Archive of Magic Items 5e
Archive of Magic Items 5e
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.
                                                                                                         iii
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.
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            Armor &
              Shields
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                                        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
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          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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          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.
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                                           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
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          Magnetic Armor                                             Modify. Increase the save DC of the shield or
          Armor (any metal), rare                                    give it a +1 to +3 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.
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          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.
          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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                                                                Modify. Change the save DC or the number of
                                                                times the ability can be used. Give the shield a
                                                                bonus to AC.
          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.
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          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.
          12
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.
          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.
                                                                                                                 13
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          14
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            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
          18
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.
          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
                                                                                                                 19
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.
          20
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.
          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
                                                                                                                       21
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.
          22
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
                                                                                                                  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
          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 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.
          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
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.
          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
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                                   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.
          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
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                                   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.
          62
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.
                                                                                                                   63
Edward Barnaby (Order #31198134)
          64
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.
          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.
          66
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.
                                                                                                                       67
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
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
          68
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.
                                                                                                                  69
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
          70
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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          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
          72
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.
                                                                                                                    73
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.
          74
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
                                                                                                                    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
          76
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
                                                                                                                   77
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.
          78
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.
                                                                                                                   79
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
          80
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.
                                                                                                                      81
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.
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          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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          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
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          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.
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          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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          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
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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.
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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.
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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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          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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          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.
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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.
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                                               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.
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          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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          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 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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          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.
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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.
          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.
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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
                                   103
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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.
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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.
          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
                                   111
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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.
          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.
                          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
                                   119
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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.
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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.
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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.
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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
                                   139
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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.
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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
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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.
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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.
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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
                                   163
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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
          164
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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
                                                                                                 169
Edward Barnaby (Order #31198134)
          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
          170
Edward Barnaby (Order #31198134)
           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)
                                                                                                         171
Edward Barnaby (Order #31198134)
          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
                                                                                     173
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
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                                                                               2000, Wizards of the Coast, LLC. System Reference Docu-
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                                                                               Cordell, Chris Sims, and Steve Townshend, based on original
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          180
Edward Barnaby (Order #31198134)