My Documents
Support GM Binder!
# Magic Items ## The Companion Amulets These amulets are containers for the spirits of talented people. No one knows who made them or if there was a reason fo doing so but the spirits of the people inside them are real and have memories, skills and personalities. Each amulet holds a person of a different class and when worn, that person can aid someone of the same class, providing them with aid when called upon. All the amulets require attunement by a person of the correct class, which is the same class as the spirit. #### Artificer Once per short rest, the spirit can spend 1 minute sharing their knowledge to a sentient creature with an intelligence score of 6 or greater. That creature gains proficiency with 1 skill or tool set of the their choice (potentially one that the spirit has to know already) for 1 hour. Also, you can craft items in half the time with the help of the spirit. #### Artisan As an action, you may give a creation to the spirit for them to use as they see fit. The spirit might choose to use the item when they desire but you can use a bonus action to command the spirit. The item given can be something they throw or use directly but the spirit can also attach something to another person's gear without hampering their movement. They start attaching it on your turn and finish attaching it at the start of your next turn. Also, you of the amulet can craft items in half the time with the help of the spirit. #### Barbarian Once per long rest, you can use a bonus action to command the spirit to intimidate an opponent. The target must make a DC 16 wisdom saving throw or be frightened for 1 minute, making new saving throws against it at the end of their turn and ending the effect on a success. While they are frightened in this way, the target has a speed of 0 and your attacks against them have advantage. Additionally you gain a +1 to your AC. #### Bard While this amulet is worn, you know one additional cantrip from the bard spell list and you also have a +1 to the maximun number of bardic inspirations you can have. Also once per short rest when you give someone a bardic inspriation die, you can summon the spirit to assist them so the target gets two of the same die. They can have both these dice at once and must use both of them when they expend the inspiration. \columnbreak #### Cleric While attuned, the spirit of the amulet gives you access to one additional cleric cantrip and an additional channel divinity option: ___ - **Divine Herald:** You raise your holy symbol to release a number of rays equal to your wisdom modifier choosing a target within 30 ft. for each ray. If the target is an ally, the ally heals 2d10 hit points per ray. If the target is an enemy, the target makes a consitution saving throw, taking 2d10 radiant damage per ray on a failure and half damage on a success. #### Dragon Knight While wearing the amulet, your dragon gains a +1 to their AC and as a bonus action you can cause ghostly draconic wings to sprout from your back. They give you a flying speed equal to your walking speed or your dragon's flying speed (which ever is larger). This lasts for 10 minutes and cannot be used again until the completion of a long rest. #### Druid While wearing the amulet, you can use your beast shape ability to transform into a plant type creature. Also when you transform, you can choose one damage type from fire, cold, lightning, acid and poison. All attacks made while in that beast form do an additional 1d4 of that damage type. Additionally, you gain an additional druid cantrip. #### Fighters You gain an +1 bonus to your AC. Also you gain the ability to summon a ghostly companion once per long rest to fight in tandem with you. As a bonus action, you can summon a spectral fighter wielding the same type of weapon as you. Every subsequent attack that round can either deal an additonal weapon die of damage or you can perform any maneuver and an attack at the same time (E.G. Feinting attack can be done by the spirit and the wearer can follow up with their own attack). #### Gentlemen/Lady As an action, you can summon an spectral companion to back you up and allow you to appear more favourable. The spirit appears fully physical to all other observers and acts as a witness to your good deeds or an adversary to strike down to protect others. you then choose any number of creatures within 30 ft. to make a charisma saving throw. The targets roll with advantage if the you or your allies have attacked the creature within the last hour. On a faliure, a creature hostile towards you becomes indifferent to you and an indifferent creature becomes friendly towards you. This ability can be used once per long rest. Additionally, you gain an additional gentleman trait. \pagebreakNum #### Monk Your spirit has a connection to your own ki. Whenever you expend ki points to perform an ability, you can choose another or the same ability and expend ki points for that as well with both of these abilities happening simultaneously. This ability can be used a number of times equal to your wisdom modifier. Also you gain a +1 bonus to your AC. #### Mystic As a bonus action, you command the spirit to act as a conduit for your psionic energies. You form a psionic bond with all allies within 60 ft. giving you a telepathic connection with those allies. Also when you use a psionic disipline feature that targets self, you can have the effect affect a connected ally instead. Also your increased connection with your allies means that when you target an enemy with an attack or force them to make a saving throw, an alliy within range can use their reaction to make a single attack on that enemy. #### Paladin All enemies within 10 ft. of you take radiant damage equal to your charisma modifier + your proficiency modifer at the start of each of your turns. At 18th level this increases to 30 ft. Also you gain a +1 to your AC. #### Ranger You can instruct the spirit to aid an ally, giving them the benefits that normally only you would get from your natural explorer ability. This lasts for 1 hour and can be used once per long rest. Additionally, critical hits scored against your favoured enemy do 1 additional weapon damage die of damage. #### Rogue You can instruct the spirit to create a minor distraction which gives you or an ally advantage on a Dexterity (Stealth) or Dexterity (Slight of Hand) check. Also, once per long rest, you may reroll any 1 rolled for an attack roll or ability check. #### Sorcerer Once per long rest, you can release a burst of energy that can drain the magical energy of others. As an action, you release a burst of magical energy in a 15 ft. sphere centred on yourself. Any creature in the radius must make a constituion saving throw, taking 3d10 damage on a failure and half damage on a success. The type of damage depends on your sorcerous origin: - Draconic bloodline - the damage associated with your draconic ancestry - Wild Magic - Force - Storm - Thunder - Shadow - Necrotic - Unlucky - Psychic - Unbound Soul - Force For every enemy that fails the saving throw, you regain 1 sorcery point. Additionally, you know 1 additional sorcerer cantrip. #### Tarocchi As an action once per long rest, you can give the spirit one card from your hand. At any time after as a bonus action, you can command the spirit to cast a spell that you know with that card. The spirit may decide to use that card at any time if they feel it is necessary. Also, you gain 1 additional cantrip from the tarocchi spell list. #### Warlock You gain 1 additional warlock cantrip and once per day you can invoke the spirit to provide you with forbidden knowledge. You can spend 1 minute meditating on a person, place or object and at the end of that minute you must make a spell attack roll. You learn a secret about that thing and the importance of the secret depends on the result of the attack roll (at your DM's discretion). #### Wizard You gain 1 additional wizard cantrip and you can also have another mind memorise your spells. Once per short rest, you can cast a spell with a casting time of an action or bonus action that you do not have prepared but is in your spellbook. You still use and expend your spell slots for this. \pagebreakNum ## Caramandi Crystals Each of these stones is a coloured, fist sized, faintly glowing gem stone infused with magical power. Crushing this stone provides the user with a magical effect but leaves the stone as dust. However there is the possibilty of reforming the stone under the right circumstances. #### Caramandi Fire Crystal This red gemstone can be crushed as an action to imbue the you with the effects of the *Investiture of Flame* spell. The stone then crumbles to dust. If the dust is collected, mixed with water and then spends 24 hours undistured in the planes of fire, it will reform into a usable crystal again. #### Caramandi Ice Crystal This blue gemstone can be crushed as an action to imbue the you with the effects of the *Investiture of Ice* spell. The stone then crumbles to dust. If the dust is collected, mixed with water and then spends 24 hours undistured in the planes of water, it will reform into a usable crystal again. #### Caramandi Stone Crystal This hazel gemstone can be crushed as an action to imbue the you with the effects of the *Investiture of Stone* spell. The stone then crumbles to dust. If the dust is collected, mixed with water and then spends 24 hours undistured in the planes of earth, it will reform into a usable crystal again. #### Caramandi Wind Crystal This white gemstone can be crushed as an action to imbue the you with the effects of the *Investiture of Wind* spell. The stone then crumbles to dust. If the dust is collected, mixed with water and then spends 24 hours undistured in the planes of Air, it will reform into a usable crystal again. #### Caramandi Life Crystal The pale yellow gemstone can be crushed as an action to restore 6d6 hit points to a creature and then restores 4d6 at the start of each of their turns for the next minute. After 24 hours, the gemstone reforms as a very thin crystal layer under the skin of the creature who the affect was applied to. Then after that, that creature can crush that layer, dealing 4d6 piercing damage to themselves, to give another creatrure the previous effect. This in turn causes a cystal layer to form under their skin after 24 hours.