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## Shovelblades, Relics, Curios, and Heirlooms A legendary weapon from far off lands has appeared in the worlds of D&D: The Shovelblade! This new weapon has multiple variants of variable rarity. Also from these far off lands arrive ancient relics, curios, and heirlooms of mystical power! Steel thy shovel, brave adventurers, for these treasures have now been unearthed! ### Shovelblades Although they may seem like ordinary shovels at first glance, Shovelblades are enchanted with special magic and wrought from the finest of steels, making them effective weapons (and effective shovels) worthy of the greatest of warriors. #### Shovelblade *Wondrous item, uncommon(requires attunement)* This shovel is enchanted with magical durability and sharpness, turning it into a powerful weapon and an effective shovel. This shovel counts as a weapon with the heavy and two-handed properties, dealing 1d10 slashing, piercing, or bludgeoning damage (your choice). It has the following properties: ***Excavate.*** You can, as an action, move up to a 3-foot cube of loose dirt up to 5 feet away. This has no effect on solid stone. #### Knight's Shovelblade *Wondrous item, rare(requires attunement)* This shovel is enchanted with magic that turns it into an effective weapon, moreso than any traditional blade. This shovel counts as a weapon with the heavy and two-handed properties, dealing 1d10 slashing, piercing, or bludgeoning damage (your choice), that gains +1 to attack and damage rolls. ***Excavate.*** You can, as an action, move up to a 3-foot cube of loose dirt within 5 feet of you up to 10 feet away. This has no effect on solid stone. ***Shovel Drop.*** You can make a melee weapon attack against a target. If you succeed, you deal 1d10 piercing damage and jump up into the air 10 feet above the target. #### Black Knight's Shovelblade *Wondrous item, very rare(requires attunement)* This shovel is enchanted with dark magic that makes it an effective weapon and gives it powerful magic properties. This shovel counts as a weapon with the heavy and two-handed properties, dealing 1d10 slashing, piercing, or bludgeoning damage (your choice), that gains +2 to attack and damage rolls. ***Excavate.*** You can, as an action, move up to a 3-foot cube of loose dirt within 5 feet of you up to 10 feet away. This has no effect on solid stone. ***Shovel Drop.*** You can make a melee weapon attack against a target. If you succeed, you deal 1d10 piercing damage and jump into the air 10 feet above the target. ***Dark Ball.*** You can make a ranged weapon attack with the Black Knight's Shovelblade, with a 30/120 foot range, dealing 1d10 fire damage on a hit. #### Champion's Shovelblade *Wondrous item, legendary(requires attunement)* This shovel has been wrought with strangely light and durable blue metal, and enchanted with magic worthy of the greatest of archmages, becoming a weapon of legendary power. It is said that the great adventurer Shovel Knight once held this blade. This shovel counts as a weapon with the heavy and versatile (1d12) properties, dealing 1d10 (or 1d12, two-handed) slashing, piercing, or bludgeoning damage (your choice), that gains +3 to attack and damage rolls. ***Trench Blade.*** You can, as an action, move up to a 10-foot cube of loose dirt within 5 feet of you up to 10 feet away. This has no effect on solid stone. ***Shovel Drop.*** You can make a melee weapon attack against a target. If you succeed, you deal 1d10 piercing damage and jump into the air 10 feet above the target. ***Drop Spark.*** Make a ranged weapon attack (range 50/200) against a target on the ground (if you can walk in a straight line to them, without flying, climbing, or swimming, they are on the ground for purposes of this weapon). On a hit, the attack deals 1d10+your Strength modifier force damage. This attack uses your Strength modifier for damage and attack rolls. ***Charge Handle.*** You can spend an action charging up a powerful shovel attack. Once you do, the next time you attack with the Champion's Shovelblade, you deal an additional 2d10 slashing, piercing, or bludgeoning damage (your choice). Drop Spark and Shovel Drop do not count as attacks for use with this ability. #### Polar Snow Shovel *Wondrous item, rare(requires attunement)* This large snow shovel is enchanted with the magic of ice, allowing it to create snow to fling at foes, and be incredibly useful as a snow shovel. This item counts as a weapon with the heavy, reach, and two-handed properties, dealing 1d10 bludgeoning damage, that gains +1 to attack and damage rolls. ***Frost Blade.*** You can, as an action, move up to a 10-foot cube of snow or ice within 5 feet of you up to 5 feet away. ***Snowball.*** You can, as an action, create a ball of snow in the shovel and fling it at enemies. This counts as a ranged weapon attack (range 30/120) using Strength, dealing 1d10 cold damage on a hit. \pagebreak ### Relics These ancient magic items were originally designed thousands of years ago. However, since they were initially created, many effective copies have been created, and although still rare, these relics are no longer one of a kind. #### Flare Wand *Wand, rare(requires attunement)* This gold wand is tipped with a large ruby. While wielding this wand, you can cast the *firebolt* cantrip at will, using a Spell Attack Modifier of +5. This wand has 6 charges for use of the following properties: You can spend 1 charge to cast the *burning hands* spell from the wand (save DC 15). You can spend 3 charges to cast the *fireball* spell from the wand (save DC 15). You can spend 6 charges to cast the *fire storm* spell from the wand (save DC 15). The wand regains 1d4 + 2 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Alchemy Coin *Wondrous item, uncommon* This tarnished copper coin is inscribed with arcane runes of chaos and wealth. You can use an action to throw this coin at an enemy, using a 30/120 range, choosing either your Strength or Dexterity to use for making the attack. On a hit, the coin deals 1d4+your Strength or Dexterity modifier slashing damage. If you kill a creature with the damage from this attack, roll a d4 and consult the following table: | d4 | Result | |:---:|:-----------:| | 1 | Nothing happens | | 2 | You gain gold pieces equal to one quarter (rounded down) the killed creature's hit point maximum | | 3 | You gain gold pieces equal to one half (rounded down) the killed creature's hit point maximum | | 4 | You gain gold pieces equal to the killed creature's hit point maximum | #### Phase Locket *Wondrous item, very rare(requires attunement)* This golden locket has a large blue sapphire in its center. This item has 5 charges. You can use an action to expend 1 charge, becoming invulnerable to damage for 1 round. This item regains 1d4+1 expended charges daily at dawn. If you expend the item's last charge, roll a d20. On a 1, the item crumbles into ashes and is destroyed. #### Propeller Dagger *Dagger, uncommon(requires attunement)* This bronze dagger has a propeller for a crossguard. This item has 5 charges. You can use a bonus action to expend 1 charge, and fly for a total distance of 20 feet. This weapon regains 1d4+1 expended charges daily at dawn. If you expend the dagger's last charge, roll a d20. On a 1, the item crumbles into ashes and is destroyed. \columnbreak #### Throwing Anchor *Wondrous item, common* This small anchor is strangely light. This item counts as a weapon with the thrown property, with a range of 20/60, and when thrown, deals 2d6 bludgeoning damage to the target. The anchor cannot be used to make melee attacks, and has a 50% chance of breaking when thrown. #### Dust Knuckles *Wondrous item, rare(requires attunement)* These golden gauntlets are studded with opals. While wearing these knuckles, you may use an action to make a melee attack using Strength against a target within 10 feet of you. On a hit, the target takes 1d10+your Strength modifier damage, and you are immediately adjacent to the target. #### Mobile Gear *Wondrous item, rare(requires attunement)* This curious item is an iron gear with a small platform on top of it. You can use an action to deploy this gear and jump on top of it. While on top of this gear, your speed is 60 feet, you are immune to the effects of difficult terrain, and you no longer provoke attacks of opportunity. #### Fishing Rod *Wondrous item, uncommon* This item has 3 charges. You can use an action to expend a charge and cast this rod into a body of water(or a hole or pit in the ground, at your DM's discretion). If you do so, roll on the Catch table. | d6 | Catch | |:---:|:-----------:| | 1 | You find an old, damaged boot | | 2 | You find a rusty, broken shortsword | | 3 | You discover an ambiguous skull | | 4 | You catch a small fish that heals you for 1d4 hitpoints | | 5 | You catch a large bass that heals you for 1d8 hitpoints | | 6 | You catch a golden bass worth 25 gp | This item recovers 1d4-1 (minimum 1) charges daily at dawn. \pagebreak #### Chaos Sphere *Wondrous item, uncommon(requires attunement)* This emerald sphere has unlimited combat potential! While attuned to this sphere can use an action to make a ranged attack roll with it against a target within 30 feet (attack bonus +5). If you hit, the target takes 2d10 force damage. Whether you hit or miss, roll on the Chaos Sphere table. | d6 | Chaos Sphere | |:---:|:-----------:| | 1 | The sphere bounces back to you, making an attack roll against your AC, dealing 2d10 force damage on a hit. | | 2 | The sphere bounces to the creature closest to you, making an attack roll against their AC, dealing 2d10 force damage on a hit. | | 3 | The sphere bounces violently around the target. The target and every creature within 20 feet of the target must make a Dexterity saving throw, taking 2d10 force damage on a failed save and half as much damage on a successful one. | | 4 | The sphere returns to the target, making a second attack roll against their AC, dealing 2d10 force damage on a hit. | | 5 | The sphere bounces to the creature closest to the target, making an attack roll against their AC, dealing 2d10 force damage on a hit. | | 6 | The sphere automatically deals 3d10 force damage to the target. | ### Curios These magical curiosities are of evil origins, although they are certainly useful to those of good intentions. Evil mages and artificers create various copies of these artifacts for their own nefarious ends. #### Dread Talon *Wondrous item, rare(requires attunement)* This clawed iron gauntlet is stained with blood. This item has 6 charges. While wearing the gauntlet, you may use an action to expend any number of charges and make a melee attack(+8 to hit) against a target within 5 feet, dealing 3d6 slashing damage for every charge expended. The gauntlet recovers 1d6 charges daily at dawn. #### Will Skull *Wondrous item, rare(requires attunement)* This golden skull glows with willful energy. This item has 5 charges. While attuned to this skull, you may use an action to clutch the skull and stare into its sockets, expending one charge and regaining 1d10 hit points. The skull recovers 1d4+1 charges daily at dawn. #### Throwing Sickle *sickle, uncommon(requires attunement)* This sickle has various images of bats engraved in it. This sickle has a +1 to attack and damage rolls. In addition, while attuned to the sickle, it counts as a weapon with the thrown(30/120) property for you, and when you throw it, it immediately returns. You may use this property to make multiple thrown attacks with this weapon in a single turn. #### Spider Sickle *sickle, rare(requires attunement)* This sickle is engraved with images of spiders. This sickle has a +2 to attack and damage rolls. In addition, while attuned to the sickle, you may use an action to send it towards a target, and the target must make a DC 15 Dexterity saving throw or be hit by the sickle, taking 2d4 slashing damage. #### Chronos Coin *Wondrous item, legendary(requires attunement)* This ancient platinum coin is inscribed with the image of an hourglass. This coin has 3 charges. While attuned to the coin, you may use an action to cast one of the following spells from it(spell save DC 18): *haste*(one charge), *slow*(one charge), *time stop*(three charges). While one of the coin's spells is in effect, you cannot cast any other spells from it. This coin recovers all of its charges daily at dawn. #### Bounding Soul *Wondrous item, uncommon* This soul screams in agony, yearning to be released from its jar. You may use an action to release the bounding soul, designating a target that you can see. The target must make a DC 15 Wisdom saving throw or take 4d6 psychic damage and be frightened of you until the end of your next turn. When you do this, the soul disappears, and its container becomes a mundane, nonmagical jar. #### Shadow Mirror *Wondrous item, very rare(requires attunement)* All reflections in this curious ebony-framed mirror are pitch black. While attuned to the mirror, you may use an action to create a shadowy duplicate of yourself within 30 feet of you that lasts for 1 minute. While this duplicate exists, you may use a bonus action to move it to any point you can see within 30 feet of you. Additionally, whenever you take the Attack action during the duration, the duplicate can attack simultaneously, making the same number of attacks as you using the exact same weapon, and using the same damage and to hit bonuses as you. Once you use this item, you cannot do so again until the next dusk. \pagebreak #### Barrier Lantern *Wondrous item, rare(requires attunement)* This lantern has draconic runes of protection inscribed in its glass. While attuned to this lantern, you may use an action to activate it, causing it to shed bright light within a 5-foot radius and dim light for an additional 5 feet. You may use another action to deactivate it, causing the light to snuff out until you activate it again. While the lantern is active, you and a number of creatures of your choice gain a +2 bonus to AC while within the bright light it creates, and a +1 bonus to AC while within the dim light it creates. You must be holding the lantern with one hand in order to gain this benefit. #### Hover Plume *Wondrous item, uncommon* This enchanted griffon feather appears to be billowing in the wind, even underground. While holding this feather, you can cast *feather fall* from it at will, without expending a spell slot. #### Judgement Rush *Wondrous item, rare(requires attunement)* This large polished jet shines eerily. While attuned to this gem, you can use a bonus action to teleport to an unoccupied space within 5 feet of a hostile creature within 60 feet of you. #### Skeletal Sentry *Wondrous item, uncommon* This skull has jet-black jewels embedded in its eyes and an off-white pearl at its base. You may use an action to toss this skull in a space within 20 feet of you and speak its command word, turning it into a **skeleton**. This skeleton is perfectly obedient to you, and you can command it telepathically. It takes actions on your turn, and you control its actions. While the skeleton exists, you may use an action to speak its command word and cause it to explode, killing it immediately and forcing all creatures within 10 feet of it to make a DC 12 Dexterity saving throw, taking 2d6 piercing damage on a failed save and half as much damage on a successful one. ### Heirlooms Ancient magical items, heirlooms are artifacts passed down through noble families from parent to child, with the most powerful heirlooms being held by the royal families of vast kingdoms or by generational tyrants of terrible cruelty. #### Dueling Glove *Wondrous item, uncommon* This green glove is sewn together with gold fabric. While wearing this glove, you can use a bonus action to make an unarmed strike. If you hit, the target must use its reaction to make an unarmed strike against you. \columnbreak #### Rat Bombardier *Wondrous item, common* This loyal rat has a bomb attached to it. You may use an action to release this rat, which is a **rat** that is perfectly obedient to you. You may command it verbally, and it acts on your turn. While this rat is alive and released, you can use an action to speak its command word, causing it to detonate the bomb on its back, forcing all creatures within 5 feet of it to make a DC 10 Dexterity saving throw, taking 2d6 fire damage on a failed save, and half as much damage on a successful one. #### Scepter of Swiftness *Mace, rare(requires attunement)* This durable golden scepter is an effective mace, and is enchanted with magical speed. While attuned to this scepter, you have a +2 to attack and damage rolls with it. In addition, you may use an action to teleport to an unoccupied space within 30 feet of you. If that space is within 5 feet of a creature, you may use your bonus action to attack them with the scepter. #### Scorching Saver *Shortsword, rare(requires attunement)* This smoldering saber is made from steel, and its blade glows a dull orange. While attuned to this weapon, you have a +2 to attack and damage rolls with it. **Flaming Strike.** This weapon has 8 charges. Whenever you hit an enemy with this weapon, you may expend any number of charges, dealing an additional 1d6 fire damage to the target for every charge expended. This weapon regains 1d8 charges daily at dawn. #### Horns of Heralding *Wondrous item, rare* This strange contraption has various horns compacted into it that expand outward when activated. This item has 3 charges. While you hold the item, you may use an action to speak its command word, expending a charge and causing its horns to burst outward and blare triumphantly, shooting deadly bladed confetti around you. Every creature within 30 feet of you is forced to make a DC 15 Dexterity saving throw, taking 3d8 slashing damage on a failed save, and half as much damage on a successful one. This item regains 1d4-1 charges daily at dawn. #### Gyro Boots *Wondrous item, uncommon* These gray fabric boots have images of tornadoes on them. While wearing these boots, you gain a climbing speed equal to your walking speed, and can climb on all surfaces, even ceilings, without making an ability check. However, you can only use this climbing speed up to 300 feet, and the boots regain all 300 feet of usage daily at dawn. \pagebreak #### Turn Coat *Wondrous item, rare(requires attunement)* This cape is inscribed with runes symbolizing revenge. This coat has 5 charges. While attuned to the Turn coat, whenever a creature hits you with an attack, you can use your reaction to expend a charge and halve the damage, and the creature must make a DC 12 Dexterity saving throw or take force damage equal to half the attack's damage. The coat regains 1d4+1 charges daily at dawn. #### Propeller Blitzsteed *Lance, uncommon(requires attunement)* This orange lance has a large propeller attached to it. This weapon has a +1 bonus to attack and damage rolls. In addition, this lance counts as a weapon with the thrown(20/60) property. #### Bubble Frog *Wondrous item, uncommon* This strange blue frog wears a crown. While holding the frog, you may use an action to cast *levitate* on yourself and gain 2d6 temporary hit points. The spell ends whenever it would normally, but it also ends when you lose the temporary hit points, and you lose the temporary hit points when the spell ends. #### Healing Hammer *Maul, very rare(requires attunement)* This blood red maul is inscribed with symbols of murder and vampirism. This weapon has a +3 to attack and damage rolls, and has 6 charges. In addition, whenever you hit a creature using this maul, you can expend a charge from the maul, dealing an additional 1d6 necrotic damage to the target, and causing you to regain a number of hit points equal to the necrotic damage taken. ### Miscellaneous Weapons Various powerful magic weapons exist beyond the shovelblades, once used by legendary adventurers. Here are a few. #### Specter's Scythe *Greatsword, very rare(requires attunement)* This blood-red scythe is infused with bloodthirsty spirits. This weapon has a +3 bonus to attack and damage rolls. In addition, whenever you make an attack with this weapon, you can immediately teleport within 5 feet of a target within 120 feet of you before you make the attack. #### Knight's Shield *Shield, rare(requires attunement)* This large, bright red shield is strangely light and enchanted with powerful magic. This shield counts as a shield with a +1 to its AC bonus and as a handaxe with a +2 to attack and damage rolls, and only requires one hand to be used as both. In addition, when this shield is thrown(as a handaxe), it immediately returns. #### Whip of Lightning *Whip, uncommon(requires attunement)* This whip crackles with lightning. This whip has a +1 bonus to attack and damage roll, and deals an additional 1d4 lightning damage on a hit.