Baldur's Gate: Magic Items from De'Arnise

by Rudolf

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Magic Items from De'Arnise Keep


Magic Weapons

Name Type Rarity
Elven Court Bow Longbow Very Rare
Flail of the Ages Flail or Spiked Chain Unique
Frostreaver Huge Handaxe Unique
Kneecapper Warhammer Very Rare

Magic Armors

Name Type Rarity
Orc Leather Studded Leather Rare

Magic Items

Name Type Rarity
Shield Amulet Necklace Uncommon

Elven Court Bow

Longbow, attunement.
1d8 piercing damage.

Shoots ammunition 200 ft, or 600 ft. with disadvantage.
Too big for small creatures.
Requires two hands to wield.

The Elven Court Bow has 2 charges. You can use a bonus action to spend a charge and make one of your attack a critical hit.

Whenever you score a critical hit with the bow, a creature of your choice withing 200 ft. of you gains 1d8 hit points.

The bow regains all of its charges when given to somebody else. One person can only ever use 2 charges.

This yew bow is more a work of art than a weapon of war: Fine engravings dance over the polished wood, and the bowstring gleams of gold, almost singing when drawn. This was a ceremonial bow in the Elven Court for a thousand years, though that is scarcely a single lifetime in elven terms. Every 50 years or so it was granted to someone who had performed a great service, the recipient eventually choosing who would hold it next. Two centuries ago, a human, Yin Pon, rescued an elven prince and was gifted the bow, which he carried with him to Baldur's Gate, where it was subsequently lost.



Flail of the Ages

Flail or Spiked Chain, attunement.

You can switch between the heads you have added to the flail with a bonus action or a reaction to you attack.

The Flail of the Ages can be reforged into either a Flail or a Spiked Chain and different heads can be added to it.

The DC of the Flail's abilities equals to 10 + the number of heads on it.

This flail has been in the care of Lord de'Arnise for some time, a relic of his adventuring youth. It has been kept disassembled, the individual pieces stored in separate locations, and only used in the direst of emergencies. Lord de'Arnise was likely concerned about the powerful magic that the weapon radiated when compiled, and rightfully so. A trail of destruction has followed it through history, leading straight back to the original owners. The flail was the creation of the warlike rakshasa, a race of vengeful spirits that crave human meat, and used as an adaptable weapon that could suit any battle. During a particularly violent hunt, the flail was lost, only to be returned when they used their affinity for magic to locate its powerful aura. They discovered that the weapon had found its way into the hands of a great human warrior, and the battle that followed was truly splendid. They have since used the item as bait countless times, "losing" it again and again. Powerful items gravitate towards powerful people, and powerful people yield the most glorious battles.


Flail Head (black)


Your attack deals poison damage.

On a hit, if the target fails a Constitution saving throw, it becomes poisoned until the beginning of your next turn.


Flail Head (blue)


Your attack deals lightning damage.

On a hit, if the target fails a Strength saving throw, it is pushed back 10 ft.


Flail Head (green)


Your attack deals acid damage.

On a hit, if the target fails a Constitution saving throw, it becomes vulnerable to bludgeoning, piercing and slashing damage until the end of your turn.


Flail Head (red)


Your attack deals fire damage.
You have a bonus to grapple check equal to the number of heads on the flail.

If you grapple your target, it takes automatic 1d4 fire damage at the beginning of each of its turn.


Flail Head (white)


Your attack deals cold damage.

On a hit, if the target fails a Strength saving throw, it's speed is reduced by 10 ft until the end of its next turn.


Frostreaver

Huge Handaxe, attunement.
3d6 slashing damage.

Too big for small creatures.
Requires two hands to wield.
Requires 17 strength to wield.

While you wield Frostreaver, when one of your spell inflicts cold damage, it inflicts an additional 1d6 acid damage.

When you wield Frostreaver for the first time after a short rest, you can cast armor of ice on yourself. It lasts as long as you wield the axe.

Once per long rest, you can cast ice knife (+7 to hit, save DC 15) at a level equal to your constitution bonus.

This was the axe of Illgarth, a frost giant that terrorized northern communities long ago. It is not known where he acquired the weapon, but he took a perverse pleasure in unleashing it upon small folk, particularly halflings. Ice and acid maimed those not killed, and the giant would laugh coldly if he recognized his handiwork from a previous visit. Ultimately a group did manage to kill him, and at the request of his victims, Frostreaver was buried with him.


Kneecapper

Adamantine Warhammer.
1d8 bludgeoning damage.

Inflicts 1d10 damage when wielded with two hands.

+2 to hit and damage versus creatures two sizes bigger than you, one size if you are a dwarf.

Whenever you hit an object, the hit is a critical hit.

The Knee-capper, or 'The Capper', as it is affectionally known in dwarven circles, is rumored to have been forged by Moradin himself. He gave to a small clan of homeless dwarves that they might carve a place for themselves amongst the giants and ogres in their area. The hammer has been passed from hero to hero, occasionally finding its way into non-dwarven hands.


Orc Leather

Studded Leather Armor, 12 AC, attunement.

You add your dexterity bonus to your AC.

When wearing the armor, your skin becomes greenish and you can speak orc.

When you are hit by a ranged weapon attack, you can use your reaction to make a melee attack against a creature. If the attack hits, you resist the ranged attack's bludgeoning, piercing and slashing damage.

This ghastly armor was taken from an orc camp destroyed by barbarians. Instead of standard metal rivets, like normal studded leather, this orc leather is instead laced with hundreds of fire hardened bones. Finger bones, ribs, and skulls cover the armor, acting much like the traditional metal rivets. Powerful orcish enchantments give the armor special resistance to missile attacks, but the repulsiveness of the armor reduces the wearers charisma.


Shield Amulet

Necklace, 1d20 charges. Attunement.

While wearing this necklace, you can expand charges to cast Shield. Each charge is worth 1 spell level.

This big golden amulet can be activated by a simple command word and a touch, with each use acting as one charge.

A wizard or an alchemist can be hired to recharge the amulet for a price.

 

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