing this armor, if you are 19. Tower Shield. Shield only. As a reaction you
struck with an unarmed strike or a melee attack can grant disadvantage on an attack against an
within 5 feet that does not involve a weapon, the ally that is within 5 feet of you.
attacker takes 1 piercing damage.
20. Masterwork. This armor has a +1 bonus to
18. Sturdy. While wearing this armor, you have AC.
advantage on checks to resist being moved or
knocked prone.

Shardguns
Shardguns are magitech devices capable of firing
Modifying Shardguns
concentrated bolts or bullets of arcane energy. The rules for shardguns in the Archive of
Each shardgun is designed to fire a specific kind Magic Items are designed to allow firearms
of energy, such as force, fire, or lightning. to be used in place of traditional bows and
crossbows with little change.
Shardguns are similar to staves or wands and
utilize some of the same construction techniques. This is our unique interpretation of firearms
for our setting, and we see it as a safe middle
However, shardguns are designed for simplicity.
ground. We don’t want to design shardguns
No prior knowledge of magic is required to use
as explicitly superior to other options, or to
one of these devices, although accurately aiming drastically change how the game works. The
them requires a basic amount of coordination. goal is to have the choice between a bow and
The drawback of this simplicity is that they a firearm be mostly flavor.
don’t have the versatility or potential power of
traditional magical implements. Shardguns do not have the Loading property
like crossbows, but instead have a special
Most shardguns require a special type of Reload property. This property abstracts the
ammunition to function: magical crystals. These need to count each shot fired, but also adds
crystals are infused with raw arcane energy, an amount of randomness. You can also use
and each eventually expires with use. When a the Reload property as a misfire drawback, so
instead of needing to be reloaded, it needs to
crystal’s energy is expended, it must be replaced.
be fixed or repaired.
Different types of shardguns use different
Every setting and every player is going to
types and sizes of crystals. Some crystals can have their own interpretation of how firearms
even confer special bonuses to the gun, such as should work, particularly if using traditional
overriding the normal type of damage it deals. gunpowder mechanics. Feel free to tweak the
stats of shardguns to fit in your game, or use
another set of rules for firearms. The Dungeon
Master’s Guide has additional rules for using
firearms.

Shardgun Pistols

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The History of Shardguns Magitech
The ancient civilization of the Maji was the Magitech is the name given to items that blend
birthplace of the original shardguns. Shardguns magic and technology together. The ancient
were widely used during that time and replaced civilization of the Maji were the original
other forms of ranged weaponry. When the Maji inventors of magitech. They used their creations
civilization declined, their technology fell into to achieve incredible feats, eventually creating
ruin and faded from history. sentient machines called golems.
Recently, The Machinist has found a way to A calamity brought about by their own actions
reverse-engineer these ancient Maji weapons. struck the Maji ages ago. Weakened by the
Production has begun on a new generation of calamity, they were unable to defend themselves
shardguns, and they’ve begun to find their way from the growing Empire. The God King
into the world. Shardguns are most popular in launched a crusade and put an end to the Maji.
the Dustlands, the region closest to the city of the
Machinist. Dwarven gunslingers are a common Fragments of the Maji civilization still stand and
sight in the Dustlands, traveling with revolvers at many of their magitech devices have survived the
their side and rifles on their back. centuries since their downfall. Intelligent golems
are the most visible relic, trying to find their place
in a world of organics.
The Machinist has recently begun excavating and
Conventional Firearms collecting magitech from across the empire. She
You can use firearms with gunpowder if you believes in the utility and power behind this old
so wish. The Dungeons Masters Guide has rules technology and has a team of artificers working
on how to use these items if you wish for a to reverse-engineer it.
more realistic approach, or you can use the
same rules as presented here, but reflavored
to use gunpowder and bullets.
Gunslinger
If you’re interested in playing a gunslinger, you
can check out Matthew Mercer’s Gunslinger
archetype online for information. You can either
use the shardguns from the Archive of Magic Items,
or you can use the traditional firearms included
in the gunslinger class.
http://www.dmsguild.com/product/170778/
Gunslinger-Martial-Archetype-for-Fighters

Shardgun Rifle

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Additional
Rules

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New Rules Quick Drink Potions
This chapter includes some optional rules you Potions normally require an action to use in
can add into your game. These rules can modify combat. If you want the players to be able to
the way your game is run, hopefully in a way chug a potion and get back to the action quickly,
that adds more enjoyment to the table. Some of consider the following rule changes:
these rules listed below are general changes to
the standard mechanics of the game, and some Consuming a potion on your person requires
cover specific situations. an action or bonus action. Feeding a potion to
another creature, especially an unconscious or
Enjoy, and be sure to use any other house rules helpless one, requires an action.
that make your games more fun!
Spontaneous Events
Attunement by Not every magic item is forged. Certain events
Non-Spellcasters are so rare, special, or magical that they can
turn normal items into magical items or bestow
The base rules for 5e generally limit the
special powers on the person that wields it. A
attunement of wands and staffs to spellcasters. In
normal sword that slew an ancient dragon could
this book, we wanted to provide an opportunity
become a magical dragon-slaying sword.
for non-spellcasters to attune to these items.
Here are some events that can create magical
If you attune to an item that would utilize
items or magical enchantments on creatures.
a spellcasting save DC and you don’t have
one, your spellcasting DC is equal to 8 + your Cheating Death
proficiency modifier. If a spell requires a spell
attack roll and you don’t have one, your bonus is For an adventurer, death can happen suddenly.
your proficiency modifier. Sometimes a hero of strong will can bring
themselves back to life while hovering on death’s
Cinematic Attunement door. When a dying creature with two failed
death saving throws roll a natural 20 on their
Attunement is a good way of keeping players death saving throw, their armor might become a
from collecting and using a giant pile of magic Death’s Gambit armor (see page 5).
items. However, the powers and abilities of most
magic items require attunement to utilize. Death Touched

When engaged in a cinematic fight against a foe Powerful magic allows a departed soul to be
using a magic item, a common scene is to turn returned to life. The journey is not always easy,
their weapon against them. Technically, if the and the experience sometimes changes the soul.
item requires attunement, you wouldn’t be able When a character is resurrected or reincarnated,
to use any of its additional abilities. they might become death touched. A creature
With cinematic attunement, you can spend that is death touched can catch glimpses of a
Inspiration to gain the attunement benefits of a creature’s soul and determine the strength of it. A
magical item for a scene (or about 5 minutes). creature that is death touched can tell if a living
Afterwards, you need to attune as normal. creature they can see is healthy (at or close to
their hit point maximum), injured (close to half of
This rule is for specific scenes and should not be their hit point maximum), or fading (close to 0 hit
used as a way of getting around the three attuned points).
items limitation.

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Elemental Heart Singularity
When a weapon is used to kill a legendary or When a weapon is used to kill a void dragon, the
powerful dragon, the elemental essence that beast collapses into the weapon, turning it into
makes up the dragon can infuse the weapon. a singularity. It becomes an aspect of the Void, a
When this happens, the weapon becomes magical constant hole in reality.
and deals an additional 1d6 damage of the
dragon’s type. The weapon becomes magical and gains a +1 to
+3 bonus to attacks and damage. In addition, the
Elemental Resistance damage the weapon does is untyped. There are
no resistances or immunities to this weapon.
If a creature survives for a long enough time
in a hostile environment, their armor bears the Slayer
legacy of their endurance. A piece of armor or
clothing the creature wore becomes magical and When a weapon kills enough creatures of a
gains resistance to a type of damage related to certain type (giants, dragons, fiends, etc.), or kills
the environment (cold for a blizzard, fire for a a legendary creature of that type, the weapon
volcano, etc.). The new magical item requires becomes a slaying weapon. The weapon becomes
attunement. magical and gains a +1 bonus to attack and
damage rolls. In addition, it deals an additional
Fiend Sense 3d6 damage against a specific type of creature.
When battling a powerful fiend, a hero can be Venomous Fountain
infected with some of the creature’s infernal
blood. If this happens, they gain the ability to Certain creatures possess dangerous venom.
sense the location and presence of any fiends When a legendary creature that possesses such
within 30 feet of them. venom is killed, a weapon might absorb some
of the poison. If the weapon is coated with or
Last Stand submerged in the venom, it becomes magical
and gains a +1 bonus to attack and damage rolls.
A heroic sacrifice is an important moment. Additionally, it can coat itself with the poison as
Occasionally, if the sacrifice is great enough, a free action, inflicting the poison with the next
an item on the martyr’s person might become hit made with the weapon. The weapon can’t be
magical as a testament to their sacrifice. The used in this way again until the next dawn.
magical enchantment depends on the unique
circumstances of the sacrifice. For example, a
piece of jewelry becomes enchanted, granting a
+1 bonus to AC to the creature wearing it if they
are outnumbered in a fight.
Shiny Armor
Some people are very particular about their
appearance. They are always clean and
presentable and take great strides to maintain
their appearance. When a piece of metal armor
has been kept impeccably clean for long enough,
even in dirty conditions, it might become
magically shiny. The armor does not rust or hold
dirt. It is always magically clean.

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The World
the Moontouched
of

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In the Moontouched setting, the moon radiates a
strange energy that influences the world beneath The elves did not have access to divine magic
it. Some creatures gain supernatural powers from on Fey. Elves that have taken to religious
this energy and are known as Moontouched. beliefs are beginning to use this new divine
magic, and their bodies are already beginning
The People to show signs of absorbing this divine power.
There are rumors of elf-like creatures with
Orcs glowing gold eyes and halos or wings of
radiant light.
Honorable and unyielding, orcs are seen as
reliable allies with unparalleled fighting skill.
Strength and honor are their core tenets, and it’s
no surprise that the current Justicar is an orc. Draken
The Fey The draken are dragon-like humanoids that live
The wild lands of the Fey are not a separate plane on the volcanic island of Io. They once conquered
of existence--they are an entirely different planet. most of the known world, forming the Dragon
Or they were, before the planet was destroyed. Empire, which ruled in ancient history. They
Now the shattered shell of the dead planet were eventually pushed back to their island, cut
floats around its exposed core, and most of the off from the greater world by a massive volcanic
inhabitants of the planet have either died or fled eruption that destroyed the land bridge off of Io.
to the Empire. The Dragon Queen has not forgot the glory of the
old Dragon Empire and seeks to restore it.
The elves are the most populous survivors
of Fey. Their bodies absorb ambient magical Halflings
energy, growing natural magical markings like Perennial nomads, halflings travel the world in
tattoos throughout their long lifetimes. Over small groups. Because of their nomadic culture,
time this has created elves with vastly different they are often found around coastal towns, taking
appearances and abilities. Wood elves are imbued ships to whatever port strikes their fancy. They
with primal magic and have a wild look and make surprisingly effective pirates, and many
appearance. High elves are imbued with arcane trade ships have been lost to a halfling pirate
magic, their bodies unnaturally tall and thin, and ship.
glow with raw magical energy. And then there
are the ta’ir… Dwarves

Ta’ir Dwarves had little dealings with the outside


world for most of the Empire’s history. They
Before the destruction of Fey, the elves had would make alliances as necessary and helped
explored other planets. The trips were long, and overthrow the Dragon Empire, but they always
the elves discovered that the space between stars retreated back their mountain homes.
is filled with the Void. The elves could do nothing
as their bodies slowly absorbed this void energy, The Machinist changed all of that. Now the
altering their bodies over generations. The ta’ir dwarves are known for cutting-edge technology
now barely resemble their ancestral elves and and deadly gunslingers. They’ve begun
have a more infernal appearance. Their skin tones interacting with the world more, exploring for
are darker hues of purple, black, pink, and blue, hidden caches of ancient magitech technology or
and eldritch tattoos grow upon their body. selling new devices around the Empire.

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Humans The Moontouched
The Dragon Empire failed because it did not The moontouched are not a civilization by
take advantage of the diversity and strength themselves, but are rather individuals who were
of the humans and other civilizations that they altered by the moon’s influence. They exhibit
conquered. The current Empire knows this, and unique, supernatural abilities that are not magical
it embraces (for the most part) its people. From in nature. Because of these powers, they are often
the cold Vaelkyr to the desert dwelling Arunians, feared and persecuted.
they have all helped shape the Empire.
Lycans
Although there are many beast-like civilizations
around the world, the lycans are the most well-
known. They dwell in the deepest forests and
jungles where few have traveled. The Empire
knows little of their history, and ancient ruins
built by the lycans when the world was young
can still be found. The great pyramid of Arun
was inspired by the ancient ziggurats of the
lycans. Lycans live across the Empire.
The Maji
The Maji were an ancient civilization from the
early Empire. They created devices of incredible
power, reshaping the world as they saw fit. Their
civilization eventually fell, and many of their
technologies were destroyed or outlawed.
The legacy of the Maji continues in the form
of magitech, their unique blend of magic and
technology. Illegal in the Empire for ages, the
Machinist has begun to produce new magitech
for the first time since the collapse of the Maji
civilization.
Golems
Golems are sentient constructs originally built
during the era of the Maji civilization. They
were built for a variety of purposes, from war
to manual labor, but most unwillingly entered
a standby mode when the Maji civilization was
destroyed. For unknown reasons, many are
starting to awaken now, and they seek to find
their place in a world that has all but forgotten
their existence.

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The Setting Rivalries. The Goblin King dislikes the
Alchemist, as many of his potions use monster
The world has been shaped by powerful parts as ingredients. The Beastmaster is uneasy
individuals, some moontouched, some not. with some of the Alchemist’s more unnatural
There are currently 13 individuals who represent creations.
powerful factions or organizations. Their
influence spreads far, and you are guaranteed to Home. When not attending to the emperor, the
interact with their allies and enemies. Alchemist is found at the Academy, the premier
magical university.
Each of the following sections contains a brief
summary of the person, as well as potential The Good. The Alchemist has improved the lives
secrets that might exist about them. In general, of many through his potions and rituals.
there are some good and bad aspects of each The Bad. You have to be rich to afford many of
entity, and their role, history, and goals can the Alchemist’s creations, and they’re not always
change depending on your current campaign. carefully tested. The Alchemist has direct access
to the Child Emperor and can easily influence
The Alchemist him.
Alchemists and arcanists knew of the Alchemist,
but he became a household name in the Empire The Baroness of Blood
when he saved the Child Emperor from a The Baroness of Blood is the leader of all elves.
deadly illness. He supplanted the previous As a Ta’ir, she has been on the world for a long
royal archmage and now leads the Academy, the time and was possibly one of the first explorers
Empire’s legendary magical university. from Fey. When the rest of the fey fled their
The Alchemist continues to aid the Child world, she set up communications with each
Emperor, keeping the illness that threatens to kill group and established herself as the guide to
him at bay. When not attending to the emperor, their new home.
he manages the Academy and keeps an eye out The elves and ta’ir look to the Baroness of Blood
for unregulated magic. as a leader and trust her to act in their best
• Secret. Some say the Alchemist keeps the Child interests. She manages the relationships between
Emperor sick so that he can keep his position of the different groups of fey and the Empire and
power. has established safe homes for them.

• Secret. Some say the alchemist has lived for • Secret. Some say the Baroness has all of the
hundreds of years, using potions to stay young powers of a devil and is able to make binding
and extend his lifespan. pacts.

• Secret. Some say the Alchemist is trying to • Secret. Some say the Baroness is one of the
create a true potion of immortality. He has original Ta’ir that was stuck on this planet and
created temporary ones, but none that are made pacts with devils to save her people. If
permanent…so far. true, what does she owe in return?

Allegiances. The Alchemist has close ties to the • Secret. Some say the Baroness has a powerful
Child Emperor and the Spy. He is intrigued by devil under her control, or she defeated one and
the Machinist and her magitech creations. absorbed its power.
Allegiances. The Baroness does a good job of
managing relationships with the Empire. She gets
along with the Masked Cult and the Beastmaster.

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Rivalries. The dwarves of the Machinist blame Rivalries. The Beastmaster blames the Machinist
the elves for creating the Dustlands. The for the catastrophe that created the Dustlands.
Inquisitor is a constant thorn in her side, and she The Goblin King is encroaching on the
has an ancient grudge with the Dragon Queen. Beastmaster’s lands.
Home. Skybreach Citadel, a flying castle from Fey Home. The untamed lands of the Empire, but
that acted as a transport for refugees from their lately focused on the Breach and containing the
dying world. Blight.
The Good. The Baroness of Blood keeps all of the The Good. The Beastmaster is holding back
fey in check and keeps peace with the Empire. the Blight and is a source of primal magic and
knowledge of nature.
The Bad. The Baroness is ambitious and has gone
to war with the Empire before. Also, infernal The Bad. The Beastmaster dislikes civilization
magic is usually bad. and “weak” city folk and has a tense relationship
with the Empire. If the Beastmaster falls, the
The Beastmaster Blight could consume the Empire.

The Beastmaster is the champion of nature and The Child Emperor


master of primal magic. When the elves from Fey
came to the Empire, he trained them on how to The Child Emperor took the throne after his
use their magic in a way that did not harm the mother, the Warrior Empress, unexpectedly died.
planet’s ecosystem. Young and idealistic, the Child Emperor grew up
with tales of heroes and is a frequent patron of
The Beastmaster pushes against anyone that adventurers. He wants to grow up to be just like
seeks to expand into pristine nature. His forests his mother, which can be good or bad depending
are completely off limits to urbanization, and on how you view her.
he has scrapped with the Empire multiple times
because of it. This insubordination is tolerated The Child Emperor loves war games and
only because the Beastmaster and his forces are strategy and is a surprisingly adept tactician.
the ones fighting the Blight. However, due to his age and chronic illness, he is
surrounded by advisors who want to manipulate
• Secret. Some say that the Beastmaster can see him.
through the eyes of any animal in the Empire
and can command them at any distance. • Secret. Some say the Child Emperor is
moontouched. If true, what would the
• Secret. Some say the Beastmaster can transform Inquisitor do if he found out?
into animals that no one has seen before,
including animals from legend. • Secret. Some say the Child Emperor isn’t the
rightful heir to the throne. There are rumors of
• Secret. Some say the Beastmaster has already a rebellion brewing from someone who claims
been corrupted by the Blight and may not even to be the true heir.
realize it.
Allegiances. The Spy keeps the Empire safe and
Allegiances. The Beastmaster had problems with the Alchemist keeps the Child Emperor healthy.
the elves and Baroness of Blood when they were The Emperor thinks the Justicar is really cool.
new to the Empire, but now works with them to
avoid harming the planet. The Alchemist tries to Rivalries. The Child Emperor has at least as
keep the Beastmaster happy, since many of his many enemies as allies, although not all of them
ingredients are found in the forests claimed by are obvious. The Dragon Queen is his greatest
the Beastmaster. enemy and is in open war against the Empire.
The Baroness of Blood and Undead Pharaoh all

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have interest in the throne but haven’t made any Conduit one thing and the current one another,
overt moves yet. or were they different voices?
Home. Bastion is the capital of the Empire. • Secret. Because divine power wanes without
Known as the City of Heroes, it is filled with a Conduit, are divine casters drawing energy
coliseums and arenas. Gladiators and heroes are directly from the Conduit? Or does the
celebrities and have legions of loyal fans. Conduit’s presence somehow make it easier
than normal?
The Good. The Child Emperor keeps the Empire
together and wants peace. He can approach • Secret. There are rumors that the Conduit
problems from a unique perspective. secretly wishes to free the Empire’s hold on her
people. Is she trying to get allies for her cause?
The Bad. The Child Emperor is prone to quickly
changing his mind and is easily swayed by Allegiances. The Justicar is a personal friend of
the influence of advisors. There are also all the the Conduit, and they both wish to help others.
problems that go along with having an emperor She is supportive of the Goblin King, at least
as a leader. Either way, if the Child Emperor dies, with the goal of peacefully integrating sentient
there is no one to take the throne, and a civil war monsters into society. Depending on the goals of
is guaranteed. the Masked Cult, she aids them with protecting
the moontouched.
The Conduit Rivalries. The Conduit dislikes the Empire as
Without the Conduit, there is no divine magic. a whole, and therefore the Child Emperor. Her
people were recently absorbed by the Empire,
The Conduit naturally channels energy and she has a lot of lingering resentment.
from somewhere that can be used by divine
spellcasters. Because of this, the assumption is The Conduit hates the Inquisitor and all he
that the Conduit channels energy from the gods, stands for.
but there is no actual proof of that.
Home. Frosepit, a cold city carved into a glacier.
There is only ever one Conduit at a time,
The Good. The Conduit and her people want to
and they always hold an incredible amount
help everyone in need.
of influence, especially among the religious.
However, the Conduit is not necessarily a The Bad. This includes potential monsters and
religious person, since each Conduit seems to be dangerous creatures that take advantage of her
born at random. good graces. Although most people only make
that mistake once.
The current Conduit is a little more… outspoken
than previous Conduits. She focuses on self- If the Conduit dies, divine magic either
empowerment and has been critical of the disappears or is hampered. Additionally, if she
Empire. She is headstrong and likes to face decides to rebel against the Empire, few will
her problems directly, overcoming them with want to fight against her.
overwhelming power. According to the Conduit,
it is not just enough to help those in need; you The Dragon Queen
need to make sure they have the means to help
themselves in the future. The Dragon Queen is the enemy of the Empire
and ruler of all dragons.
• Secret. The Conduit claims to speak for the
voice behind her divine connection, but whose The Dragon Queen has unified the draken
voice is it? Is the voice different between clans under her banner and seeks to reclaim the
Conduits? Did the voice tell the Crusading mainland from the Empire. This is no easy task,
since the land bridge between Io and the Empire

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was destroyed centuries ago. But with an air The Bad. The Dragon Queen isn’t known for
force of dragons and wyverns at her command, being nice to non-draconic creatures. The fall of
the Dragon Queen can’t be ignored. the Empire would be disastrous for the world.
Ages ago, the Dragon Empire stretched across the
world, including the mainland. After the draken
The Goblin King
were weakened in a lengthy war with the ta’ir, The Goblin King, also known as the King of
the upstart humans were able to overthrow their Monsters, grants protection to any monster or
draken masters and create their own Empire. monstrous creature that swears loyalty to him.
The Dragon Queen remembers the glory of their
old Empire and seeks to restore it. That means The Goblin King made his presence known
burning down the current Empire. when, out of nowhere, he invaded a castle
with an army of goblins. In less than a day the
• Secret. Some say the Dragon Queen is an castle was captured, and he successfully held
ancient dragon that can change its shape, and off all attacks from the Empire to reclaim it. The
only appears like a draken to lead them. Goblin King claims that all he wanted was to be
granted legal recognition from the Empire for his
• Secret. Some say that the Dragon Queen has
kingdom and people. The Empire decided that it
been attempting to breed new types of dragons.
was easier to grant his request and keep an eye
What types of powers would these dragons
on him than to continue fighting.
have?
In the years since his entry into the Empire, the
• Secret. Some say the Dragon Queen has
Goblin King has rapidly expanded his castle and
found a deposit of previously undiscovered
fortified his kingdom. Monsters flock to him for
ore, theorized to be from another planet. It
protection, although they must abide by his rules
possesses incredible properties and could make
to gain his protection.
her army unstoppable.
• Secret. Hobgoblins and bugbears are known
Allegiances. The Dragon Queen is paying the
evolutions of goblins, but some say that there
Machinist handsomely for new equipment and
is an evolution even higher than them, and
technology, including the navy that she has used
the Goblin King has control of one. It would
to invade the mainland. She and the Goblin
explain why goblins obey him.
King disagree on who has the claim on dragons,
but she’s currently winning that argument. She • Secret. Some say the Goblin King IS the final
would consider an alliance with anyone who stage of goblin evolution!
wants to destroy the Empire.
• Secret. The Goblin King has openly stated that
Rivalries. The Spy is the Dragon Queen’s greatest he has no desire for war, but some say he has
enemy. Her agents are everywhere and are been talking with the Undead Pharaoh, who
constantly thwarting her plans. She also harbors has made no such commitments to peace.
a grudge against the Baroness of Blood for their
ancient conflict. Allegiances. The Goblin King has little support
from the other leaders, but the myriad of
Home. The Dragon Queen calls the volcanic monsters in the Empire heed his call. The
island of Io her home. Io hosts two active Conduit supports him with peaceful integration
volcanos, making the area hot and inhospitable to into society. He is working with the Undead
outsiders. Pharaoh on something.
The Good. The Dragon Queen protects dragons Rivalries. The Alchemist collects rare ingredients
from extinction. War is always a good source of from monsters, which the Goblin King has
profit for arms dealers and smugglers. problems with. He has a friendly rivalry with

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the Dragon Queen over dragons. The Justicar’s • Secret. Some say the Inquisitor uses forbidden
forces have been known to attack monsters flying technology and magic to do his job. That would
the Goblin King’s banner, which is a breach of make him a hypocrite, but also very dangerous.
protocol.
Allegiances. No one really likes the Inquisitor
Home. The Goblin King rules from Greenspear personally, but he does work on the behalf of the
Castle and the surrounding Warrens. The castle Empire. His job often aligns with the Justicar, and
is enormous and well-fortified, and the surprise they sometimes work together. He is indifferent
attack from the Goblin King left everything toward the Goblin King.
mostly intact.
Rivalries. The Inquisitor is perhaps the most
The Warrens are a series of tunnels and trenches dangerous enemy of the Masked Cult. He is
surrounding the castle that have been carved by always interfering with the Baroness of Blood,
the goblins. and he has a hard time getting over the fact that
necromancy is now legal in the Empire due to
The Good. If any of the PCs are considered the Undead Pharaoh. He swears the Alchemist is
monsters, the Goblin King’s presence keeps them engaged in black magic, but he doesn’t have any
as safe as possible in the Empire. He seems to be evidence. He thinks nearly everyone is involved
strengthening the Empire by adding monsters to in some sort of evil cult.
its ranks.
Home. The Echoes of Truth is a former Maji
The Bad. The Goblin King could be rallying city, repurposed by the Inquisitor as his base of
monsters to him in order to launch another operations.
surprise attack against the Empire. The Goblin
King’s past is a complete mystery, so his true The Good. The Inquisitor purges evil and
motives are unknown. dangerous forces from the Empire.

The Inquisitor The Bad. His interpretation of “evil” is very


broad.
The role of the Inquisitor was created by the
Crusading Emperor long ago. The Inquisitor’s The Justicar
job is to hunt down and eliminate forbidden,
dangerous things that could threaten the Empire. The Justicar is the leader of a group of elite,
questing warriors. Each justicar undergoes
The Inquisitor is a zealot and approaches his job special training to harness their soul as both
without mercy. Everyone is happy when his gaze armor and weapons.
is focused on destroying moon monsters, but his
agents also seek out users of blood magic and Justicars seek to eradicate evil from the world
infernal magic. and make it a safer place. Justicars tend to work
alone, wandering the empire looking for people
The Inquisitor sees moontouched as tainted by to help. Every few years, a justicar returns to the
the moon’s influence and hunts them down like Citadel to strengthen their vows and powers.
monsters.
• Secret. Some say that whatever gives the
• Secret. The Inquisitor says he works on the justicars their power is either sentient or evil.
behalf of the gods, but some say he pursues his Or both.
own goals. Either way, he’s getting guidance
from someone or something. • Secret. Some say that when you take the oaths
of a justicar, you give your life to the cause. This
• Secret. The Inquisitor has some sort of power extends into the afterlife as well, and your spirit
that allows him to fight terrible foes without will be bound inside the Citadel. Why? No one
dying, and it doesn’t come from the Conduit. is telling.

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• Secret. Only the highest-ranking members are • Secret. Some say that the Machinist herself
allowed inside the depths of the Citadel. caused the catastrophe that created the
Dustlands. She blamed the elves to protect
Allegiances. The Justicar fights for the Empire herself and instigate a war.
and is a strong ally of the Child Emperor and
Spy. There is some mistrust with the Alchemist, • Secret. Some say the Machinist is a descendant
but they have been able to overcome it and work of the Maji, with her family somehow surviving
together. the genocide. If true, she would be trying to
restore her people’s legacy.
Rivalries. Anyone who perpetuates evil is an
enemy of the Justicar. She has been fighting with • Secret. Some say the Machinist has begun
the Goblin King, as there are many creatures tinkering with her own body, replacing injured
that committed evil acts that now hide behind or destroyed limbs with machines.
his safety. The Justicar is uncomfortable with
the Inquisitor, as he seems like a dark version of Allegiances. The Machinist is currently selling
herself and her justicars. equipment and devices to the Dragon Queen and
intends to continue doing so as long as she keeps
Home. The Citadel is the base of operations for getting paid. She has a working relationship with
the Justicar. Those who wish to become justicars the Alchemist, sending work to him that is more
train here, and eventually undergo the secret rites arcane in nature and receiving work from him
to become a full justicar. that is technological.
The Good. The Justicar protects the weak and Rivalries. The Machinist and the Baroness of
oppressed, especially those that would be Blood harbor a grudge over the Dustlands. The
overlooked by the Empire. Beastmaster is concerned over the environmental
impact of the Machinist’s productions. The
The Bad. Justicars operate alone, with little Inquisitor would like to punish the Machinist
oversight, and are very powerful. Individual for using magitech, since it is still technically
justicars are prone to abusing their power and banned, but he has bigger problems to deal with.
acting recklessly. If the Justicar ever rallied all of
her forces to attack a single foe, victory would be Home. The Pike is the home of the Machinist.
certain. This hollowed out mountain sits in the middle
of the Dustlands, a barren landscape where
The Machinist little grows. The Pike is filled with magitech and
features electricity, heating, air conditioning,
The Machinist is uncovering the secrets of the automatic mining tracks, and more.
Maji, while making a pretty penny at the same
time. The Good. The Machinist is trying to replicate
technology from one of the greatest ages of the
The Machinist is the face of innovation and world.
technology in the Empire. By reverse-engineering
old magitech, she has created shardguns and The Bad. Her devices are not always safe or
numerous technological advances for the good environmentally friendly. After all, the Maji
of the Empire. Which are then sold to the highest collapsed from a self-inflicted catastrophe, or
bidder, of course. so the legends go. She also has no compulsions
about who she sells to, which could cause
The Machinist is all about progress and change problems for the Empire.
and hates restrictions. She puts her inventions
into circulation, even if they’re dangerous.

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The Masked Cult Home. As a worldwide cult, they have no official
home. However, some astronomers have seen
The Masked Cult is a mysterious organization strange structures popping up on the moon.
with agents everywhere. Their name refers not
just to the masks that the members wear, but also The Good. The Masked Cult wants to unify the
to their true motives, which are hidden. world and is a safe haven for moontouched.

The identity of the leader of the Masked Cult is The Bad. Their way to unify the world sounds
unknown, but they claim that their goal is total very similar to destroying it. If the Elder God
harmony. In order to bring everyone together, trapped in the moon is ever released, the world is
however, they need to unite against a common doomed.
foe, and the Masked Cult is prepared to make
that happen. The Spy
The true danger of the Masked Cult can differ The Spy protects the Empire from all threats, both
in every campaign, but historically they were internal and external. She has a network of spies
behind the events that nearly caused the moon to and informants that span the Empire and knows
crash into the planet and unleash the Elder God things that no one else could.
trapped inside. Very few know the true identity of the Spy, as
The Masked Cult has a strong connection to her appearance seems to change constantly. You
the moon, and therefore the moontouched. never know if you are interacting with one of her
Moontouched make up a large number of their informants or the Spy directly.
ranks and are protected by the Masked Cult even The Spy intends to keep the Empire safe from
if they’re not members. any threat and has complete autonomy. If the Spy
• Secret. The Masked Cult could be honest about deems something dangerous to the Empire, she is
wanting to unite the world, but it could just as not above assassinating it.
easily be an excuse to destroy it. • Secret. Some say the Spy can read minds.
• Secret. There is an Elder God trapped within • Secret. Some say the Spy is a changeling, a
the moon. The moon is just a prison for it, but creature that can change its appearance at will.
its influence leaks beyond the walls.
• Secret. Some say the Spy is responsible for
• Secret. The masks worn by higher ranked killing the previous emperor.
members are more than ornamental. They grant
additional powers when worn, although they Allegiances. The Spy is the strongest supporter
only work for the cultists. of the Child Emperor and the Empire as a whole.
She works with everyone, but most often the
Allegiances. The Conduit and Masked Cult Justicar and the Conduit.
both agree that the moontouched are special
and should be protected from persecution. The Rivalries. The Spy has been focusing most of
Masked Cult and Beastmaster have connections her attention on the Dragon Queen ever since
to the moon, although the specifics are quite she declared war on the Empire. She sabotages
different. draken attempts at gaining footholds in the
Empire. The Spy keeps tabs on everyone,
Rivalries. Anyone that doesn’t want the world especially the Undead Pharaoh, the Baroness of
put in danger can be an enemy of the Masked Blood, the Masked Cult, and the Goblin King.
Cult. The Inquisitor is specifically focusing his
efforts on eliminating them. Home. Havertown is the closest city to the
frontlines of the war. Although the Spy can
be anywhere in the Empire, she is often here

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searching for spies of the Dragon Queen. Allegiances. As long as he’s not spreading
an undead plague, the Conduit supports the
The Good. The Spy works to keep the Empire recognition of sentient undead as citizens of
safe and is always happy to add more talent to the Empire. The Undead Pharaoh has also been
her network. working with the Dragon Queen.
The Bad. The Spy assassinates people that could Rivalries. The Undead Pharaoh will likely never
become a risk to the Empire, even if they haven’t forgive the Empire for killing him. He likes being
done anything wrong yet. Sometimes she acts undead, but killing a pharaoh is still heresy and
on knowledge about what a person will do far in one day they will pay. The Justicar and Inquisitor
the future. No one knows how she obtains this want to fight him but can’t as long as Arun is
knowledge, but she treats it as a certainty. recognized as a part of the Empire. Although the
Conduit supports him with integrating certain
The Undead Pharaoh undead into society, she has no qualms about
The Undead Pharaoh once ruled Arun in life and smiting them if they hurt others.
continues to rule it in undeath. Home. Al-Bara is the capital of Arun, sometimes
Arun is one of the oldest surviving civilizations, referred to as Cryptopolis by foreigners. It is
even older than the Empire. Necromancy has dominated by a giant pyramid that towers over
always been a part of their culture, which is the landscape. The government of the Undead
why no one seems to mind that their leader is an Pharaoh operates inside of the pyramid, as well
undead mummy. as some higher end shops. Numerous undead
live in the shadow of the pyramid and the
The Undead Pharaoh was killed by the Empire surrounding canyons.
long ago. When he returned as undead, his
perspective changed, and he officially ended the The Good. If you are an undead or necromancer,
war with the Empire, with a few conditions. One the Undead Pharaoh is important to your
of which was that the practice of necromancy survival.
could not be outlawed in the Empire. The The Bad. Not all undead have the best intentions
Emperor at the time didn’t want to prolong the when joining the Empire. The Empire likely
war, so they accepted. couldn’t survive simultaneous war with the
The Undead Pharaoh has been focusing his Dragon Queen and the Undead Pharaoh.
attention on his undead citizens. More and more
undead hold positions of power in Arun, and the
living citizens fear that he is losing touch with his
humanity. No one says this out loud, of course.
• Secret. Some say the Undead Pharaoh has been
working with the Dragon Queen to restore
dragons to life, or at least undeath.
• Secret. Some say the Undead Pharaoh removed
his soul and hid it somewhere, and as long as it
stays intact, he is immortal.
• Secret. Some say the Undead Pharaoh has been
searching for the bodies or remains of ancient
rulers of the Empire. What nefarious plan does
he have?

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Appendixes

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Magical Trinkets Random Item Tables
The below table can be used to generate minor
Archive of Magic Items: Item Table A
magical trinkets.
d100 Magic Item
1 Necklace that wraps around your neck
and starts to strangle you. 1-3 Blunted Arrows
2 Socks that keep your feet warm in any 4-6 Elemental Rounds
weather.
3 Quill that never runs out of ink. 7-9 Fire Starter Gloves

4 Comb that changes the color of your hair. 10-12 Flavorful Teapot

5 Stuffed animal that animates and follows 13-15 Neverending Mug


you. 16-18 Oil, Silver
6 Flower that never wilts.
19-21 Self-Scribing Pen
7 Dice that roll whatever number you want.
22-24 Smoke Bombs
8 Playing cards with your likeness that
update to your current appearance. 25-27 Wizard Crystals
9 Journal that automatically writes down 28-30 Enchantment Gems (common)
your exploits.
31-33 Living Tattoo (common)
10 Key of ice that never melts.
34-36 Monster Orbs (common)
11 Mirror that shows someone else instead of
you. 37-39 Pet Leash (common)
12 Torch that never burns out. 40-45 Tattoo, Spell (cantrips)
13 Ring that glows when touching another 46-50 Tattoo, Spell (1st level)
person.
51-53 Armor Breaching Ammunition
14 Jacket that never gets dirty.
54-56 Blessed Oils
15 Magnifying glass that translates one
language. 57-59 Burrowing Ammunition
16 Hat that keeps you from getting wet. 60-62 Catching Ammunition
17 Ring that creates a shock whenever you 63-65 Explosive Ammunition
touch someone.
18 Gloves that create a small flame when you 66-68 Ghost Oil
snap your fingers. 69-71 Lightning Grenade
19 Spoon that turns any drink sweet when
72-74 Oil of Improvement
placed in it.
20 Mug that keeps any drink poured in it the 75-78 Blood Gem (1st level)
same temperature. 79-81 Blood Gem (2nd level)
82-84 Living Tattoo (uncommon)
85-89 Potion of Mana (uncommon)

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90-94 Runes (uncommon) 7-9 Animal Skins
95-97 Soul Gem (uncommon) 10-12 Basilisk Eye
98-100 Tattoo, Spell (2nd level) 13-15 Living Clay
16-18 Manual of Creation
Archive of Magic Items: Item Table B
19-21 Moral Compass
d100 Magic Item
22-24 Oil of Sharpness
1-5 Séance Candle
25-27 Potion, Quick Recovery
6-10 Skeleton Key
28-30 Recon Scope
11-15 Star Shard
31-33 Solar Shades
16-20 Tattoo, Kraken
34-36 Summoning Cards
21-25 Warpaint
37-39 Tattoo, Adrenaline
26-30 Potion of Cleansing
40-42 Tattoo, Troll
31-36 Cantrip Wands
43-45 Ring of Enhancement
37-41 Book of Many Pages
46-48 Savant
42-46 Monster Orbs (uncommon)
49-51 Blood Gem (3rd level)
47-52 Enchantment Gems (uncommon)
52-54 Blood Gem (4th level)
53-57 Pet Leash (uncommon)
55-57 Enchantment Gems (rare)
58-62 Orb of Light
58-60 Living Tattoo (rare)
63-67 Boots of Safe Fall
61-63 Monster Orbs (rare)
68-71 Breathing Reed
64-66 Pet Leash (rare)
72-75 Color Changer
67-69 Potion of Mana (rare)
76-79 Folded Ladder
70-72 Runes (rare)
80-84 Hologram Message Recorder
73-75 Soul Gem (rare)
85-89 Mug of the Drunkard
76-78 Tattoo, Spell (3rd level)
90-94 Sandman powder
79-81 Tattoo, Spell (4th level)
95-97 Shrink Wrap
82-84 Tome of Secrets (cantrips)
98-100 Smoking Pipe
85-87 Tome of Secrets (1st level)
Archive of Magic Items: Item Table C 88-90 Trollblood Infusion (rare)
d100 Magic Item 91-93 Forceback Ammunition
1-3 Ring of Knowledge 94-96 Inferno Ammunition
4-6 The Dimmer 97-100 Tracking Ammunition

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Archive of Magic Items: Item Table D 15-22 Blood Gem (8th level)
d100 Magic Item 23-30 Blood Gem (9th level)
1-4 Homing Ammunition 31-38 Enchantment Gems (legendary)
5-8 Paired Ammunition 39-46 Living Tattoo (legendary)
9-12 Phasing Ammunition 47-54 Monster Orbs (legendary)
13-16 Sonar Ammunition 55-62 Pet Leash (legendary)
17-20 Color Cannon 63-70 Potion of Mana (legendary)
21-24 Gong of Doom 71-78 Soul Gem (legendary)
25-28 Hell Puzzle 79-86 Tattoo, Spell (8th level)
29-32 Mirror of Transportation 87-93 Tattoo, Spell (9th level)
33-37 Tattoo, Displacing 94-100 Trollblood Infusion (legendary)
38-42 Blood Gem (5th level) Archive of Magic Items: Item Table F
43-47 Blood Gem (6th level)
d100 Magic Item
48-52 Blood Gem (7th level)
1 Armor of Endurance
53-57 Enchantment Gems (very rare)
2 Barbarian’s Armor
58-62 Living Tattoo (very rare)
3 Bard’s Armor
63-66 Monster Orbs (very rare)
4 Breezewalk Armor
67-70 Pet Leash (very rare)
5 Cleric’s Armor
71-74 Potion of Mana (very rare)
6 Counterstrike Armor
75-78 Runes (very rare)
7 Death’s Gambit armor
79-82 Soul Gem (very rare)
8 Druid’s Armor
83-87 Tattoo, Spell (5th level)
9 Fighter’s Armor
88-91 Tattoo, Spell (6th level)
10 Force Shield
92-96 Tattoo, Spell (7th level)
11 Grasping Shield
97-100 Trollblood Infusion (very rare)
12 Mirror Shield
13 Paladin’s Armor
Archive of Magic Items: Item Table E 14 Raging Armor
d100 Magic Item 15 Ranger’s Armor
1-7 Liquid Light 16 Rogue’s Armor
8-14 Potion of Cloning 17 Runic Armor

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18 Sliding Scale Armor 51 Thorny Totem
19 Spellguard Armor 52 Lectern Staff
20 Throwing Shield 53 Staff of Bells
21 Warlock’s Armor 54 Aegis Wand
22 Challenge Seeker Weapon 55 Conductor’s Baton
23 Charging Weapon 56 First Aid Wand
24-25 Elemental Fang 57 Banner of Courage
26 Fists of Force 58 Bonding Bracelets
27 Force Arrow Bow 59 Bones of Fate
28 Frontline 60 Cardigan of Compassion
29 Ghost Touch 61 Cerebral Implant
30 Gunblade 62 Cheating Cards
31 Overcharging Shardgun 63 Cloak of Shadows
32 Penance 64 Diehard Headband
33 Rebounding Weapon 65 Digger’s Shovel
34 Ricochet Sling 66 Druid’s Headdress
35 Spiked Fists 67 Exploding Cards
36 Spinal Whip 68 Flute Blow Gun
37 Spring Blade 69-70 Glasses of Darkvision
38 String Staff 71 Gloves of Dimensional Pocket
39 Sword Breaker 72 Iceblade Gauntlets
40 Sword Cane 73 Lightning Rifle
41 Tiger Claws 74 Loyal Collar
42-43 Torch Mace 75 Monk’s Robe
44 Tuning Fork Sword 76 Pirate’s Eye Patch
45 Vibrating Weapon 77 Poisoner’s Gloves
46 Vine Whip 78 Potion Injector
47 Weapon of Multiplication 79 Propeller Hat
48 Whip Sword 80 Sand Surfing Sandals
49 Blasting Ring 81 Scrying Basin
50 Rod of Revenge 82 Shield Projector

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83 Slippers of Water Waking 13 Celestial Rod
84 Sorcerer’s Armor 14 Chainsaw Blade
85 Sturdy Parasol 15 Charged Robe
86 The Map! 16 Cyro Cannon
87 Wind Fan 17 Deflecting Wand
88 Wizard’s Robes 18 Door Opener
89 X-ray Goggles 19 Dragon Force Fists
90 Goldfish Globe 20 Electrical Weapon
91 Sloth 21 Empowering Staff
92 Tunnel Vision 22 Eye Wand
93 Giant’s Armaments (uncommon) 23 Fairy Blood Bow
94-95 Gloves of Spell Slinging (1st level) 24 Falcon Armor
96-97 Gloves of Spell Slinging (2nd level) 25 Fireball Sword
98 Magic Collar (uncommon) 26 First Strike Sword
99 Tome of Secrets (1st level) 27 Flame Cannon
100 Tome of Secrets (2nd level) 28 Flaming Weapon
29 Flaying Whip
Archive of Magic Items: Item Table G
30 Freezing Weapon
d100 Magic Item
31 Friendly Boomerang
1 Amulet of Time
32 Glasses of Future Sight
2 Animal Armor (rare)
33 Gloves of Spell Slinging (3rd level)
3 Antigravity Boots
34 Grasping Cloak
4 Barrier Armor (rare)
35 Ground Pounder Gauntlets
5 Bear Spirit Armor
36 Heroic Landing Boots
6 Belt of Growing/Shrinking
37 Hookshot
7 Blade of Fatigue
38 Howling Rod
8 Blade of Ranged Energy
39 Hungering Shield
9 Boots of Temporal Travel
40 Impaler’s Weapon
10 Branding Weapon
41 Lantern of Illumination
11 Bubble Blade
42 Lantern Staff of the Will-o’-Wisp
12 Cat Armor
43 Magic Collar (rare)

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44 Magnetic Armor 75 Shield of Ill Omen
45 Manastorm Wand 76 Singularity Shield
46 Mark of the Arch Druid 77 Skull Staff
47 Mask of Disguises 78 Slime Armor
48 Medusa’s Mask 79 Snake Bow
49 Mooncaller’s Orb 80 Soul Armor
50 Mortar 81 Soul Link Armor
51 Oracle’s Sash 82 Spell Sniper Wand
52 Orcish Battlehelm 83 Spellbreaker Weapon
53 Parasite Weapon 84 Spellstrike Weapon
54 Prayer Beads of Destruction 85 Spring Boots
55 Psi Blade 86 Staff of Travel
56 Rapid Fire Shardgun 87 Surging Periapt
57 Retribution Armor 88 Swing Hooks
58 Ring of Deflection 89 Sword of Flowing Water
59 Ring of Fluid Form 90 Sympathy Armor
60 Ring of Ice 91 Teleporting Weapon
61 Rod of Animation 92 Tome of Secrets (4th level)
62 Rod of Environmental Protection 93 Tools of the Art-Mage
63 Rod of the Blight 94 Towering Shield
64 Rod of Tremors 95 Transposing Rod
65 Rubber Arm Wraps 96 Vibro-Blade
66 Runeblade (rare) 97 Wind Boomerang
67 Sand Cloak 98 Withered Wand
68 Savage Claws 99 Wolf Totem
69 Scepter of Supplication 100 Zombie Hunter Armor
70 Scintillating Wand
71 Screaming Weapon
72 Scythe Tail
73 Sharkskin Armor
74 Sheath of Endless Blades

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Archive of Magic Items: Item Table H 42-43 Skyward Weapon
d100 Magic Item 44-45 True Sight Weapon
1-2 Giant’s Armaments (very rare) 46-47 War Totem
3 Barrier Armor (very rare) 48-49 Weapon of Piercing Thunder
4 Runeblade (very rare) 50-51 Ring of Adaptation
5-6 Animal Armor (very rare) 52-53 Ring of Elemental Ascendance
7 Gloves of Spell Slinging (5th level) 54-55 Ring of Imparting Energy
8 Gloves of Spell Slinging (6th level) 56-57 Ring of the Dead
9 Magic Collar (very rare) 58-59 Rod of Deepest Darkness
10 Tome of Secrets (6th level) 60-61 Rod of Rotting
11 Tome of Secrets (7th level) 62 Rod of Truth
12 Animated Armor 63 Slime Staff
13 Blink Armor 64 Staff of Mirrors
14 Bonecaller Armor 65-66 Candy Wand
15 Demonskin Armor 67-68 Eye Wand Array
16-17 Justicar’s Armor 69-70 Circlet of Concentration
18-19 Mirror Plate 71 Cloak of Severed Shadow
20 Power Armor 72 Dimension Key
21-22 Reinforced Armor 73 Dimensional Gloves
23-24 Rhino Armor 74 Eye of the Half Blind King
25-26 Spell Catching Shield 75 Gravity Switch
27 Cane of Force 76-77 Instruments of Storms
28-29 Dimension Anchor 78-79 Mask of the Banshee
30 Dimensional Spear 80-81 Mind Blast Helm
31 Extending Weapon 82-83 Necklace of Keys
32 Healing Weapon 84 Quicksilver Limb
33-34 Leech 85 Robe of Scrolls
35-36 Linear Fusion Rifle 86 Silver Board
37 Mana Drain Weapon 87 Sonic Shredding Harp
38-39 Morphic Weapon 88 Spellthief’s Gloves
40-41 Sand Blade 89 Stasis Generator

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90 Warding Necklaces 37-38 Wand of Black Holes
91 Deathknight Armor 39-40 Angel Wings
92 Deathknight Gauntlets 41-42 Ankh of Reincarnation
93 Deathknight Helm 43-44 Book of Magical Secrets
94 Spellbreaker Armor 45-46 Cloak of Annihilation
95 Justice 47-48 Coffin of the Vampire
96 Metzil 49-50 Dream Mask
97 Shadowsong 51-52 Eye Patch of Clarity
98 Compound Interest 53-54 Gloves of Time
99-100 Parasite Wings 55-56 Golem Suit
57-58 Invulnerable Cloak
Archive of Magic Items: Item Table I
59-60 Necklace of Infinite Possibilities
d100 Magic Item
61-62 Pumpkin Helm
1-2 Phoenix Armor
63-64 Robe of Time
3-4 Shield of the Evil Eye
65-66 The Conduit’s Halo
5-6 Untraceable Armor
67-68 Watcher’s Eye
7-8 Blade of Healing
69-70 Reaper’s Mask
9-10 Blades of Illusion
71-72 Reaper’s Scythe
11-12 Blossoming Blade
73-74 Robe of the Reaper
13-14 Earthen Grasp
75-76 Spellbreaker Shield
15-16 Mouth of the Hungering Void
77-78 Dragon Weapon
17-18 Scythe of Darkness
79-80 Inquisitor’s Collar
19-20 Songbows
81-82 Giant’s Armaments (legendary)
21-22 Weapon of Manifest Will
83-84 Barrier Armor (legendary)
23-24 Ring of Dispelling
85-86 Runeblade (legendary)
25-26 Ring of Force Field
87-88 Animal Armor (legendary)
27-28 Ring of Phasing
89-90 Gloves of Spell Slinging (7th level)
29-30 Ring of Souls
91-92 Gloves of Spell Slinging (8th level)
31-32 Staff of Boundless Magic
93-94 Gloves of Spell Slinging (9th level)
33-34 Staff of Diamonds
95-96 Tome of Secrets (8th level)
35-36 Staff of Weather
97-100 Tome of Secrets (9th level)

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Items Alphabetically Cantrip Wands 60
Cardigan of Compassion 69
Cat Armor 4
Catching Ammunition 19
Celestial Rod 48
A Centurion’s Helmet 69
Adamantine 134 Cerebral Implant 69
Aegis Wand 60 Chained Blade of the Kyton 19
Aether Weave 134 Chainsaw Blade 19
Amulet of Time 66 Challenge Seeker Weapon 19
Angel Wings 66 Charged Robe 70
Animal Armor 66 Charging Weapon 20
Animal Skins 66 Cheating Cards 70
Animated Armor 2 Circlet of Concentration 70
Ankh of Reincarnation 66 Cleric’s Armor 4
Antigravity Boots 67 Cloak of Annihilation 70
Aquamarine, Infused 135 Cloak of Severed Shadow 71
Armor Breaching Ammunition 16 Cloak of Shadows 71
Armor of Endurance 2 Coffin of the Vampire 71
Astral Ore 134 Color Cannon 71
Axe Guitar 67 Color Changer 72
Compound Interest 40
B Conductor’s Baton 60
Counterstrike Armor 4
Banner of Courage 67
Cryo Cannon 20
Barbarian’s Armor 2
Bard’s Armor 2 D
Barrier Armor 2
Basilisk Eye 67 Dagger of Time 120
Bear Spirit Armor 3 Deathknight Armor 105
Bedroll of Rest 67 Deathknight Gauntlets 105
Belt of Growing/Shrinking 67 Deathknight Helm 105
Blade of Fatigue 16 Death’s Gambit Armor 5
Blade of Healing 16 Deflecting Wand 60
Blade of Ranged Energy 16 Demonskin Armor 5
Blades of Illusion 17 Diehard Headband 72
Blasting Ring 42 Digger’s Shovel 72
Blessed Oils 67 Dimensional Gloves 72
Blink Armor 3 Dimensional Spear 21
Blood Gem 68 Dimension Anchor 20
Blossoming Blade 17 Dimension Key 72
Blunted Arrows 17 Door Opener 72
Bonding Bracelets 68 Double Sword 141
Bonecaller Armor 3 Dragon Force Fists 21
Bones of Fate 68 Dragon Weapon 112
Book of Magical Secrets 68 Dream Mask 72
Book of Many Pages 69 Druid’s Armor 5
Boomerang 141 Druid’s Headdress 73
Boots of Safe Fall 69
Boots of Temporal Travel 69 E
Branding Weapon 18 Earthen Grasp 21
Breathing Reed 69 Edgeless Dagger 120
Breezewalk Armor 4 Electrical Weapon 21
Bubble Blade 18 Elemental Fang 22
Burrowing Ammunition 18 Elemental Leather 134
Elemental Rounds 22
C Elor’s Ward 112
Candy Wand 60 Empowering Staff 54
Cane of Force 19 Enchantment Gems 73

172
Edward Barnaby (Order #31198134)
Exploding Cards 73 Heroic Landing Boots 78
Explosive Ammunition 22 Hologram Message Recorder 79
Extending Weapon 22 Holy Symbol of Shared Healing 79
Eye of the Half-Blind King 73 Homing Ammunition 27
Eye Patch of Clarity 73 Hookshot 79
Eye Wand 61 Howling Rod 48
Eye Wand Array 62
I
F
Iceblade Gauntlets 79
Fairy Blood Bow 23 Impaler’s Weapon 27
Falcon Armor 5 Inferno Ammunition 27
Fiery Translocation Boots 74 Inquisitor’s Collar 101
Fighter’s Armor 5 Instruments of Storms 79
Fireball Sword 23 Invulnerable Cloak 79
Fire Starter Gloves 74
First Aid Wand 62 J
First Strike Sword 24 Jade, Infused 136
Fist/Claw 141 Justicar’s Armor 6
Fists of Force 24 Justice 114
Flame Cannon 24
Flaming Weapon 24 K
Flavorful Teapot 74
Flaying Whip 25 King’s Crown 121
Flute Blow Gun 74
Folded Ladder 74 L
Force Arrow Bow 25 Lantern of Illumination 80
Forceback Ammunition 25 Lantern Staff of the Will-o’-Wisp 54
Force Shield 6 Lectern Staff 54
Freezing Weapon 25 Leech 28
Friendly Boomerang 25 Lightning Grenade 80
Frontline 26 Lightning Rifle 80
Linear Fusion Rifle 28
G Liquid Light 80
Ghost Oil 74 Living Clay 81
Ghost Touch 26 Living Tattoo 81
Giant’s Armaments 26 Loyal Collar 81
Glasses of Darkvision 74
Glasses of Future Sight 74 M
Glassteel 135 Magic Collar 81
Gloves of Dimensional Pocket 75 Magnetic Armor 7
Gloves of Spell Slinging 75 Mana Drain Weapon 28
Gloves of Time 75 Manastorm Wand 62
Goldfish Globe 113 Manual of Creation 81
Golem Suit 75 Mark of the Archdruid 81
Gong of Doom 77 Mask of Many Faces 82
Grasping Cloak 77 Mask of the Banshee 82
Grasping Shield 6 Mask of the Moon 121
Gravestone 135 Mechanical Fist Pack 82
Gravity Switch 77 Medusa’s Mask 83
Ground Pounder Gauntlets 78 Metamorphic Ore 136
Gunblade 27 Metzil 115
Mind Blast Helm 83
H Mirror 115
Healing Weapon 27 Mirror of Transportation 83
Heart of He Who Was Shattered 121 Mirror Plate 7
Hellfire Pistol 113 Mirror Shield 7
Hell Puzzle 78 Mithardain 29

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Edward Barnaby (Order #31198134)
Mithril 136 R
Monk’s Robe 83
Monster Hunter’s Armor 106 Raging Armor 8
Monster Hunter’s Crossbow 106 Ranger’s Armor 9
Monster Hunter’s Hat 106 Rapid Fire Shardgun 31
Monster Orbs 84 Rapier of Altered Reality 123
Mooncaller’s Orb 84 Reaper’s Mask 108
Moon Crystals 136 Reaper’s Scythe 108
Moral Compass 85 Rebounding Weapon 31
Morphic Weapon 29 Recon Scope 89
Mortar 29 Redrock 137
Mouth of the Hungering Void 30 Reinforced Armor 9
Mug of the Drunkard 85 Residuum 138
Retribution Armor 9
N Rhino Armor 9
Ricochet Sling 31
Necklace of Infinite Possibilities 85 Rifle 141
Necklace of Keys 85 Ring of Adaptation 42
Necklace of Stamina 86 Ring of Deflection 42
Neverending Mug 86 Ring of Dispelling 42
Ring of Elemental Ascendance 42
O
Ring of Enhancement 43
Oil of Improvement 86 Ring of Fluid Form 43
Oil of Sharpness 86 Ring of Force Field 43
Oil, Silver 86 Ring of Ice 43
Oracle’s Sash 86 Ring of Imparting Energy 44
Orb of Light 86 Ring of Knowledge 44
Orcish Battlehelm 86 Ring of Phasing 44
Overcharging Shardgun 30 Ring of Souls 44
Ring of the Dead 44
P Robe of Scrolls 90
Robe of the Raven Lord 107
Paired Ammunition 30
Robe of the Reaper 108
Paladin’s Armor 7
Robe of Time 90
Parasite 116
Rod of Animation 49
Parasite Wings 101
Rod of Deepest Darkness 49
Penance 30
Rod of Environmental Protection 49
Pet Leash 87
Rod of Revenge 50
Phasing Ammunition 30
Rod of Rotting 50
Philosopher’s Stone 122
Rod of the Blight 50
Philosopher’s Stone, Flase 123
Rod of Tremors 50
Phoenix Armor 7
Rod of Truth 51
Pirate’s Eye Patch 87
Rogue’s Armor 9
Pistol/Revolver 141
Rose Blade 124
Poisoner’s Gloves 87
Rubber Arm Wraps 91
Potion Injector 88
Ruby, Infused 136
Potion of Cleansing 101
Runeblade 31
Potion of Cloning 88
Runes 91
Potion of Mana 88
Runic Armor 9
Potion, Quick Recovery 88
Power Armor 8 S
Prayer Beads of Destruction 88
Prismatic Leather 137 Sand Blade 32
Propeller Hat 88 Sand Cloak 92
Psi Blade 31 Sandman Powder 92
Pumpkin Helm 89 Sand Surfing Sandals 92
Savage Claws 32
Q Savant 45
Scepter of Supplication 51
Quicksilver Limb 89

174
Edward Barnaby (Order #31198134)
Scintillating Wand 62 Staff of Weather 57
Screaming Weapon 32 Star Shard 95
Scrying Basin 92 Stasis Generator 96
Scythe of Darkness 33 String Staff 35
Scythe Tail 93 Sturdy Parasol 96
Sealed Blade of Power 124 Summoning Cards 96
Séance Candle 93 Sundyr 125
Self-Scribing Pen 93 Supercharger 51
Serpentir 117 Surging Periapt 96
Shadowsilk 138 Swing Hooks 96
Shadowsong 117 Sword Breaker 35
Shardgun Ammunition 141 Sword Cane 35
Sharkskin Armor 10 Sword of Flowing Water 36
Sheath of Endless Blades 93 Sympathy Armor 12
Shield of Ill Omen 10
Shield of the Evil Eye 10 T
Shield Projector 93 Tattoo, Adrenaline 97
Shrink Wrap 94 Tattoo, Displacing 97
Silver Board 94 Tattoo, Kraken 97
Singularity Shield 11 Tattoo, Spell 97
Skeleton Key 94 Tattoo, Troll 97
Skull Staff 55 Teleporting Weapon 36
Skyward Weapon 33 The Burning Hammer of Ignis 127
Sliding Scale Armor 11 The Conduit’s Halo 98
Slime Armor 11 The Dimmer 51
Slime Staff 55 The Frozen Blade of Glacien 128
Slippers of Water Waking 94 The Map! 98
Sloth 40 The Quaking Axe of Terram 129
Smoke Bombs 94 The Seven Sins of Cadrina 131
Smoking Pipe 94 The Whirling Spear of Tempest 130
Snake Bow 34 Third Eye of Agamar 118
Solarite 138 Thorny Totem 52
Solar Shades 94 Throwing Shield 12
Sonar Ammunition 34 Tiger Claws 36
Songbows 34 Tome of Secrets 98
Sonic Shredding Harp 94 Tools of the Art Mage 98
Sorcerer’s Armor 94 Topaz, Infused 136
Soul Armor 11 Torch Mace 36
Soul Gem 95 Towering Shield 13
Soul Link Armor 12 Tracking Ammunition 37
Spellbreaker Armor 109 Transposing Rod 52
Spellbreaker Shield 109 Trollblood Infusion 99
Spellbreaker Weapon 109 True Sight Weapon 37
Spell Catching Shield 12 Tuning Fork Sword 37
Spellguard Armor 12 Tunnel Vision 40
Spell Sniper Wand 63
Spellstrike Weapon 35 U
Spellthief ’s Gloves 95
Spiked Fists 35 Untraceable Armor 13
Spinal Whip 35
Spring Blade 35 V
Spring Boots 95 Vibrating Weapon 37
Staff of Bells 55 Vibro-Blade 37
Staff of Boundless Magic 55 Vine Whip 37
Staff of Diamonds 56 Voice Amplifier Necklace 99
Staff of Mirrors 56
Staff of the Raven Lord 107 W
Staff of Travel 57
Wand of Black Holes 63

175
Edward Barnaby (Order #31198134)
Warding Necklaces 99 Legendary
Warlock’s Armor 13 Angel Wings 66
Warpaint 99 Ankh of Reincarnation 66
War Totem 37 Blade of Healing 16
Watcher’s Eye 99 Blades of Illusion 17
Weapon of Manifest Will 38 Blossoming Blade 17
Weapon of Multiplication 38 Book of Magical Secrets 68
Weapon of Piercing Thunder 38 Cloak of Annihilation 70
Whip Sword 39 Coffin of the Vampire 71
Wind Boomerang 39 Dragon Weapon 112
Wind Fan 100 Dream Mask 72
Withered Wand 63 Earthen Grasp 21
Wizard Crystals 100 Eye Patch of Clarity 73
Wizard’s Robes 100 Gloves of Time 75
Wolf Totem 100 Golem Suit 75
Inquisitor’s Collar 101
X Invulnerable Cloak 79
X-ray Goggles 100 Liquid Light 80
Mirror 115
Z Mouth of the Hungering Void 30
Necklace of Infinite Possibilities 85
Zombie Hunter Armor 13 Phoenix Armor 7
Potion of Cloning 88
Items By Rarity Pumpkin Helm 89
Reaper’s Mask 108
Reaper’s Scythe 108
Ring of Dispelling 42
Artifact Ring of Force Field 43
Dagger of Time 120 Ring of Phasing 44
Edgeless Dagger 120 Ring of Souls 44
Heart of He Who Was Shattered 121 Robe of the Reaper 108
King’s Crown 121 Robe of Time 90
Mask of the Moon 121 Scythe of Darkness 33
Philosopher’s Stone 122 Shield of the Evil Eye 10
Philosopher’s Stone, Flase 123 Songbows 34
Rapier of Altered Reality 123 Spellbreaker Shield 109
Rose Blade 124 Staff of Boundless Magic 55
Sealed Blade of Power 124 Staff of Diamonds 56
Sundyr 125 Staff of Weather 57
The Burning Hammer of Ignis 127 The Conduit’s Halo 98
The Frozen Blade of Glacien 128 Untraceable Armor 13
The Quaking Axe of Terram 129 Wand of Black Holes 63
The Seven Sins of Cadrina 131 Watcher’s Eye 99
The Whirling Spear of Tempest 130 Weapon of Manifest Will 38

Common Rare
Blunted Arrows 17 Amulet of Time 66
Elemental Rounds 22 Animal Skins 66
Fire Starter Gloves 74 Antigravity Boots 67
Flavorful Teapot 74 Axe Guitar 67
Neverending Mug 86 Basilisk Eye 67
Oil, Silver 86 Bear Spirit Armor 3
Self-Scribing Pen 93 Bedroll of Rest 67
Smoke Bombs 94 Belt of Growing/Shrinking 67
Wizard Crystals 100 Blade of Fatigue 16
Blade of Ranged Energy 16
Boots of Temporal Travel 69

176
Edward Barnaby (Order #31198134)
Branding Weapon 18 Orcish Battlehelm 86
Bubble Blade 18 Parasite 116
Cat Armor 4 Potion, Quick Recovery 88
Celestial Rod 48 Prayer Beads of Destruction 88
Centurion’s Helmet 69 Psi Blade 31
Chained Blade of the Kyton 19 Rapid Fire Shardgun 31
Chainsaw Blade 19 Recon Scope 89
Charged Robe 70 Retribution Armor 9
Cryo Cannon 20 Ring of Deflection 42
Deflecting Wand 60 Ring of Enhancement 43
Door Opener 72 Ring of Fluid Form 43
Dragon Force Fists 21 Ring of Ice 43
Electrical Weapon 21 Ring of Knowledge 44
Elor’s Ward 112 Robe of the Raven Lord 107
Empowering Staff 54 Rod of Animation 49
Eye Wand 61 Rod of Environmental Protection 49
Fairy Blood Bow 23 Rod of the Blight 50
Falcon Armor 5 Rod of Tremors 50
Fiery Translocation Boots 74 Rubber Arm Wraps 91
Fireball Sword 23 Sand Cloak 92
First Strike Sword 24 Savage Claws 32
Flame Cannon 24 Savant 45
Flaming Weapon 24 Scepter of Supplication 51
Flaying Whip 25 Scintillating Wand 62
Flute Blow Gun 74 Screaming Weapon 32
Forceback Ammunition 25 Scythe Tail 93
Freezing Weapon 25 Serpentir 117
Friendly Boomerang 25 Sharkskin Armor 10
Glasses of Future Sight 74 Sheath of Endless Blades 93
Grasping Cloak 77 Shield of Ill Omen 10
Ground Pounder Gauntlets 78 Singularity Shield 11
Hellfire Pistol 113 Skull Staff 55
Heroic Landing Boots 78 Slime Armor 11
Holy Symbol of Shared Healing 79 Snake Bow 34
Hookshot 79 Solar Shades 94
Howling Rod 48 Soul Armor 11
Hungering Shield 6 Soul Link Armor 12
Impaler’s Weapon 27 Spellbreaker Weapon 109
Inferno Ammunition 27 Spell Sniper Wand 63
Lantern of Illumination 80 Spellstrike Weapon 35
Lantern Staff of the Will-o’-Wisp 54 Spring Boots 95
Living Clay 81 Staff of the Raven Lord 107
Magnetic Armor 7 Staff of Travel 57
Manastorm Wand 62 Summoning Cards 96
Manual of Creation 81 Supercharger 51
Mark of the Archdruid 81 Surging Periapt 96
Mask of Many Faces 82 Swing Hooks 96
Mechanical Fist Pack 82 Sword of Flowing Water 36
Medusa’s Mask 83 Sympathy Armor 12
Monster Hunter’s Armor 106 Tattoo, Troll 97
Monster Hunter’s Crossbow 106 Teleporting Weapon 36
Monster Hunter’s Hat 106 The Dimmer 51
Mooncaller’s Orb 84 Tools of the Art Mage 98
Moral Compass 85 Towering Shield 13
Mortar 29 Tracking Ammunition 37
Necklace of Stamina 86 Transposing Rod 52
Oil of Sharpness 86 Vibro-Blade 37
Oracle’s Sash 86 Voice Amplifier Necklace 99

177
Edward Barnaby (Order #31198134)
Wind Boomerang 39 Druid’s Headdress 73
Withered Wand 63 Elemental Fang 22
Wolf Totem 100 Exploding Cards 73
Zombie Hunter Armor 13 Explosive Ammunition 22
Fighter’s Armor 5
Rarity Varies First Aid Wand 62
Animal Armor 66 Fists of Force 24
Barrier Armor 2 Folded Ladder 74
Blood Gem 68 Force Arrow Bow 25
Enchantment Gems 73 Force Shield 6
Giant’s Armaments 26 Frontline 26
Gloves of Spell Slinging 75 Ghost Oil 74
Living Tattoo 81 Ghost Touch 26
Magic Collar 81 Glasses of Darkvision 74
Monster Orbs 84 Gloves of Dimensional Pocket 75
Pet Leash 87 Goldfish Globe 113
Potion of Mana 88 Grasping Shield 6
Runeblade 31 Gunblade 27
Runes 91 Hologram Message Recorder 79
Soul Gem 95 Iceblade Gauntlets 79
Tattoo, Adrenaline 97 Lectern Staff 54
Tattoo, Spell 97 Lightning Grenade 80
Tome of Secrets 98 Lightning Rifle 80
Trollblood Infusion 99 Loyal Collar 81
Mirror Shield 7
Monk’s Robe 83
Uncommon Mug of the Drunkard 85
Aegis Wand 60 Oil of Improvement 86
Armor Breaching Ammunition 16 Orb of Light 86
Armor of Endurance 2 Overcharging Shardgun 30
Banner of Courage 67 Paladin’s Armor 7
Barbarian’s Armor 2 Penance 30
Bard’s Armor 2 Pirate’s Eye Patch 87
Blasting Ring 42 Poisoner’s Gloves 87
Blessed Oils 67 Potion Injector 88
Bonding Bracelets 68 Potion of Cleansing 101
Bones of Fate 68 Propeller Hat 88
Book of Many Pages 69 Raging Armor 8
Boots of Safe Fall 69 Ranger’s Armor 9
Breathing Reed 69 Rebounding Weapon 31
Breezewalk Armor 4 Ricochet Sling 31
Burrowing Ammunition 18 Rod of Revenge 50
Cantrip Wands 60 Rogue’s Armor 9
Cardigan of Compassion 69 Runic Armor 9
Catching Ammunition 19 Sandman Powder 92
Cerebral Implant 69 Sand Surfing Sandals 92
Challenge Seeker Weapon 19 Scrying Basin 92
Charging Weapon 20 Séance Candle 93
Cheating Cards 70 Shield Projector 93
Cleric’s Armor 4 Shrink Wrap 94
Cloak of Shadows 71 Skeleton Key 94
Color Changer 72 Sliding Scale Armor 11
Conductor’s Baton 60 Slippers of Water Waking 94
Counterstrike Armor 4 Sloth 40
Death’s Gambit Armor 5 Smoking Pipe 94
Diehard Headband 72 Sorcerer’s Armor 94
Digger’s Shovel 72 Spellguard Armor 12
Druid’s Armor 5 Spiked Fists 35

178
Edward Barnaby (Order #31198134)
Spinal Whip 35 Mana Drain Weapon 28
Spring Blade 35 Mask of the Banshee 82
Staff of Bells 55 Metzil 115
Star Shard 95 Mind Blast Helm 83
String Staff 35 Mirror of Transportation 83
Sturdy Parasol 96 Mirror Plate 7
Sword Breaker 35 Mithardain 29
Sword Cane 35 Morphic Weapon 29
Tattoo, Kraken 97 Necklace of Keys 85
The Map! 98 Paired Ammunition 30
Thorny Totem 52 Parasite Wings 101
Throwing Shield 12 Phasing Ammunition 30
Tiger Claws 36 Power Armor 8
Torch Mace 36 Quicksilver Limb 89
Tuning Fork Sword 37 Reinforced Armor 9
Tunnel Vision 40 Rhino Armor 9
Vibrating Weapon 37 Ring of Adaptation 42
Vine Whip 37 Ring of Elemental Ascendance 42
Warlock’s Armor 13 Ring of Imparting Energy 44
Warpaint 99 Ring of the Dead 44
Weapon of Multiplication 38 Robe of Scrolls 90
Whip Sword 39 Rod of Deepest Darkness 49
Wind Fan 100 Rod of Rotting 50
Wizard’s Robes 100 Rod of Truth 51
X-ray Goggles 100 Sand Blade 32
Shadowsong 117
Silver Board 94
Very Rare Skyward Weapon 33
Animated Armor 2 Slime Staff 55
Blink Armor 3 Sonar Ammunition 34
Bonecaller Armor 3 Sonic Shredding Harp 94
Candy Wand 60 Spellbreaker Armor 109
Cane of Force 19 Spell Catching Shield 12
Circlet of Concentration 70 Spellthief ’s Gloves 95
Cloak of Severed Shadow 71 Staff of Mirrors 56
Color Cannon 71 Stasis Generator 96
Compound Interest 40 Tattoo, Displacing 97
Deathknight Armor 105 Third Eye of Agamar 118
Deathknight Gauntlets 105 True Sight Weapon 37
Deathknight Helm 105 Warding Necklaces 99
Demonskin Armor 5 War Totem 37
Dimensional Gloves 72 Weapon of Piercing Thunder 38
Dimensional Spear 21
Dimension Anchor 20
Dimension Key 72
Extending Weapon 22
Eye of the Half-Blind King 73
Eye Wand Array 62
Gong of Doom 77
Gravity Switch 77
Healing Weapon 27
Hell Puzzle 78
Homing Ammunition 27
Instruments of Storms 79
Justicar’s Armor 6
Justice 114
Leech 28
Linear Fusion Rifle 28

179
Edward Barnaby (Order #31198134)
OPEN GAME License Version 1.0a The following text is the any Trademark or Registered Trademark in conjunction with
property of Wizards of the Coast, LLC. and is Copyright 2000 a work containing Open Game Content except as expressly
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. licensed in another, independent Agreement with the owner
of such Trademark or Registered Trademark. The use of any
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1. Definitions: (a)”Contributors” means the copyright and/ a Challenge to the ownership of that Product Identity. The
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visual or audio representations; names and descriptions 11. Use of Contributor Credits: You may not market or adver-
of characters, Spells, enchantments, personalities, teams, tise the Open Game Content using the name of any Contrib-
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any other trademark or registered trademark clearly identi-
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and which specifically excludes the OPEN Game Content; (f) with any of the terms of this License with respect to some or
“Trademark” means the logos, names, mark, sign, motto, all of the Open Game Content due to statute, judicial order,
designs that are used by a Contributor to Identify itself or its or governmental regulation then You may not Use any Open
products or the associated products contributed to the Open Game Material so affected.
Game License by the Contributor (g) “Use”, “Used” or “Using”
means to use, Distribute, copy, edit, format, modify, trans-
late and otherwise create Derivative Material of Open Game 13. Termination: This License will terminate automatically if
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this agreement. breach within 30 days of becoming aware of the breach. All
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2. The License: This License applies to any Open Game
Content that contains a notice indicating that the Open Game 14. Reformation: If any provision of this License is held to be
Content may only be Used under and in terms of this License. unenforceable, such provision shall be reformed only to the
You must affix such a notice to any Open Game Content that extent necessary to make it enforceable.
you Use. No terms may be added to or subtracted from this
License except as described by the License itself. No other
terms or Conditions may be applied to any Open Game Con-
tent distributed using this License. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright
2000, Wizards of the Coast, LLC. System Reference Docu-
ment 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors
3.Offer and Acceptance: By Using the Open Game Content Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thomp-
You indicate Your acceptance of the terms of this License. son, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R.
Cordell, Chris Sims, and Steve Townshend, based on original
material by E. Gary Gygax and Dave Arneson.
4. Grant and Consideration: In consideration for agreeing
to use this License, the Contributors grant You a perpetual, The Archive of Magic Items: Copyright 2019, Pirate Gonzalez
worldwide, royalty-free, nonexclusive License with the exact Games: Author Timothy Gonzalez
terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contrib- Pirate Gonzalez Games, Moontouched, and their associated
uting original material as Open Game Content, You represent logos are trademarks of Pirate Gonzalez Games. The 5e logo
that Your Contributions are Your original Creation and/or is courtesy of Fat Goblin Games.
You have sufficient rights to grant the rights conveyed by this
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6.Notice of License Copyright: You must update the COPY-


RIGHT NOTICE portion of this License to include the exact text
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Identity, including as an indication as to compatibility, except
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with the owner of each element of that Product Identity. You
agree not to indicate compatibility or co-adaptability with

180
Edward Barnaby (Order #31198134)

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