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### Artificer's Spell O' Matic **Wondrous Item, artifact (Artificer only)** A finely polish steel ring. Made by a lazy yet ingenius artificer the Spell O' Matic take allows he wearer to freely cast the stored spell for a short for limited amount of time per day. The wearer can use the Spell-storing item feature with an additional object. The additional object has 3 charges per day, each charge last for 1 minute the effects abiding by the rules of the feature. When you activate the original spell stored item you automatically use a charge of the Spell O' Matic. To gain an additional charge you have to roll 1d4+1 expending a spell slot equal to the total rolled. ### Barbarian's Mantle of Madness **Wondrous Item, artifact (Barbarian only)** A pristine bear pelt mantle Fueled by the rage and doused in the blood of dozens of berserkers the mantle helps keep the wearer alive while anger consumes them. While the wearer has the mantle on they can use a charge to automatically pass Relentless Rage Constitution saving throw. The Mantle has 3 charges per day, to gain an additional charge you can sacrifice an amount of hit points equal to the DC of Relentless Rage's saving throw. ### Bard's Inspirational Ballad **Wondrous Item, artifact (Bard only)** A jeweled solid platinum musical instrument. Played by the greatest of musicians for centuries the instrument absorb some of their musical talent granting it to whoever comes in possession of it. Whenever you grant a Bardic Inspiration die you can expend a charge to grant an additional die. The instrument has 3 charges per day, to gain an additional charge you have to make a Performance check with a DC of 15 with disadvantage. ### Blood Hunter's Amulet of Bloodletting **Wondrous Item, artifact (Blood Hunter only)** An old blood stained amulet. Curse by those that died while using the blood maledict the amulet lets the user ignore the cost of using their powers for a short time. When the wearer use the amulet they can expend a charge to delay the damage taken when amplifying a blood curse, losing the hit points equal to the roll of the hemocraft die at the end of their next turn. Or they can expend a charge to gain an addition use of a blood curse. The amulet has 3 charges per day, to gain an addition charge you can sacrifice an amount of hit points equal to one roll of you hemocraft die. \columnbreak ### Cleric's Divinity Choker **Wondrous Item, artifact (Cleric only)** A choker made from the finest silks. Blessed by dozens of clerics and paladins from various religions for centuries, it allows those how wear it to tap into some of its holy power. When the wear use their Channel Divinity feature they can instead expend a charge of the chocker. The choker has 3 charges per day, to gain an addition charge the wear can spend a short rest or an Action praying to their deity. ### Druid's Nomadic Sash **Wondrous Item, artifact (Druid only)** An old yet well preserved sash made of leather, fur, plants, and stone. Used by and in hundreds of Archdruids and druidic rituals the sash further empowers those that don it and learn to tap into its dormant powers. Whenever you use the wildshape feature you can instead expend a charge of the sash wildshaping in a creature with a CR equal to half your Druid level (round down). The sash has 3 charges per day, to gain an addition charge the wear can spend their currently highest spell slot. ### Fighter's Ferocity **Wondrous Item, artifact (Fighter only)** A well maintained set of boots. Enchanted by an Artificer in charge creating an item to help keep soldiers fighting longer and harder, the boots can give the wear a surge of energy to help them continue fighting. The wearer of the boots can expend a charge to gain an extra use of second wind or action surge. The boots has 3 charges per day, to gain an addition charge you cannot take actions nor reactions for 1 round. ### Monk's Grandmaster Robes **Wondrous Item, artifact (Monk only)** A pair of fine silk well taken care of robes. Robes of the finest silks and baptized in the sweat and blood of monks that mastered their respective style of martial arts, the robes themselves granting a sliver of their knowledge and power to who earned the title of grandmaster. The wearer of the robes can expend a charge to regain an amount of Ki points equal to half your Monk level (round up). The robes has 3 charges per day, to gain an addition charge you cannot use a Ki feature for 1 round. \pagebreak ### Paladin's Holy Hands **Wondrous Item, artifact (Paladin only)** A pair of old yet well maintained gauntlets. Gauntlets made from the seemingly normal metals and leather. Those that wear these in the name of their deity can feel their divine power coursing through it and them and they can call upon that divine energy when they need it most. The wearer of the gauntlets can expend a charge to use Divine smite at maximum damage. The gauntlets have 3 charges per day, to gain an addition charge you can't use an Aura and a Divine feature for 1 round. ### Ranger's Almanac **Wondrous Item, artifact (Ranger only-TCE)** An old weathered yet still legible almanac An old almanac used by hunters and rangers throughout time each adding their knowledge allowing those that happen upon or gifted it not make the same mistake they made, vastly improving their combat and hunting capabilities. The owner of the almanac can expend a charge using both the Favoured and Greater Favoured enemy feature on all creatures for 1 minute. The almanac has 3 charges per day, to gain an additional charge you can't use you Favoured and Greater Favoured enemy feature for 1 minute. ### Rouge's Reliable Ring **Wondrous Item, artifact (Rogue only)** A well maintained and polish ring with unknown inscriptions A bronze ring that looked only a few days old but the unknown inscription tells it was made and use it a time long passed the wear able to hide with the in plain sight, and strike with the force that rivals a primordial. The wearer of the ring can expend a charge turning invisible whenever you use your Cunning Action to Hide and you can add an extra amount of Sneak Attack die equal to your Dexterity modifier. The ring has 3 charges per day, to gain an additional charge you can't use your Sneak Attack feature nor the Cunning Action feature to hide for 1 round. ### Sorcerer's Meta Circlet **Wondrous Item, artifact (Sorcerer only)** A Circlet adorned with a diamond eye that looked as if it saw the horror from a realm unknown. A obsidian circlet adorned with a diamond eye with a constant expression of erratic fear, those who wear it can alter the spells they use changing the very nature of it to suit their whims. The wearer can expend a charge to grant them an amount of Sorcery points equal to their Charisma modifier and use a metamagic option they don't know along with a metamagic option they do know. The circlet has 3 charges per day, to gain an additional charge you can take an amount of psychic damage equal to your level plus the current amount of Sorcery points you have (minimum of 1). \columnbreak ### Warlock's Eldritch Spellbinder **Wondrous Item, artifact (Warlock only)** A spell book adorned with the horrific and twisted images of several deities. A small pristine spellbook adorned with the twisted nightmarish images of powerful being and eldritch entities. those that look inside are granted with a surge of magical energy by a direct link with their patron. The owner of the spellbook can expend a charge to gain three 1st, 2nd, 3rd, and 4th level spell slots for 1 minute. The spellbook has 3 charges per day, to gain an additional charge you can't take Actions, Bonus actions, nor Reaction for 1 round. ### Wizard's Cheat sheet **Wondrous Item, artifact (Wizard only)** A pristine leather glove A pristine glove made out of the finest of leathers and adorn with unknown magical glyphs and inscriptions. those that wear it are able to cast spell that take hours of preparation or hours to cast with ease. The wear can expend a charge to cast any spell with the ritual tag, a casting time of an Action, and the casting time of a Bonus action as a Reaction for 1 minute. The glove has 3 charges per day, to gain an additional charge you can only cast spells with the casting time of a Reaction for 1 round.