Reign's Magic Item Vault
This document is intended to be a master list of all custom items I have made, found & like, or my players/fellow gms have made.
This document will be splint into the following categories, each category will be done alphabetically.
Table of Contents
Modified Existing Items
The following pages contain the suggested/optional changes to various items to add new life into them, create plot points, or further enhance their flavor. Some of these changes do change how the various items work, including their power level. Make sure to read through each item before applying any such change.
Bag of Holding
I personally like to introduce variants to the bag of holding beyond the Bag of Devouring. These variants include 100lb limit but twice the opening diameter, 250lb with a 50% larger opening diameter, Ability to change its outward appearance/shape to any worn or carried object that can hold items, or an "Ender Pouch" which acts as a one way teleporter for objects put inside it linked to either another "Ender Pouch", chest, or location (doesn't cross planes). You can set the link by spending 100g on magical components used in a 1 hour ritual.
Candle Mace
The candle mace is honestly a straight downgrade from the Greenfire Mace of OotA. As such, I would just use the Greenfire Mace's stats. The only upside of the candle mace is that it doesn't require attunement. Just my thoughts on this item.
Docent
Docent are extremely cool items, especially if you have a warforged in the party. If you do not have a warforged, but you still want to include them, variants of Docents can act independently of a warforged, they only require attunement, and being on the person (such as in an amulet, a ring, etc) to convey its benefits. Another fun idea is to have tiers of Docents. Some only have 1 ability, some docents might have all of them.
Gambler's Blade
In addition to or as an alternative to the corresponding penalty to death saving throws, other options could include AC, Ability Checks, or Saving throws. I personally would never apply more than 2 corresponding penalties to such a weapon.
Hammer of Thunderbolts
Being the one of, if not the only, magic item that requires two other attuned items in the game I suggest the following Changes.
A creature does not need to attune to this for it to count as a +1 magic weapon. If you have both the Gauntlets of Ogre Power and a Belt of Giant Strength equipped. It then may be attuned to. Attuning to it at this point increases it to a +3 Weapon, grants the Giants Bane trait, which further increases your strength past what either the Gauntlets of Ogre Power or the Belt of Giant strength provides, up to a maximum of 30.
Additionally, the creature attuned to the Hammer of Thunderbolts is exempt from making the Constitution saving throw versus the Stunning effect.
Rational: Once the set is completed it effectively grants it an additional +4 to hit and to damage. It also sufficiently rewards anyone who manages to collect all three pieces, and chooses to use all of their attunement slots for the set.
This also makes these weapons one of the most powerful weapons in the game. I personally love set bonuses and a number of my custom items include them. This is just the only RAW item set AFAIK.
Holy Avenger
Holy Avenger is an iconic weapon for paladins, but I personally also extend its use to Clerics as well. Adding a pseudo sentience, or even full blown sentience to the Holy Avenger can create really cool plot points and RP potential. When adding other features to the Holy Avenger, you are also increasing its rarity to that of Artifacts.
Sentient Holy Avenger options (pick as many as you want GMs)
- Ability to cast up to 3rd level paladin spells (pick up to 3). The weapon ignores all material components. These are once a day casts.
- Ability to reflexively protect its wielder as long as their goals align (parry +2 ac 1x/combat)
- Ability to increase the paladin's aura range by an additional 10 feet (regardless of current paladin level)
- Grant one use of channel divinity from a subclass of paladin that best aligns with the Sentient Holy Avenger's personality.
- Emit Holy Light when Undead/Fiends are nearby in a range of 10/10. Undead and fiends take 1d6 radiant damage when starting their turn in the bright light.
Unholy Avenger is another variant option that hails from earlier editions. A hallmark of these weapons is instead of dealing radiant damage they deal necrotic damage. They also change the creature types affected from undead/fiends to humanoids/one other creature type that best aligns with their personality. Generally Unholy avengers were Holy Avengers that were corrupted in some way or intentionally created to be unholy avengers. This can be for either sentient or non-sentient versions. If additional features are added, flip the effects to match. For example the Holy light would be flipped to Unholy light and affect Humanoids and the other creature type, while dealing necrotic damage.
Generally a Good aligned paladin or cleric won't use an unholy avenger except when their goal is to "cleanse" it of its evil nature due to the innate conflicting nature of such a weapon.
As with some sentient weapons, if the weapon deems its wielder to be doing something counter to its goals they may attempt to take control of its wielder's body. Both the Holy/Unholy Avenger and the wielder make contesting charisma checks. If the weapon wins this check it might make one of the following demands.
- The item insists on being carried or worn at all times.
- The item demands that its wielder dispose of anything the item finds repugnant.
- The item demands that its wielder pursue the item’s goals to the exclusion of all other goals.
- The item demands to be given to someone else.
If its wielder refuses to comply with the item’s wishes, the item can do any or all of the following:
- Make it impossible for its wielder to attune to it.
- Suppress one or more of its activated properties.
- Attempt to take control of its wielder.
If a sentient item attempts to take control of its wielder, the wielder must make a Charisma Saving Throw, with a DC equal to 12 + the item’s Charisma modifier. On a failed save, the wielder is Charmed by the item for 1d12 hours. While Charmed, the wielder must try to follow the item’s commands. If the wielder takes damage, it can repeat the Saving Throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can’t use this power again until the next dawn.
Horned Ring
I gave this item its legendary status, because in non WDMM games it serves no purpose. As such, I suggest that it allows the wearer to also ignore magic altering or suppressing effects such as Null Magic Zones, counter spell, Etc. I personally suggest choosing one to two effects for this ring to ignore rather than the broad "all'' magic altering effects simply to avoid arguments or off the cuff rulings.
Luck Blade
Luck blade is an incredible weapon. Not only is it a magic sword a once a day luck point, it also has a number of wishes contained within. I suggest that the following changes are made to the weapon to make it even more unique.
This weapon always acts as a +1 weapon with one luck point (used for the Luck property). In addition to that it gains a number of luck points and + to hit/dmg equal to the number of wishes remaining in the item.
This way the Luck blade is more powerful corresponding to the number of wishes remaining, meaning that the wielder is less likely to use the wish spells contained within. I flavor this as the fabric of reality is drastically weakened around this item corresponding to the power it still contains. That said, it is still capable of reshaping reality even if the wishes are depleted due to its unique nature of once holding wish spells.
Mace of Disruption
Alternatives of this weapon could be hyper focusing on undead or fiends and increasing the 2d6 radiant to 3d6 radiant. Or you can exchange 1d6 radiant to add a +1 to the weapon. I personally also scale down the destruction of effect to 15 hit points DC 12 wisdom saving throw when altering the 2d6 radiant portion of this weapon.
Mask of the Dragon Queen & Dragon Mask
These masks are all part of the same item. The Mask of the Dragon Queen. Individually they are powerful, but when all 5 masks are brought together they can form the Mask of the Dragon Queen. Due to this trait if any one mask already exists as a separate item it is unique and no other of its kind may exist. This also means that the Mask of the Dragon Queen can also not exist if any of the other masks already exist on their own.
All that said, a GM is free to ignore the above lore. I just thought I should provide it as that was a central plot point in the Tyranny of Dragons campaign.
Ring of Three Wishes
Beyond being an item which stores three wishes, this ring has a large amount of innate value. The GM may determine its worth as a ring. I personally recommend something between 5-25k gold. This is due to its construction using extremely rare and expensive materials and unique ability to contain extremely powerful magic. Alternatively once the wishes are expended, the GM can select or roll for the ring of 3 wishes to turn into any other Very rare or lower ring.
Scribe's Pen
This is a variant of the Scribe's Pen for more of a wizard character or those without the Mark of Scribing that I have used in my campaigns.
Scribe's Quill, Common Attunement It allows the user to write on any surface.
- First Property: If used to copy wizard spells it reduces the cost of the transcription by 10g/level.
- Second Property: When Writing with this quill the writing can be visible—traced in glowing mystical lines—or invisible to any creature. If it is invisible it can be seen if a creature is concentrating on detect magic, see invisibility, or has truesight.
- Third Property: This quill automatically supplies cheap ink whenever it is used, unless supplied with higher quality inks which it consumes in the writing process. Each time the quill is used roll 1d20. On a 1 the tip cracks and it loses its first property. If another 1 is rolled when using the quill it loses its second property. It cannot be degraded further. Do note that even though this is a magic quill, it can still be broken as if it were a normal quill (Ie snapped, or stepped on, or anything else which would break a normal quill).
Wonderous Items
Book of Undeath (Table J)
Artifact Tome
This tome contains the forbidden knowledge of the universe. This knowledge grants the reader a massive boost to their entire being, but with a potential cost to their body and/or soul.
By spending 24 hours reading this time without interruption all abilities scores are increased by 2 and their maximum possible values are increased by 4. The reader must then make 3 saving throws. One Intelligence, One Wisdom, and One Charisma, all with a DC of 18
On one failed save, the wearer's skin becomes pale and papery as if they are a corpse. With two failed saving throws the creature becomes an undead instead of their previous creature types. With three failed saving throws the creature is driven completely mad by the book of undeath attacks everything it sees. Only a wish can cure this madness. Greater Restoration will suppress the effects for 72 hours.
Additionally, the creature gains one of the following applicable traits. If a creature would qualify for multiple traits they select only one.
- If the reader can cast at least 3rd level spells, they gain 1 additional spell slot of every level they can cast (this includes if they gain access to higher spell slots at later levels).
- If the reader has the Extra Attack feature, they may use their reaction to make one weapon attack against any creature within their range whenever they hit a creature with a weapon attack.
- If the reader has Ki points, they add half their total level as additional ki points.
- If the reader has Sorcery Points, they add half their total level as additional sorcerer points, and may restore these additional sorcerer points on the conclusion of a short or long rest.
- If the reader has Eldritch invocations, they may add one more Eldritch invocation regardless if they meet the prerequisites for it or not.
- If the reader has Infusions, they gain 2 more infusions known, and 1 more infusion slot. These infusions know and slot may be used for any infusion regardless of prerequisites.
- If the reader has resistance to a damage type, they gain immunity to that damage type and instead heal from that damage type.
- If the reader has any other form of "points" from another class not listed above, they add half their total level as additional points, and may restore these additional points on the conclusion of a short or long rest.
Bone Token of Protection from Lesser Undead (Table F)
Uncommon bone charm
This charm grants the holder small protections against weak undead (CR 1 or lower) when the holder wills it. This charm has two charges, you may expend one charge as a creation to use one of the following effects. The token regains all charges daily at dawn
Reaction(s) By expending your reaction & a charge when hit by an attack or a failed saving throw from creatures which this token protects against, you may choose to turn a successful attack into a miss or a failed saving throw the into a successful saving throw.
Action! By expending your action & a charge while crushing a portion of this charm in your hand, you may sprinkle the dust over a creature. That creature and you gain the effects of Protection from evil and good(Undead only). The Duration is 5 minutes, and doesn't require concentration. If this is the last charge of the Token, the token is destroyed in the process.
Collapsible Cart (Table E)
Common, Cart
These carts come in two varieties. The Mundane and the magical variety.
Mundane: A cart which can be disassembled and put together with 5 minutes of work. Collapses down when disassembled to a 6" x 12" crate.
Magical: A cart which can be collapsed and "constructed" by using a bonus action, the cart will then assemble itself over the course of a minute. This variety can also have mending/reinforcement magic placed on it, but also increases its rarity accordingly.
Draak Totem (Table I)
Legendary Totem, Attunement
This totem was carved from the sternum of Tiamat's dead consort. As such it contains a small portion of the ancient dragon's latent powers.
Improved Wild Shape: You gain 1 additional Wild Shape, and the CR limit you are allowed to transform into increases by 1.
Beastial Casting: You gain the ability to cast limited spells while in beast shape. You may only cast spells with Verbal and/or Somatic Components. Each spell cast while in Wild Shape costs two spell slots of the same or higher level. Additionally, you can only cast spells up to your maximum spell level - 4 with a minimum of 1st level. (IE if you can cast 6th level spells, you may cast up to 2nd level spells while in Wild Shape)
Draak Armor: You may retain your armor class while Wild Shaped into a creature that has a CR rating of 2 or lower than your current maximum CR allowed by your Wild Shape Feature.
Elf Stone of Power (Table G)
Very Rare Diamond (spell focus all classes)
While you wield this spell focus you gain the following benefits when casting spells.
Empowered Casting Spells cast while using this focus grant the caster the ability to reroll up to 2 damage or healing dice when determining the total for any spell effect which you cast.
Power Source This diamond can be used as a power source for spells which have a duration of at least 1 day. This negates the need of recasting the spell so long as the Elfstone remains within the area affected. If the Elf Stone is removed from the area of effect of the spell, the spell immediately ends.
Elixir of Well Being (Table C)
Uncommon Potion
When drunk or administered as an action, the imbiber gains advantage on any constitution checks or saving throws for the next minute.
If the imbiber is currently affected by a disease, the imbiber makes an immediate saving throw with advantage, instantly ending the disease on a success. This elixir is only capable of affecting a single disease, if the imbiber is affected by more than one disease, roll to randomly determine which disease is affected.
Electro-Magnet Prototype (Table G)
This newly discovered technology allows for the creation of powerful magnets through the correct routing of electricity in specific metals & alloys. This device has 3 charges before its battery depletes. It will slowly recharge itself at the rate of 1 charge per 8 hours.
As an action you may expend a charge to cast the telekinesis spell with the following modifications.
The target must be primarily composed of a "ferrous" or magnetic material. The DC for creatures strength check is 15. The creature or object affected by the Electro-Magnet Prototype must move in a straight line directly towards the wielder. You do not have any fine control over objects.
As a bonus action you may expend a charge to attempt to disrupt robotic/mechanical/construct creatures.
The target must make a DC 15 strength or constitution save (its choice). On a failure one of the following aspects of the creature is affected by the magnetic distortions caused by the Electro-Magnet prototype.
The creature makes the next attack with disadvantage The creature's movement speed is reduced by 15 or half (whichever is lower) The creature uses its first attack or spell to target a random creature within its range.
Enchanted Bottle (Table G)
Rare Bottle
This bottle has been heavily enchanted. It has the following properties.
This bottle cannot be broken except by Powerful magics or Powerful magical equipment, unless it is subjected to a null magic zone. If it is a null magic zone it is just a normal bottle.
This bottle can contain various things inside it. Anything that enters the bottle is magically preserved. Its state will not alter until it is released from the bottle.
Potions stored within this bottle are enhanced when drunk, and they may be drunk from this bottle as a bonus action. This enhancement varies, but the basics would be it acts as 1 step higher of potion. (A healing potion would act as a greater healing potion).
File of Sharpening (Table E)
Common, File
Cost: 50g
Weight: 1.5lb
Enchantment/Mechanics:
This lightly enchanted file grants the user a much easier time of maintaining weapons and other such equipment that would need a file. This file lasts much longer than it normally should, technically forever with normal use.
This file has 6 charges. Using one of these charges will add a mundane +1 to a weapon or tool for the next 10 uses/hits with said equipment before the edge is lost.
When the last "use" is expended the file loses that property.
Surgeon's Kit
Rare Healer's Kit, Attunement
While attuned to this kit you gain the healer's feat. This healer kit has 3 charges that regenerate daily at dawn. You may expend a charge from this item to gain a use of a healers kit. If you already have the Healer's Feat then the target instead gains 2d6+6 hp.
Heart Container
Rare Amulet, Attunement
This pendant is a ruby cut into the shape of a heart, with a gold border on a tiny mithril chain. While you wear this amulet, and are attuned to it you gain the following benefits. You gain one additional hit die from a class you currently have, your current and maximum hit points are increased by an amount equal to the average hit points you would gain if you were to gain a level in that class, and you gain advantage on death saving throws.
Additional Heart Containers beyond the first, which you attune to do not use additional attunement slots.
Local Teleportation Field Bracelets (Table G)
Unique Jewelry, Attunement
These bracelets were ripped from a part of the planar ship on which the Monastery of the Distressed Body Resides. While within the Monastery the bands do not require any additional power as they are fed power wirelessly for their effects, their bracelets effects are also amplified while on the planar ship. Anywhere else they must use the power drawn from a Power Cell in order to function at greatly reduced efficiency.
While all the bracelets are worn, the user can, as a free action, choose to open a tiny rift in space to a location they can see within 30 feet (300 feet while on the Planar ship). This rift allows the user to make a melee weapon attack, or melee spell attack as if they were in that space, and allows any ranged weapon attack or ranged spell attack to originate from that space instead. Each rift that you open lasts until the end of your turn and consumes one charge from a power cell. Only one such rift may exist at any given time.
Magic Candle (Table C)
Common Candle
This candle has been imbued with some basic elemental magic, specifically fire. If used normally, this candle can last 10 days before it is expended, but each time it is lit, it consumes at least 1 hour of use.
Alternatively, lighting the candle then breaking it causes it to explode or shoot a ball of fire at a target within 30 feet of the candle. Doing either of these actions destroys the candle. Action: Break the candle in half: Causes an explosion centered in the candle that has a 10 ft radius. It deals 1d4 fire damage per day of remaining life it has. Any target in the explosion can make a dexterity saving throw with a DC of 13, taking half damage on a successful saving throw.
Action 2: Breaking the tip off: Causes a gout of fire to shoot out, up to a 30 ft range. Make an improvised range attack. On a hit the target takes 1d4+1 fire damage per day of life it has remaining. On a miss the target takes half damage.
Orange Drink (Table C)
Uncommon Potion
A mysterious flask filled with an orange liquid. It can be drunk, semi safely, and confer the following effects.
As an action, you can drink this concoction. You take 3d6 poison damage, which negates resistances, gain +10 movement, advantage to hit, one extra attack each round as a free action assuming you take the attack action. You also take 1d6 poison damage each round as your stomach churns from this concoction. This effect lasts for 1 minute, you can end this effect early if you choose to vomit this concoction up. If you vomit on a creature they take 4d6 poison damage, 4d6 acid damage, and 1d6 psychic damage.. because what the hell.
Potion of Head Clearing (Table A)
When drunk or administered, as an action, this potion removes any mental or visual issues the imbiber is currently affected by. (Blinds, Confusion, Charms etc). If the target is affected by a permanent effect, this potion reverses that effect for 10 minutes before losing its potency.
Potion of Lesser Healing (Table A)
Common Potion
This healing potion is created in two different ways. The first is using sub par ingredients, the second is watering down a normal or better healing potion. This potion, due to its lower potency can be drunk or administered as a bonus action. When drunk or administered it heals 1d4-1 health (with a minimum of 1).
Potion of the Ogre (Table B)
Uncommon potion When drunk, as an action, it grants the user the strength of an ogre, and sets their strength score to 19. This potion has no effect if the imbiber has a strength score of 19 or higher already. This potion's effects last for 1 hour.
Pouch of Coins (Table E)
Common pouch This pouch connects to a tiny extra-dimensional space. This extra-dimensional space is capable of holding up to 1000 coins. The bag always weighs 1 pound regardless of the number of coins it contains. Any additional conditions/effects that would affect other extra-dimensional spaces apply to the Pouch of Coins as well.
Potion of the Berserker (Table C)
Very Rare Potion
This potion when consumed causes the imbiber to go into a bloody rage for the next minute, or until they end it as a bonus action. While in this bloody rage the imbiber gains a +2 to their critical strike range, melee weapon attacks deal an extra weapon damage die, and all damage but psychic they take is reduced by 3, to a minimum of 1. Attacks against the imbiber have advantage while they remain in this bloody rage.
Power/Energy Cell (Table E)
Common Battery
An energy cell is a magical battery. Once depleted it cannot be recharged and is essentially worthless. There is a small indicator on the cell which shows how many charges it has remaining.
A full energy cell has 20 charges, but they are generally found used containing 2d10 charges.
RECHARGING A ENERGY/POWER CELL
Energy cells can potentially be recharged. These cells can only be recharged with the aid of a tinker, inventor, or artificer. To recharge a cell to its full 20 power capacity, you must expend 20 spell levels/or equiv spell points must be expended and 50gold worth of materials expended.
Rod of Recovery (Table F)
Uncommon, Rod (attunement)
This rod has been embossed with imagery of healing. This rod has 5 charges, as an action you may expend 1 charge to restore 1d6+2 hit points to a creature within 30 feet of you. Alternatively, as an action you can expend 2 charges to cast Lesser Restoration. This rod regains all charges daily at dawn.
Rod of Transferring (Table f)
Uncommon Rod
Allows the user to transfer knowledge / information to a target within 15 feet of themselves.
If the other individual also has a rod of transferring they the range is increased to 60 feet, and it allows each user to grant advantage on skill checks that either of them are proficient in.
Sahuagin's Tentacle Rod (Table H)
Very Rare Rod, Attunemnt
This rod was originally created by the Sahuagin out of shipwrecks, octopus tentacles, and the drowned young or babies of any sentient creature.
Grasp of Tentacles: As a bonus action you may expend 2 charges to cast hold person with a DC 15 Wisdom saving throw and a range of 30 feet against a single target. On a failure the target becomes paralyzed, unable to breath, and takes 4d4+4 bludgeoning damage as tentacles wring from around them and squeeze the life out of them. On a successful saving throw the target is not paralyzed, and takes half the damage.
Constriction: As a bonus action you may expend 2 charges to deal 4d4+4 bludgeoning damage to a target currently held by the "Grasp of Tentacles" feature.
Deathly Recharge: This rod can hold up to 20 charges, but only regains charges if the rod is held to the forehead (or similar region) of a dying creature as they are being choked to death by the attuned creature. Upon their death their soul is ripped from them and enters the rod as a charge count equal to half their CR/Level.
Systemic Corruption: Over time you begin to take on minor physical and mental characteristics of the Sahuagin. Such as their brutality, viciousness, and superiority complex.
Sidestep Slippers (Table G)
Very Rare Slippers, Attunement
While attuned & wearing these sandals your reactions become uncannily fast when dodging incoming harm. Sidestep sandals have 3 charges, and regain all charges daily at noon, additionally the sandals regain 1 charge whenever you are critically struck by an attack.
As a bonus action on your turn you may expend a charge and prepare to sidestep an attack. Until the start of your next turn, when an attack would hit you, the sandals help you sidestep the attack. This sidestep grants you an additional 2 to your armor class, if the attack would still hit, its damage is reduced by your proficiency bonus plus your dexterity modifier, to a minimum of 1 damage.
Snowglobe of the Homestead (Table G) {From Nox}
Very Rare Globe, Attunement
This 2 inch diameter globe is infact a pocket dimension. Anyone attuned to this item may enter and exit the globe over the course of a long rest, they may also take any number of willing creatures with them. When entering the globe, the globe remains where you left it.
Inside this pocket dimension is a basic homestead with 6 acres of fertile land. The land doesn't innately provide any sustenance, but can be farmed year round due to the controlled weather within the globe.
Sewer Moss (Table B)
Uncommon Poison
Looks: Brackish brown/green fluid with flakes of moss.
Stats: When injected into an incapacitated or non-resisting target the suffers 1d6 poison damage at the start of each of their turns, then makes a DC 15 constitution saving throw ending the poison's effects on a success.
When ingested after 2d8 hours the creature becomes extremely sick with symptoms mimicking that of the flu, common cold, and a few other various diseases all wrapped into one. Every 24 hours the target gains 1 level of exhaustion and must make a DC 13 constitution saving throw, ending the poison's effects on a success.
Stone of Souls (Table J)
Artifact Crystal, Attunement by a spell caster who has access to 3rd level or higher spells.
This stone can contain up to 5 souls in it at any given time.
This stone can also act as a phylactery for the creature who is attuned to it. To store your soul within this Stone, you must complete a 24 hour ritual which involves the sacrifice of at least 1 sentient creature, then roll 1d100. If you roll the same or lower than the number of creatures sacrificed your soul is successfully stored within the stone, otherwise the ritual fails and nothing happens.
As a reaction to seeing a sentient creature die you can choose to capture its soul, if the Stone is full, you can replace a soul of your choice contained in the stone. While the soul is contained within the Stone of Souls, its body will not decay, and is under the effects of gentle repose. Such a soul can be returned to its body, or a suitable replacement by casting Raise dead, Resurrection, or Reincarnate on the stone targeting a specific soul.
As an action you can choose to consume a soul, this gives you 5d10 temporary hit points. Restores 1 spell slot of 5th level or lower, grants advantage to all attacks/saving throws until the end of your next turn as you are filled with all the knowledge the soul contains before it is released to the afterlife. Alternatively, you can destroy a soul contained in this stone, but you gain none of the above effects, but the soul is permanently and irrevocably destroyed. Not even a wish can return this soul back to existence.
Techno Spy Mask
Wonderous Mask, Rare (requires attunement)
When donned this mask transforms and covers the face, neck and upper torso and back with a thin but durable metallic film. This film grants resistance to cold, and weapon attacks that are non-magical, and vulnerability to acid damage. It additionally grants an additional +2 to your armor class if the wearer is wearing no armor, or +1 if wearing any armor.
If a creature wearing this mask is reduced to 0 hit points by an attack or by acid damage roll 1d20, on a 15 or lower the mask is destroyed.
If worn by a "normal" person, or person weaker than CR 3, they are temporarily granted the stat block of Techno-Spy until the mask is removed, losing all other skills and abilities until the mask is removed.
The Reference Book (Table G)
Wondrous item, rare (requires attunement)
This thick leather bound tome was created for the librarians of old. It has since been modified to be useful to many professions.
While reading through this tome the user can expend a number of charges to use the following actions. The Reference Book has 5 charges, and regains all charges daily at dawn.
- 0 Charge: Cast Mage Hand
- 1 Charge: Cast Bless at its lowest level without expending a spell slot
- 1 Charge: Cast locate object at its lowest level without expending a spell slot
- 1 Charge: Cast Wristpocket at its lowest level without expending a spell slot
- 2 Charges: Cast Locate creature at its lowest level without expending a spell slot
- 2 Charges: Cast Darkvision at its lowest level without expending a spell slot
- 3 Charges: Attempt to locate information on a specific topic. The user makes a DC 20 history check. On a success the tome will contain a short passage on the topic at hand, as long as this passage can be found in a library somewhere on the plane in which the Reference Book was used on. Once you have successfully used this action, you cannot use it again until 1 week has passed.
Tome of Enhancement (Table H)
Rare Book
This book comes as one of six variants. Each variant is tied to an Ability (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). Regardless of which Tome it is, each Tome gives pointers and tips on how to better oneself relating to that ability. Reading a Tome for 20 hours and utilizing the pointers and tips to familiarize and train yourself for an additional 15 hours increases that ability score by 1, to a maximum of 20, and a skill (of the GM's choice) tied to that ability, or grants expertise if th. Once the Tome is used in this manner it must recharge for 10 years before it can be used again, although a creature can only ever benefit from the tome used once.
Upgrade Kit (Table C)
Rare Materials (Wood, Stone, Metal or combination of those three)
These upgrade kits were made by an Artificer whose foreman was breathing down their neck about time constraints at the Drydock they worked at. It allows a skilled craftsman to build or upgrade an object, structure, or vehicle, instantly after spending a 1 hour ritual which includes drawing up plans and making a token effort into doing this construction yourself.
Each upgrade kit can cover up to a 5x5ft area. Each additional upgrade kit used during this ritual multiplies the area it may cover. (IE 2 upgrade kits can cover a 25x25ft area, 3 could cover a 625x625ft area, etc.) In simpler terms. 1 Upgrade kit can cover a cart, 2 upgrade kits can cover a wagon, 3 upgrades could cover a small ship or building, 4 upgrades would cover any sized ship (including airships), and a medium sized building, while 5 would cover a large building.
In order to use this upgrade kit, you must be proficient in either masons, carpenters, smiths tools, or other such tools. Otherwise the Upgrade Kit is expended.
If the object, structure, or vehicle is destroyed there is a 50% chance that you will be able to recover the materials of the upgrade kit. If multiple upgrade kits were installed then roll for each upgrade kit.
Each upgrade kit increases the AC of the object, structure, or vehicle by 1, and doubles its current and maximum hit points. You may use a second set of upgrade kits on an object which is already affected by the upgrade kit, but it costs twice as many upgrade kits, but provides the same bonuses. This can be done up to 5 times before the Upgrade Kit is no longer able to affect the object, structure, or vehicle.
Upgrade Kit of Mending (Table C)
This upgrade kit was made to allow the easy transfer of the mending enchantment to a variety of items or objects. This upgrade kit is a fist sized amethyst carved with arcane runes. By performing a short 10 minute ritual then crushing the amethyst onto the object you wish to imbue, that object gains the mending property.
This mending property cannot create matter, but will draw/use suitable material for repairs, as needed, from a designated container or nearby materials. The mending property will repair small breaks, cracks, tears, or other such damage slowly over time. Enough to counter most wear and tear. More substantial damage can be repaired, but costs much more materials than more basic repairs. The more substantial the repair "heals”' the object by 1 hit point per 24 hours.
Weave Crystals (Table F)
Uncommon Crystal
Not much is known of the weave crystals except they are the crystalline form the weave that pervades the planes, and sustains magic. Any caster who crushes these crystals and inhales the powder regenerates up to half their level in spell slots (maximum of 4th level spell slots). The should only be done once per week otherwise the casters connection the weave may be irreparably damaged. If a weave crystal is inhaled more than once per week, the inhaler must make a dc 20 constitution saving throw or lose one of their highest level spell slots. This loss of spell slot can be undone by greater restoration, wish, or 1 week of long resting with no "interruptions''.
Beyond this first use, A Weavecrystal can also be used as a spell focus. If a spell has a component with a gold cost up to 500g, and the component(s) are not consumed in the casting of the spell, a Weavecrystal can replace that component.
Wheels of the Arachnid (Table G) {From Whatever_Desu}
Very Rare Wheels
These steel banded, solid wooden wheels have an intricate image of a spider emblazoned on them. When mounted on a cart or wagon (replacing all of the existing wheels), such a vehicle also gains the effects of any Spider Climb enchantment or spell which affects the being(s) pulling it. In addition, for the duration of said Spider Climb enchantment, the contents of said vehicle (including the driver/passengers) will act as though gravity is whichever way the bottom of the vehicle is for as long as they remain in contact with the vehicle or until the enchantment ends.
Wheels of Water (Table G) {From Whatever_Desu}
Very Rare Wheels
This set of red metal wheels resemble miniature paddle steamer wheels. When mounted on a cart or wagon (replacing all of the existing wheels), such a vehicle becomes completely watertight akin to a ship, and shares the effects of any Water Walk enchantment cast upon the being(s) pulling it. In addition, the speed of any being(s) pulling it is halved while on land, but doubled while on water (regardless of the presence or lack of a Water Walk spell).
Wirecutters (Table E)
Can easily snip wires/fencing. Leather grips provide additional protection so that the user may not be subjected to any electrical current when using them. When making any check to cut wires, you may add +5 to the check when using the wire cutters. On a roll of a natural 1, the wirecutter's blades are dulled and need to be repaired.
These wire cutters are unable to affect magically protected wires or fencing.
Worn Items
Amulet of Life Preservation (Table G)
Wondrous item, very rare
Design: This amulet is designed to have a radiant sun surrounding a ruby heart and a harvest of crops & fruit. This amulet works as a spell casting focus for followers of Chauntea, it also grants a +2 to any spell attack rolls such followers make.
Any cleric, druid, paladin, or Theurgy wizard may use their action to draw all the power of this amulet at once, causing it to crumble to dust. Doing so causes a healing wave to emanate out from it with a range of 30 feet. All creatures within this area regain their (proficiency bonus + constitution modifier) * 10 hp (minimum of 10 hp). This healing wave may also cure any diseases & harmful magical effects which affect said creature. Each effect eliminated in this way decreases the healing received by 10 points & the creature chooses which effects get eliminated.
Boots of the Frozen Waters (Table G)
Wondrous item, major tier, Rare (requires attunement)
These furred lined iron sole boots are snug and feel quite warm. While you wear them, you gain the following benefits:
You are able to walk on the bottom of a body of water as if it were dry terrain. You have resistance to cold damage. You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
Conch of Negative Emotions
Wonderous Conch Shell, Very rare (attunement)
This Conch shell was once a magnificent specimen, but has been defaced many times by the Sea Hag Auntie over the years and imbued with hex magic. This Conch has 2 charges which it regains daily at midnight.
As an action and expending a charge you target a creature you can see within 30 feet displaying this defaced conch shell as it emits a wave of negative emotions. The targeted creature must make a DC 15 Charisma saving throw taking 4d6 psychic damage on a failed saving throw and becoming frightened for the next minute. A creature frightened by this ability can repeat this saving throw at the end of each of their turns. If the creature is currently benefiting from a positive spell or magical that affects its emotions or mental state, that effect is also dispelled. Such spells can be Heroism, Bless, Divine Favor etc.
Decaying Leather Boots
Wonderous Leather Boots, Very rare (attunement)
These boots have seen use in wet and dank conditions for centuries. Originally expertly crafted with bone hobnails, hair thread, and hex reinforced humanoid leather, these boots look as if they could fall apart any moment. While you wear these boots your feet always feel damp, regardless of the terrain and weather conditions.
While you are wearing these boots, your walking movement speed increases by 15 feet, and you ignore difficult terrain that comes from swampy, forested or magically altered terrain. Additionally you can, as a bonus action on your turn, alter the footprints you leave to be that of any creature which would naturally reside in either a swampy or forested environment.
Deku Nut (Table A)
Common Nut
This nut, when thrown on the ground as an action, is destroyed in an explosion of light and sound. All creatures, within 5 feet of it must make a DC 7 constitution saving throw or be stunned until the start of their next turn
Dream Catcher
Wonderous Dream Catcher, Very Rare (attunement)
This dream catcher is bound and stitched from the hair and bones of slain sentient creatures and imbued with hex magic. While attuned to this item you automatically succeed any saving throw which would put you to sleep against your will, alter your dreams, or communicate with you while you sleep against your will. If you are subjected to a spell or effect which would do one of these things, you may reflect it back at its caster or origin as a reaction.
Additionally this Dream catcher allows you to cast Dream of the Blue Veil without any material components. You may only dream of the FeyWild, the Prime Material Plane, and one other world or plane of the GMs choosing when casting the spell using this item.
Enhanced Clockwork Amulet (Table F)
Uncommon Amulet
This copper amulet contains a trio of small interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
Enchantment: Mechanical Reliability
When you make an attack roll or ability check while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, that property can't be used again until the next dawn.
Endless Ammunition Satchel (Table F)
Uncommon Satchel
This satchel produces an endless supply of a specific mundane ammunition. This ammunition, once drawn from this satchel, lasts for 1 minute until it disappears and is of notably low quality prior to that. Ammunition drawn from this pouch cannot be sold, used as a crafting material, or used as a material component for spells. This satchel acts as a quiver, or bullet pouch for the purposes of drawing the ammunition when attacking.
Figurine of Undead Warhorse (Table F)
Uncommon Figurine
This figurine is a roughly made depiction of a rotting zombie horse. When you utter a command in Undeath Tongue and throw the figurine on the ground, it quickly grows into a Zombie Warhorse. This Zombie Warhorses lasts for 12 hours or until killed. When killed, or the time runs out, it shifts back into a tiny sized figurine. Once this figurine is used, you must complete a long rest before it can be used again.
Glamoured Sheathe (Table F) {From Desu}
Rare Sheath
This exquisite, silver-trimmed leather sheath has floral designs tooled down both sides, and has a braided strap to secure whatever blade is within it. Upon examination, a DC14 Arcana check reveals it's of fey origin, DC18 tells you that any fey with moderate magical power can change the form the sheath takes to fit another blade. Whenever the sheath is worn by a living (or undead) creature, both it and the weapon within it are invisible as long as the blade is not drawn. The moment the blade is even partially drawn, or the sheath is taken off, both items become visible. If someone other than the wearer touches the blade or sheath while they're invisible, they must succeed a DC 18 wisdom save, or become unaware of the item and act as though it doesn't exist.
Gloves of Forging (Table F) {From Nox}
Rare Gloves, Attunement
While wearing these gloves, you gain the ability to mimic anyone's signature that you are touching. The skill at which you do this is dependant on your proficiency with Forgery Tools. If you are not proficient, it is a passable fauxsimile, but fails to hold up under close inspection. If you are proficient it is well done, the DC to determine that it is fake or not is 15+dex+profiency. If you are expertise in forgery tools the DC increases 20+dex+proficiency.
Hat of Triumph (Table F)
Rare Hat, Attunement
This had is granted to those who have done a great service to a city or kingdom. It is a symbol that represents the wearer is a hero. In addition to this the hat has the following properties.
Fashion! As a Bonus action you can make wind swirl around you to billow your cape, or hair. Additionally you glimmer slightly. This grants you advantage on any persuasion checks against those who allign themselves with the Kingdom or city which this hat is from.
Respect! While this hat is worn. The people of the Kingdom or city will treat you with the respect due to high ranking officers, or known heros. As such prices on purchased gear is reduced to by 15% of the normal market price.
Resolve! Once per long rest you may add cast Bless as a bonus action, without requring concentration. This bless can only target yourself.
Empowerment! At the end of a long rest, you can choose to channel a portion magical energy imbued into this cap into a weapon, granting it +1 (this +1 stacks with any other existing enchantment), and making it count as a magical weapon. If you do so the hat can no longer use the "Resolve" feature. This benefit lasts until this feature is used on any other weapon, until the weapon leaves your possession for longer than 1 minute, you chose to end the effect as a bonus action, or the weapon or hat are subjected to a null magic zone.
Headband of the Supreme Mind (Table H)
Very Rare Headband, Attunement
This headband magically augments the wearer's mind and personality. Your Intelligence, Wisdom, and Charisma ability scores become to 18. If one or more is higher than 18, choose one ability score. The Chosen ability score is increased by 2, and this increase ignores normal limitations.
Holy Symbol of Radiance (Table F)
Holy Symbol, Uncommon (Requires Attunement by a spellcaster)
Weight: 0.5 lb
Design: A small silver emblem of a gauntlet holding two arrows crossed with a thin silver chain attached to the nocks of the arrows.
Enchantment/Mechanics:
An imbued silver holy symbol infused with positive extra-planar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to a single damage roll which would deal radiant damage.
A holy symbol is a special item designed to channel the power of arcane or divine spells. A cleric, druid, paladin, or theurgy wizard can use such an item as a spellcasting/holy focus.
Additionally you can cast daylight once per day, this casting can only target the holy symbol.
Improved Ammunition Satchel (Table G, H, or I)
Rare (G), Very Rare (H), or Legendary Satchel (I), Attunement
This satchel is much higher quality version of the Endless Ammunition Satchel. This higher quality comes with a trade off, it is only able to produce up to 10 pieces of a specific type of ammunition per day. A rare satchel produces +1 ammunition, a very rare satchel produces +2 ammunition, and a legendary satchel produces +3 ammunition. Ammunition drawn from this pouch cannot be sold, used as a crafting material, or used as a material component for spells. This satchel acts as a quiver, or bullet pouch for the purposes of drawing the ammunition when attacking.
Variants of these satchels may exist which adds an additional 1d4 Fire, Cold, Lighting or Acid damage, but reduce the + to hit by 1. For Example a Very Rare satchel of Fire Ammunition would grant a +1 to hit rather than a +2, while a Rare Satchel of Fire ammunition would have no + associated with it.
Magical Brain (Table F, G, or H)
Uncommon/Rare/Very Rare Magical Brain, attunement
This magical brain can be used to replace, or enhance a mind. This brain is carved from a red gemstone to look like a humanoid brain, and can easily be held in one hand. This magical brain comes in one of three variants.
- A Damaged one (Uncommon, Table F), which increases your intelligence, wisdom, and charisma scores by 1, or can magically replace a brain in a willing creature, and set all of these scores to 12.
- An Undamaged one (Rare, Table G), which increases your Intelligence and charisma scores by 2, and wisdom score by 1, or can magically replace a brain in a willing creature, and set all of these scores to 14.
- A Pristine one (Very Rare, Table H), which increases your intelligence, wisdom, and charisma scores by 2, or can magically replace a brain in a willing creature, and set all of these scores to 16.
Necrotic Horseshoes (Table E)
Common Horseshoes
This set of horse shoes has absorbed a portion of the necrotic energy of its previous owner. As such when shod onto a living horse or other hoofed beast they gain resistance to necrotic damage. These horseshoes will also never wear down and need to be replaced.
Ring of the Black Ring (Table H)
Very Rare, Attunement
This ring is a symbol of inclusion within the secret order "The Black Ring". While attuned to it it is invisible and can't only be seen or detected except by truesight. Creatures who wear this ring will see a small black ring 6 inches above the head of any other creature who wears a Ring of the Black Ring. This black ring can never be missed by someone attuned to this ring.
This ring has 2 charges, by expending one charge the attuned creature may cast Misty step or Invisibility. It regains 1 charge per hour.
If placed in a location and a 1 minute ritual performed, the ring becomes invisible and can't only be seen or detected except by truesight. It then goes into "recording mode". While in recording mode it records any visual and audio effects within 60 feet of it so long as it is not completely obstructed from view. This ritual also includes where a "written transcript" of the events it records is sent magically.
Ring of the Diver (Table F)
Uncommon, Ring
This ring when worn can be activated as a bonus action. When you activate it, you may choose 1 or more of its functions. As a bonus action you can cancel any of the functions, preserving any remaining time on them. Each activation always reduces its time by a minimum of 1 minute.
Function 1: Gain a swim speed equal to your movement speed for up to 1 hour.
Function 2: Gain the ability to hold your breath, and not require additional air for up to 1 hour.
Function 3: Automatically raises the wearer to the surface at a rate of 60 feet per round should they loose consciousness. The ring ensures that the wearer is face up when they reach the surface.
Ring of Endurance (Table F)
Uncommon, Ring
While wearing this ring, whenever you roll for initiative for combat with hostile creatures, you are filled with a surge of life energy and regain one of your expended hit die.
Rings of the Starcrossed (Table G) {From Whatever_Desu}
Rare Rings (pair)
This pair of rings each contain a different gem which appears to be mixed with the gem its partner. If the duo of rings are ever separated, fate will align to bring the set back together. When a devoted couple dons a set of these rings within a day of their wedding, the rings become ethereal, and both partners start to age slower, gaining a number of years to their lifespan equal to the average lifespan of their spouse's race. When both ring bearers die, the rings fade from existence. Should both partners reject each other without outside influence (magic/psionics/etc.), the rings become real again and can be removed. Both people will then resume their original rate of aging with no other ill effect.
Ring of Ultimate Endurance (Table G)
Very Rare, Attunement
While wearing this ring, whenever you roll for initiative for combat with hostile creatures, you are filled with a surge of adrenaline & life energy. You regain one of your expended hit die, and you may expend 1 hit die to heal yourself.
Soul Rod
Wonderous Bone Rod, Very Rare (attunement)
This bone rod was crafted by a Night Hag Auntie with the various bones and the skull of a sentient creature which the night hag drove insane. These bones have also been infused with fragments of other numerous sentient souls which are bound to it by hex magic. The Soul Rod has 5 charges, and regains all charges whenever use a captured soul to recharge it.
While you wield this rod you may use an action, expending a charge to violently expel a portion of a soul contained within the rod. This destroys the soul fragment. Choose a creature within 60 feet of you, that creature must make a DC 15 Wisdom saving throw, taking 4d6 psychic damage on a failure. If the creature fails the saving throw by 5 or more they also become paralyzed.
Additionally, you can also use your reaction cast Soul Cage spell without any other material components by expending 2 charges. When you do so you can choose to either gain the benefits of the spell or recharge the Soul Rod.
Springloaded Gloves (Table G)
Technomagical Apparatus (rare), Attunement
While wearing these springloaded gloves the wearer gains the following features.
Thrown objects gain an additional 10/10 to their range, and objects which you throw within your "normal" range get a +2 to any damage rolls you make with them.
As a reaction you can attempt to catch a small or tiny flying object. If this object would deal damage, you reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
As an action you can overtune the springs on these gauntlets, for the next minute all previous effects are doubled. Once the minute has passed the springs pop free and must be repaired/replaced over the course of a short rest.
Springloaded Soles (Table F)
Technomagical Apparatus (rare)
While these springloaded soles are installed in a a set of footwear, or affixed to the bottom of a beast's feet, the wearer gains the following benefits.
As a reaction, the wearer can make a dexterity saving throw DC 12 to land on their feet while falling. If successful up to 30 feet of falling height is negated.
The creature is under the effects of the "jump" & "longstrider" spells at all times.
Stitched Girdle of Strength (Table G)
Wonderous Girdle (very rare), Attunement
The Stitched girdle of Strength is an inexpertly crafted item worn by some Auntie Annis Hags, using the skin from various child humanoids, their bones and bones from wild animals which are imbued with hex magic. While wearing this Girdle and being attuned to it you gain +2 to your "natural" strength score. If you are evil this bonus increases to a +3. Additionally while wearing this girdle you may choose to add your constitution modifier in place of your dexterity modifier when unarmored or wearing armor that adds your dexterity modifier.
Natural Strength is your strength score without any items or consumables that set your strength to a certain score such as gauntlets of ogre strength or belts of giant strength or potions of giants strength. If your strength score was permanently increased through magic such as through a Manual of Gainful Exercise, that is now your "natural" strength score.
Armors
Magical Empowerment Suit
Legendary Suit, Attunement
This lightweight suit is made from a variety of magically attuned materials, and combined, enchanted and fueled in such a fashion that it amplifies the wearer's magic.
While you are attuned to and wearing this suit it grants the following properties.
This suit grants a +1 bonus to your armor class. If you are not wearing armor, this suit acts as if it were medium armor granting an Armor Class of 14 + Dexterity modifier (max of 3). If you are not proficient in medium armor gain proficiency in medium armor for the Magical Enhancement Suit. Additionally, as a free action on your turn you can seal the helm, protecting you from all environmental hazards that would affect your sight, or breathing, and allows you to breathe normally in any environment. While the helm is sealed, you have disadvantage on all perception checks related to sound.
Your spell save DC and spell attack bonus each increases by 1. If you are attuned to any other magical item which affects either your Spell save DC or your Spell attack bonus, this bonus increases by 1 for each such item to a maximum cumulative total of +3.
As a bonus action you can give or receive a spell slot, of any level, from any creature within 10 feet of you, but that creature cannot receive a spell slot higher than the highest level it can cast, nor can you receive a spell slot of a higher level than you can cast.
As an action on your turn you can expend a spell slot start channeling a powerful magical blast until the start of your next turn when the channel finishes, until the channel finishes you are considered to be concentrating on this blast. Other willing creatures can use their reaction on their turn to add additional power to your channel by expending their own spell slots. For each level of spell that is transferred to this blast you add 2d12 force damage to the total. At the start of your next turn, designate one creature or object within 500 feet of you, expelling the collected energy at that creature. That creature must make a dexterity saving throw with a DC = to the number of spell slot levels that were a part of this channeled blast. If the creature or object is reduced to 0 hit points from this blast, they are disintegrated as if they were hit by the disintegrate spell.
As an action you can restore a number of spell slots, equal to your proficiency bonus, of any level that is less than your proficiency bonus by pulling magic directly from the weave around you. Once you do so, you must complete a long rest before you can use this feature again.
GM Notes:
The suit can only safely hold up to 25 spell slots for the channeled ability. If the number of spell slots for the channeled ability exceed 25, the suit may detonate after expelling the blast dealing the same damage to all creatures within 30 feet of the wearer. The suit must make a DC 15 saving throw with a +3 bonus to the roll.
If the suit detonates, only the helmet survives the blast. The suit loses all of its features except for features.
As a bonus action you can give or receive a spell slot, of any level, from any creature within 10 feet of you, but that creature cannot receive a spell slot higher than the highest level it can cast, nor can you receive a spell slot of a higher level than you can cast.
As a free action on your turn you can seal the helm, protecting you from all environmental hazards that would affect your sight, or breathing, and allows you to breathe normally in any environment. While the helm is sealed, you have disadvantage on all perception checks related to sound.
Outcast's Armguards (Table G)
Uncommon Bracers, Attunement
These Armguards help protect those surrounded by foes by reinforcing their arms against blows.
While wearing these Armguards you gain +1 to AC, and if there are 3 or more enemies within 10 feet of you, and no allies within this range, you gain an additional +1 AC. For each enemy after 3, you gain an additional +1 to your ac.
Siege Master's Arm Guards (Table H)
Very Rare Armguards, attunement
These armguards are embossed with depictions of siege weaponry of all types, and enchanted with the knowledge of many siege masters. While you are wearing these armguards, you gain +5 bonus to your armor class against siege weapon attacks, and +1 ac against all other attacks. Additionally, you can now wield weapons one size class larger than you are normally capable of. If you wield a weapon that is sized for you, it deals 1d6 additional damage. Lastly, if you have extra attack, or multi-attack you may substitute one attack to perform a siege weapon reload or aim action. You may also use your bonus action to perform a siege weapon reload, aim, or attack action.
Warrior's Chainmail (Table G)
Rare Chainmail, Attunement
Weight: 55 lb
Design: A series of banged up interlinked rings with bent metal strips behind the rings providing extra protection and tattered leather padding beneath that. This armor has obviously seen a lot of use over the years and semi-knowledgeable observers would swear it should be a single strike from falling apart entirely.
Enchantment: While wearing this chainmail, and no other armor, shields, or magical equipment which grants a bonus to AC... it acts as +2 armor, and grants a +2 to the wearer's strength score (this increase ignores the maximum of 20). If the wearer is wearing other armor, a shield, or magical equipment which grants a bonus to ac it instead acts as a +1 and grants a +1 to the wearer's strength score. (this increase respects the maximum of 20)
Curse: When a creature who is wearing the warrior's chainmail is critically struck for at least 13 damage. The armor shatters and scatters on the floor around them in 1d3 distinct sections. The Armor retains the bonus to strength and their AC becomes 13 + their dexterity modifier (maximum of 2). If they are critically struck again, the armor shatters again its ac becomes 10 + their dexterity modifier. Regardless of its current state it still retains any magical bonuses it would give if it were whole.
The armor can be rejoined together by taking 10 minutes and making a successful DC 10 check using any sort of tools or materials that could be conceivably used to repair this armor. If the armor is taking to a skilled armor smith and repaired instead. The armorsmith rolls a check at advantage. If the check exceeds 22, the armor is fully repaired and loses the "cursed" property.
If the armor is kept too long and beaten up too much in its lowest form then it has a chance of shattering again and the enchantment being lost.
Weapons
Armstrong Lance (Table G) {From Whatever_Desu}
This lance is covered in swirling carvings of paired circles. While attuned to this magic lance, you have a +2 to your strength score. This strength bonus increases your maximum strength score by +2 as well.
Axe of Questions (Table G) {From Whatever_Desu}
Rare Greataxe, Attunement
This huge, unweildy axe looks worn, as if it has been sharpened many times over the years.
When attacking with this magical greataxe, you deal an additional 1d6 slashing damage, with a -1 to hit targets that are not prone, but a +3 to hit targets which are. Killing a sentient creature with this axe requires them to make a wisdom save with a DC equal to the damage of the strike which killed them. On a failed save, a harmless, docile shade of the slain creature will appear for 10 minutes, during which time it must answer the first question it is asked by the bearer truthfully and to the best of its knowledge. After 10 minutes have elapsed or the shade has answered a question, it fades from existence, though it's spirit will remain aware of what happened.
Blizzrod (Table G)
Rare Spell Focus Wand, Attunement
This wand was carved from a shard of True Ice within the fey wild. When found it has 3d10 remaining charges. When the last charge is expended the wand melts down to its bone metal handle. So long as any charges remain all charges can be regained by having a sufficiently powerful Winter Fey can perform a ritual with another shard of True Ice.
This wand has the following properties While held, spells which create ice, or deal cold damage have a +1 bonus to their DC, and you gain resistance to fire damage & get a +5 bonus to saving throws to withstand the effects of extreme heat weather conditions.
As an action you may expend 1 charge to release 3 balls of pure cold out which can target up to 3 Creatures. You may target the same creature multiple times. These attack rolls use +5 for its to hit modifier or your intelligence spell attack (whichever is higher). On hit it deals 1d6 + your intelligence modifier as cold damage.
If held by a Powerful Winter Fey, they may choose whether or not to expend a charge, if they do it deals double damage.
Bracer of the Brotherhood (Table G) {From Nox}
Very rare Bracer, attunement.
This set of 5 throwing knives are slotted into a bracer which can be easily hidden underneath your clothes. This magic item has the following properties. Each throwing knife has the same weapon properties as a dagger. The Bracer of the Brotherhood has 3 charges that recharge at dusk.
- When thrown, each knife will come back to the bracer at the beginning of your next turn.
- By expending your reaction while you wear the Bracer of the Brotherhood and not wearing armor or using a shield you can use your reaction to gain 2 AC against a melee attack against you. As part of this reaction, regardless if the additional AC causes the attack to miss you may make a single attack of opportunity using a throwing dagger from this magic item, against the creature who attacked you.
- By expending one charge on a successful thrown attack you can cause the blade to pulse with poison. The target must make a DC 14 constitution saving throw or become poisoned for 1 minute. By expending two charges, on a successful thrown attack you can cause all remaining throwing knives in the brace to attack the same target, each additional throwing knife uses the same attack and damage roll.
- By expending three 3 charges, on a successful thrown attack, you can cause the knife pulses with a dangerous poison. The target must make a DC 15 Constitution saving throw or take 2d4 poison damage. The target must repeat this saving throw at the start of each of its turns taking 2d4 damage on a failed saving throw, and ending the effect on a successful one.
Brawler's Gloves (Table F)
Uncommon Gloves, Attunement
These are thick, padded gloves that can be easily worn within a set of gauntlets, or by themselves.
You gain a +1 to hit/dmg with unarmed attacks with your fists, and you have a +5 bonus to Strength (Athletics) checks to grapple, shove, or escape a grapple.
The Broken Blade (Table H)
Type: Dagger, Very Rare
The Broken Blade is an ancient blade that has had many wielders. Long ago the blade was broken and lost all but a fragment of its power.
Since then it has wandered from owner to owner, more as a mantle piece or an artifact of mystery.
Through the magical smithing and restoration prowess of the "Goron" of death mountain who currently resides in the realm of Sigil. The blade has been restored to about half of its previous power.
Current Enchantment: +3 dagger, uses a d6 instead of a d4 for damage die.
GM INFORMATION
Each killing blow strengthens the weapon and its enchantment. Depending on the number of kills and their relative power (cr), represented by notches along its blade. When the blade is entirely covered in notches (100 in total) the wielder will be informed that it can be returned to the Goron. If done so and he is paid a suitable fee he will be able to release the stored power restoring the item.
Final/Ultimate Form
A Blade of Speed +3 (2d4 piercing): You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns, if you have the sneak attack feature you gain 2 additional sneak attack dice with this attack. You may, as a reaction to being hit with a melee weapon use your reaction to add your Dexterity modifier to your AC, potentially causing the attack to miss. Lastly you may reduce its +3 bonus by 1 to cast haste with no concentration required. Recharges back to full strength upon the completion of a long rest.
Carving Knife (Table E)
Uncommon Dagger
This knife has a minor enchantment. This enchantment allows the wielder to gain advantage on checks when gutting, skinning, or carving flesh from a dead creature.
If used in combat against a beast, the wielder has advantage on the attack.
Ectoplasm Dagger (Table E)
Uncommon, Dagger
This dagger is created from hardened ectoplasm, a rare material which typically can only be acquired from reincarnating undead. This dagger can create more of itself when you attempt to throw it. So long as the wielder does not let go, it duplicates itself and hurls the duplicate at the targeted creature. Hit or miss the duplicate then dissolves into a fine mist after 6 seconds.
Electrified Chain (Table H)
Very Rare, Chain
These chains were once held by a Zelekhut. These crackle with lightning, and have electrical scorch marks running down the length of the chain.
These chains are sized for a large creature, creatures that are medium or smaller can wield these, but they have disadvantage on their attacks with them. If a creature is mounted on a creature larger than themselves, they may ignore the disadvantage imposed by wielding a larger class weapon on the first attack each turn.
If a creature wields two of these chains they may choose to make an additional attack with their bonus action on their turn.
On a successful attack, you may choose to make a second follow-up attack, this attack deals no damage, on a successful attack the chains temporarily shock a creature causing it to either fall prone or drop its held weapon (wielder's choice).
These chains deal 3d4 + str/dex mod slashing & 2d6 lightning damage, and have a 15 ft reach.
Enchanted Poisoned Dagger (Table F)
Rare Dagger, Attunement
This dagger has been enchanted with evil and necrotic energies. Neutral Aligned creatures have disadvantage on attacks with this weapon. Good Aligned creatures also have disadvantage on attacks with this weapon, but take 1d4 psychic damage whenever they make an attack with it. This dagger deals 1d4 piercing, 1d4 necrotic, and 2d4 poison damage on the first successful attack each combat. Subsequent attacks that combat only deal 1d4 piercing, and 1d4 poison damage.
Energy Weapon (Table F or G)
Uncommon
Energy weaponry can varry wildly, but their primary purpose is to convert a weapons damage type to an "energy" type. Energy types are Fire, Cold, Acid, Lightning, Necrotic, or Radiant. They usually have one of the following secondary effects
Physical Spells: Cast a 2nd level attack spell or lower that requires an attack roll, but using a physical ability score for the attack &/or damage rolls as necessary.
Smiting: Has 3 charges, that recharge daily at a specific time (dawn, noon, dusk, or midnight). You may expend 1 charge to deal an extra 2d6 of the associated damage type.
Exacto Knife (Table E)
Uncommon Dagger
Damage: 1d4+1 piercing or slashing damage.
On a critical hit, if the target was a living "fleshy" creature, they start to bleed profusely. There is no limit to the number of bleed stacks a target can suffer. Each bleed stack deals 1d4 damage at the start of their turns, this damage is unresistable. This bleeding can be stopped by making a Medicine check as an action with a DC equal to 10+bleed damage taken that round+number of bleed stacks on the target, receiving healing from any magical source, or expending one use of a healer's kit if you are proficient in medicine/have the healer or medic feat.
On a roll of a natural 1 against a non-fleshy creature/object, or a creature who is wearing metallic armor. The Exacto-knife blade breaks and must be repaired/replaced before it can be used again.
Fire Pistol (Table G)
uncommon to very rare, Energy Pistol
Weight: 2 lb + .5 lb per modification/upgrade
Design: Unpolished metal with exposed screws/rivets, with wires protruding along the frame and short barrel.
Range: 40ft
This weapon can never have advantage or disadvantage, and does not respect 1/2 or 3/4 cover. The fire pistol uses the wielders Intelligence for its attack and damage.
The Fire Pistol, when fired, always releases two beams. The beams can strike different targets, but both targets can be no more than 20 ft apart, or it can target the same creature twice. The targets must be chosen before any rolls are made.
Deals 2d4+intelligence modifier for the first beam, and 2d4 damage on the second beam. Both shots deal fire damage.
The second beam never benefits from any modifiers on the damage roll.
Lastly the Fire pistol has 3 charges. Firing the fire pistol consumes one charge. When all charges are expended you may then roll 1d6 to attempt to recharge the Fire Pistol.
On a roll of 1, the weapon sparks and is rendered inoperable until the wielder repairs it over the course of a short rest. After it is repaired and manually recharged during the repair process it regains 3 charges.
On a roll of 2, the weapon cannot recharge for 1d4 minutes due to its capacitors being fully depleted. After the 1d4 minutes it regains 1 charge.
On a roll of 3 the weapon cannot recharge for 1d4 rounds as its capacitors build up charge again. After the 1d4 rounds it regains 1 charge.
On a 4 it regains 1 charge
On a 5 it regains 2 charges
On a 6, it regains 3 charges.
Upgrades/Modifications Upgrades for the fire pistol can be found, crafted, or commissioned. The cost for these parts is up to DM discretion
Secondary Capacitors: The number of charges the fire pistol has & regains is doubled.
Chromatic lens: As a bonus action the wielder can swap the damage type to fire, cold, lightning, or acid.
Beam Focuser: The range for the fire pistol is doubled, but the distance between you may strike two different targets is halved. Cannot be used with Beam Unifier
Beam Unifier: Both beams are unified into a single broader beam, but with half the effective distance. The fire pistol can no longer strike multiple targets. It instead fires a piecing beam. Each target in the line is affected by this beam, make a separate attack roll for each target. On hit the first target hit takes 3d4 + intelligence modifier fire damage, all subsequent targets take 2d4-2 damage. Cannot be used with Beam Focuser
Fire Rod (Table G)
Rare Spell Focus Wand, Attunement
This wand was carved from a rock or piece of metal which has been submerged in lava or magma. When found it has 3d10 remaining charges. When the last charge is expended the wand bursts into flame in its wielder's hand leaving only its bone metal handle. So long as any charges remain all charges can be regained by having a sufficiently powerful Summer or Fire Fey they can perform a ritual with another rock or piece of metal which has been submerged in lava or magma.
This wand has the following properties While held, spells which create fire or deal fire damage have a +1 bonus to their DC, and you gain resistance to Cold damage & get a +5 bonus to saving throws to withstand the effects of extreme cold weather conditions.
As an action you may expend 1 charge to release 3 balls of pure fire which can target up to 3 Creatures. You may target the same creature multiple times. These attack rolls use +5 for its to hit modifier or your intelligence spell attack (whichever is higher). On hit it deals 1d6 + your intelligence modifier as fire damage.
If held by a Powerful Summer or Fire Fey, they may choose whether or not to expend a charge, if they do it deals double damage.
Greatsword of Shadows
Legendary, Greatsword (attunement)
This greatsword was granted by the Shadow Queen to her champion. It shares a connection with this Dark Lord. The hilt, which is polished obsidian and with jet and ruby inset gems along the grip and guards emits a solidified shadow.
An individual who wields this weapon, and is attuned to it, gains the following benefits. Attacks with this weapon gain a +2 to hit and damage rolls. Their strength score and maximum increases by 4, their charisma score is reduced by 4.
Whenever its wielder is reduced to 0 hit points the wielder may choose to reduce their charisma score by 1, gaining a number of temporary hit points equal to the damage which would have been dealt. The wielder re-gains these temporary hit points at the start of each turn. While at 0 hit points the wielder may act as normal, but not rolling death saving throws, instead at the end of each of their turns they gain 1 failed death saving throw.
Heavy Compound Repeating Crossbow (Table E, or Table J)
Unique, Heavy Repeating Crossbow {Mundane}
Looks: A compound Heavy Crossbow with 4 limbs instead of the usual 2, with a attachable magazine and integrated Quick Draw system that allows for rapid firing by a trained individual.
Lore: A crossbow that has been "handed" down through many owners. Most of whom met some sort of untimely demise while wielding it. Thus it is believed to be cursed in some aspect, or at the very least have ill fortune in owners.
Stats: Damage: 1d10+2+Dex Mod. The Compound quad limbs add extra "oomph" to each shot.
Repeating: This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
Range: 50/200
Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. Due to its unique nature, you can fire it while wielding a shield by resting the crossbow ontop of the shield, but you do not gain the benefits of the shield until the start of your next turn while doing so, and your accuracy takes a small penalty (-2 to hit).
GM Information
This legendary weapon was lost to History. This legendary crossbow is what remains of the Archer King's Legacy. During the sealed period, and the lost histories almost all of the power of this weapon was destroyed, and its importance lost.
Since being found, it has gone through many different owners. None have discovered its true nature, but all fell while wielding this crossbow.
Hidden Curse: Automatic Attunement by someone who uses this crossbow to make a ranged attack against a humanoid enemy. This attunement is not realized and does not count against their total attunement slots. Ranged attack rolls against its wielder get additional hidden bonuses (+5 & ignore cover), often turning misses into hits.
Legacy Weapon: If wielder manages to figure out that this weapon once had magical properties, and then restores them this crossbow will scale to their relative skill as an archer relative to the world at large. The Skill of the archer is determined by the GM.
- Low Skill Archer: Gains a +1 bonus to attack and damage rolls ontop of its previous listed stats
- Medium Low Skill Archer: Gains additional range of 100/100 ontop of its previous listed stats.
- Medium Skill Archer: Mundane ammunition fired from this weapon gains a +1 bonus to attack and damage rolls ontop of its previous listed stats
- Medium High Skill Archer: Magical ammunition fired from this weapon gains a +1 bonus to attack and damage rolls ontop of its previous listed stats
- High Skill Archer: The Crossbows +1 bonus becomes a +2 bonus to attack and damage rolls ontop of its previous listed stats
- Very High Skill Archer: The wielder may cast Hunters Mark or Arcane Weapon at will ontop of its previous listed stats.
- Extreme Skill Archer: All ammunition fired from this weapon now gains a +2 bonus to attack and damage rolls instead of +1 ontop of its previous listed stats
- #1 Archer, The Archer King: The Crossbows & ammunition fired from this weapon's +2 bonus both becomes a +3 bonus to attack and damage rolls ontop of its previous listed stats. All archers that are competing for the #1 slot know where the Archer King is and thus can challenge the Archer King to a Duel to the death claiming the title and the Archer King's Legacy upon victory. Additionally the Archer King's Legacy has the following action: Specify a target archer as an action within range. Until the end of your next turn that target has vulerability to the damage dealt by the Archer King's Legacy,
Hunting Bow (Table E)
Simple, Ranged [Attunement]
Weapon: Shortbow
Description: This shortbow is decorated with carvings like windy spirals that span the length.
Damage: 1d6 piercing (80/320)
Weight: 2 lbs.
Enchantment: Seeking
This bow can hold up to 2 charges, and regains 1 charge daily at dawn, or when this weapon is used and rolls a natural 20 on the attack roll while in combat.
When you whisper the word "seek", expend a charge and shoot this bow, the arrow seeks out a target of your choice within 320 feet of you. You must have seen the target before, but you don't need to see it now. If the target isn't within range or if there is no clear path to it, the arrow falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the arrow instantly through the air to the target. The arrow can pass though openings as narrow as 1 inch wide and can change direction to fly around corners.
When the arrow reaches its target, the target must succeed on a DC 14 Dexterity saving throw or take 1d6 piercing damage and 2d4 lightning damage. The arrows magic is then spent, and it becomes an ordinary arrow.
Kinetic Weapon (Table F or G)
Common/Uncommon, Any weapon type Not magical innately
Kinetic weaponry can varry wildly. These items particularly came about in a "shadowrun" esq world I ran in. Here are the varients for Kinetic weaponry
Kinetic Deliverers: When you would have advantage to hit, and both d20s rolled would hit the target, you deal 1d4 additional damage. If you have disadvantage, but the higher of the two d20s would hit, you instead deal 1d4 damage without adding any modifiers.
Kinetic Drivers: An internal mechanism that increases the force delivered to an object or creature. Add +1d4 to a melee attack's damage.
Kinetic Throwers: A projectile based weaponry which utilizes other means than just limb compression to throw a projectile at a distant object with greater force. Add +1d4 to a ranged attack's damage.
Kinetic Deadblow: The head of the weapon is hollow and filled loosely packed but extremely dense objects. On a successful hit the target takes additional damage equal to your 1d4 + proficiency bonus. This is in addition to the normal ability modifier damage you add. (Ex a lvl 5 fighter with 16 strength with a longsword would deal 1d8+3(strength)+ 1d4(extra die) + 3(proficiency bonus)
Lightning Rod (Table G)
Rare Spell Focus Wand, Attunement
This wand was carved from a bough from a tree which was truck by lighting. When found it has 3d10 remaining charges. When the last charge is expended the wand explodes with a thunderous crack in its wielder's hand leaving only its bone metal handle. So long as any charges remain all charges can be regained by having a sufficiently powerful Storm Fey they can perform a ritual with another bough from a tree which was truck by lighting.
This wand has the following properties While held, spells which create lightning and thunder damage have a +1 bonus to their DC, and you gain resistance to lighting and thunder damage & get a +5 bonus to saving throws to withstand the effects of extreme thunder storm weather conditions.
As an action you may expend 1 charge to release 3 balls of pure lightning and thunder out which can target up to 3 Creatures. You may target the same creature multiple times. These attack rolls use +5 for its to hit modifier or your intelligence spell attack (whichever is higher). On hit it deals 1d6 + your intelligence modifier as lightning or thunder damage.
If held by a Powerful Storm Fey, they may choose whether or not to expend a charge, if they do it deals double damage.
The LONGsword (Table F, or higher if augmenting other magical weapons) {From Whatever_Desu}
This sword always appears somewhat longer than it should be, as if the space around the blade is slightly warped, though its weight and balance remains unchanged. This item can be can be found as any type of sword, including magical swords. Once per round, you can make an attack with this weapon as if it had a 20' reach (before any other modifiers such as a bugbear's Long-Limbed racial feature).
Murphey's Answer (Variable) {From Nox}
Uncommon Weapon, Attunement While the weapon isn't set it is a Table G Item
This weapon has a double set of runes along the weapon's blade or striking edge. These runes glow with a golden light on one side and a non-light on the other.
When this weapon is attuned to the first time the creature who attunes to it sets chooses a set of runes to erase from the weapon forever. The Light runes signify lesser, the non-light runes signify greater. While the weapon isn't set it is a Table F Item
Lesser (Table F): this weapon has an increased critical rate of 1. Critical hits now are 19-20 and critical fails are 1-2.
Greater (Table G): this weapon has an increased critical rate of 3. Critical hits now are 17-20 and critical fails are 1-4.
Pocket Ballista (Table F)
Uncommon Ballista
This balista can shrink down to fit into your pocket by completing 1 hour ritual and speaking a command word. It can then be returned to its normal size over the course of a 1 minute ritual and speaking the command word backwards.
Quarterstaff of Race (Table E) {From Nox}
Common Quarterstaff
This quarterstaff has a minor magical enchantment on it. It grants the wielder advantage to hit any creature that matches the race imbued into this staff. For example a Quarterstaff of Elves would grant the wielder advantage to hit any creature that is an elf. The race imbued into this staff is done at its creation and cannot be changed.
Reach of the Sky God (Table G)
Very Rare Ranged Weapon, Attunement
Magical Weapon: This ranged weapon counts as a +1 weapon.
Ignite your Anger: As a bonus action, while holding this weapon, you may ignite your anger against a single target. You may only designate a single target with this feature. The weapon remains ignited for the next hour. When the target is slain you may designate a new target as a bonus action. Once the hour is completed you may not use this feature again until you complete a short or long rest.
Tracking Shot: As a reaction, when you successfully hit the target designated by your "ignite your Anger" feature you may mark them. While marked the target gains no benefit from cover from you, as long as you know apprixmately where they are (5 ft radius of the square/hex you choose). This extends to invisibility as well.
Burning Shot: This weapon deals an additional 1d8 fire damage against any target while it is ignited. While ignited it doesn't require ammunition, if it is not ignited it still requires ammunition as normal.
Voice on the Wind: While holding this weapon, and you are under the effects of "Ignite your Anger" feature, you swear that you hear distant whispering. As if brought to you by the wind.
Repeater (Table E)
Category: Firearms, Ranged
Weapon: Lever Action Repeater
Damage: 3d4 piercing
Range: 90/320
Weight: 8 lb
This lever action repeater holds 11 shots. Ammunition for this repeater can be crafted with Smokepowder or bought in packs of 12 for 4 gold pieces.
Shockwave Javelin (Table G)
Rare, Javelin
The shockwave javelin is an unusually designed javelin. The javelin flairs out towards its base with 3 separate small cones that can rotate and travel around the shaft in any direction, but are generally near and facing away from the head of the javelin. This javelin has 2 charges. It regains both charges daily at noon.
When you throw this javelin, the cones release jets of air that greatly increase its travel distance and speed. The thrown range for this javelin is doubled. Additionally when you throw it, it will automatically fly back to your hand at the end of your turn, if you no longer have a free hand it lands standing up beside you. Lastly, it always deals 1d6 additional thunder damage from the jets of air this javelin emits.
When you make a thrown attack with this javelin you may expend 1 charge. On a hit, if the target is within 30 feet, the javelin goes continues along its path piercing clean through the target. Repeat the attack roll for each creature in a 1ft wide line up to a maximum range of 30 feet from the thrower. If you miss an attack the javelin misses all other creatures in its path. Creatures take 1 additional damage for each previous creature the javelin has pierced during this throw. The Javelin then returns to the throwers hand at the end of their turn.
Sword of Time (Table G)
Very rare Sword, Attunement
"The question is not where is the Sword of Time, but when?"
This sword has become untethered from the normal flow of time. This untethering has warped its nature and appearance causing light to distort and either blue or red shifts heavily within 1 inch of the Sword of Time.
The Sword of Time has Finesse and grants the following additional features:
Successful attacks with this weapon deal 1d8 slashing, 1d4 psychic and 1d4 necrotic damage.
While you are attuned to this weapon, your age cannot be changed against your will from any ability, effect or spell, and your natural aging slows by 10%.
When you roll a critical attack against a hostile creature, while you are using the Sword of Time, it blinks forward in time causing it to not exist for until the start of your next turn causing you to deal no damage on this attack. Starting on your next turn, the next successful attack you make with any weapon causes the Sword of Time to reappear. When the Sword of Time reappears, it targets the same creature or object you just attacked. This attack is a critical hit and deals 3 times the amount of dice instead of two times, the Sword of Time then disappears and reappears in your free hand, or lightly planted in the ground at your feet.
When you roll a natural 1 on an attack roll, while you are using the Sword of Time, it blinks forward in time causing it to not exist until the next successful attack against you. The next successful attack against you causes the Sword of time to appear and attack you. This attack automatically hits and counts as a normal critical hit.
Finally, as a bonus action on your turn during combat you can choose to become affected by the Haste spell until the end of your next turn. Each subsequent use of this feature adds a 25% cumulative chance for you to become affected by the Slow spell instead until the end of your next turn. This chance resets whenever you complete a short or long rest, or become affected by the slow spell using this feature. If you would be affected by both slow & haste spells from using this feature, you also become untethered from time. Roll 1d100, on a 1-50 you blink backwards in time to the start of this turn, giving you another action and half your movement speed. On a 51-100 you blink forward in time, disappearing until the start of your next turn. When you blink forward any effects which happen at the end of your turn still happen on the turn this feature activates.
The Ol' One Two (Table F) {From Whatever_Desu}
Uncommon gloves
This pair of scuffed leather gloves have adamantine strips across the knuckles. When performing unarmed strikes (specifically punches) while wearing these gloves, your attacks count as magical for the purposes of overcomeing damage reduction, and you deal +1 cumulative to damage for each successive hit over the course of your turn. (Missing does not reset the damage bonus, only ending your turn.)
True Ice Knife
Very Rare, Dagger (attunement)
A True Ice Knife is a knife cut from a chunk of true ice by a Bhuer Hag and infused with hex magic, as such it cannot be melted except by submerging it in lava/magma or subjecting it to extreme magical heat. Creatures holding or touching the True Ice Knife which are not resistant or immune to cold damage must immediately make a DC 15 constitution saving throw, and must repeat this saving throw every 30 minutes gaining 2 levels of exhaustion on a failure. If the saving throw is failed by 5 or more, the creature also gains frostbite which causes them to have disadvantage on all dexterity and constitution checks, saving throws, and attacks until cured. Frostbite can be cured by completing a long rest while not in cold conditions or via magic such as Greater Restoration or other similar magics.
This dagger counts as a +1 weapon that deals 1d4 piercing and 1d6 cold damage.
This dagger also grants the following properties to its wielder while they are attuned to it. The true ice knife grants the wielder the tenacity of winter which grants resistance to cold damage, and the ability to tolerate temperatures as low as 0 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -50 degrees Fahrenheit. Your vision and movement is not impaired by the effects of winter or winter conditions. You also gain a cold breath weapon attack once per long rest.
The Breath weapon is a 20 ft cone of cold, creatures in this area must make a DC 15 constitution saving throw, taking 4d8 plus your constitution modifier as cold damage on a failed saving throw, or half as much on a successful one. Creatures who fail this saving throw by 5 or more also gain frostbite. Creatures that are immune to cold cannot gain frostbite.
Weapon of Greed (Table G)
Rare, Weapon
This weapon is the embodyment of greed and gaudy wealth. While you wield this weapon, you realize that wealth is infact one of the more potent weapons an individual can wield due to how versatile it is.
As an action you can command this weapon to change its shape to any other weapon you choose to (with dm approval). While you hold this weapon you gain a number of "wealth counters" equal to the gold value of all your monetary or monetary equivalent wealth items you have divided by 500. This excludes properties and businesses as they are wealth generators. Each wealth counter increases the damage this weapon deals in combat. Each wealth counter adds 1d4 to its damage. When you reach 5 wealth counters the damage die from your wealth counters increases to 1d6. When you reach 10 wealth counters the die size increases to 1d8. Your wealth counters cap at 10 stacks.
Cursed Weapon: This weapon is the cursed embodyment of greed. As such it consumes your wealth as you use this weapon. If you used this weapon in combat, you lose the gold equivalent of half the wealth counters you currently have when combat ends.
Whistling axe. (Table F)
Uncommon Axe (any).
This axe whistles whenever it is swung through the air. This whistling sound quickly becomes annoying to those around the wielder.
If the axe is swung twice in the same round it grants the wielder resistance to thunder damage until the start of their next turn as they become slightly deafened (gaining disadvantage on perception (hearing) checks. .
If the axe is swung 3 times during the same round the target takes 1d8 thunder and 1d8 psychic damage if the third attack hits.
Cursed: The wielder is compelled to swing the axe to cause the whistling sound intermittently, especially when it is quiet. The wielder is also reluctant to part with the axe for even a small amount of time.
Artifacts
Ring of the Dwarven Lord
Artifact, Ring (Attunement)
This unique ring is granted to the Lord of the Dwarves. This ring took the most skilled Jewlers, Runescribes, Mages, and Clerics a half a century to craft. This ring is instantly recognizable to all dwarves as to what it is, although very few know what properties it has. Most dwarves will hold the utmost regard to the person who wears this ring. Traditionally this ring is worn by a dwarf, if a non-dwarf acquires it and proves to be of value to dwarvenkind, dwarves will regard that individual dwarfkin.
This ring acts as a Ring of protection (+1 to ac and saving throws), Periapt of Health (Immune to disease), Periapt of proof against poison (Immune to poison and the poisoned condition), and Periapt of wound closure (auto stabalize at the start of your turn, double hit points gained from hit dice healing).
Set Items
Set items are items that grow more powerful when you have more pieces of the set. (Think any "set" item from RPGs.) Individually most of them are of "rare" quality (table H), but as a completed set they rival that of Legendary items & Artifacts.
Corrupted Blood Magic
Corrupted Stone of Power (Table F)
Rare Cursed Ioun Stone, Attunement
Unstable Orbit! This orb hovers around your upper body and head in a chaotic orbit. This stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits you. If the Ioun stone is destroyed it magically reforms using your blood at the end of your next long rest by consuming half of your current hit points.
Corrupted Power! Once per day, while attuned to this stone, you can draw power from it. You may regain up to a 2nd level spell slot.
Chaos! While attuned to this stone you know the Chaos Bolt spell. This spell doesn't count against your prepared or known spells, you use Charisma for your casting modifier when casting this spell. You may cast this spell at its lowest level once per day for free.
Set Piece Corrupted Stone of Power is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.
Set Power Requires all 4 pieces of the set. When you cast spells using the Corrupted Palm Stone as your spell focus, damaging and healing you cast rebound at the end of your next turn. This rebounded spell damages or heals for 1d4 + Charisma Modifier. If this spell targeted multiple creatures, you may only choose 1 of them for this rebound effect.
Corrupted Palm Stone (Table F)
Rare Cursed Ioun Stone
Ouch In order to gain the effects of this Ioun Stone, you must spend 1 minute carving runic symbols into your dominant hand's palm. After you complete these symbols the Ioun Stone embeds itself in your dominate hand. This stone counts as a spell casting focus for you. If this Ioun stone is removed, your hand will retain the hole unless a greater restoration or regenerate spell is cast upon you.
Blood Power Once a day when you cast a spell using this Ioun stone as your spell casting focus you may choose to either add +5 to any attack roll you make with that spell, or choose to increase its DC to be resisted by 2 for free. You may use this feature again by expending 1 hit die, rolling it as normal and taking necrotic damage equal to twice the total. This necrotic damage ignore immunities and resistances.
Coagulation! While this stone is embedded in you, your blood clots supernaturally fast. You gain advantage on death saving throws.
Set Piece Corrupted Palm Stone is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.
Set Power Requires all 4 pieces of the set. Whenever you strike a killing blow, you may expend 1 hit die without adding your constitution modifier, you heal for twice the number rolled.
Corrupted Heart Stone (Table F)
Rare Cursed Ioun Stone
Ouch In order to gain the effects of this Ioun Stone, you must spend 1 minute carving runic symbols into your chest over your heart. After you complete these symbols the Ioun Stone embeds itself in your chest. This stone counts as a spell casting focus for you. If this Ioun stone is removed, your chest will retain the hole unless a greater restoration or regenerate spell is cast upon you.
Suppression While this Ioun stone is embedded in your chest its magical powers suppress the effects of any disease or poison currently affecting you. It also grants you imminity to diseases, the poisoned condition and resistance poison damage.
Set Piece Corrupted Heart Stone is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.
Set Power Requires all 4 pieces of the set. While the Corrupted Heart Stone is embedded in your chest, it magically replaces your heart. As such you gain immunity to poison and necrotic damage. Additionally, whenever you reach 0 hit points you may act as if you have 1 hp. Additionally you make your death saving throws at the END of your turn instead of at the begining. Damage you take still grants failed death saving throws as normal.
Corrupted Mind Stone (Table G)
Rare Cursed Ioun Stone, Attunement
Ouch In order to gain the effects of this Ioun Stone, you must spend 1 minute carving runic symbols into your forehead. After you complete these symbols the Ioun Stone embeds itself in your forehead. This stone counts as a spell casting focus for you. If this Ioun stone is removed, your chest will retain the hole unless a greater restoration or regenerate spell is cast upon you.
Magically Augmented Mind While this Ioun stone is embedded in your forehead you gain advantage on saving throws to resist effects which require a saving throw using Intelligence, Wisdom, or Charisma.
Magically Protected Mind While this Ioun stone is embedded in your forehead your thoughts cannot be read against your will.
Magically Empowered Mind While this Ioun stone is embedded in your forehead any spells you cast which include damage or healing rolls gain a bonus equal to your Charisma Modifier.
Set Piece Corrupted Mind Stone is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.
Set Power Requires all 4 pieces of the set. While the Corrupted Mind Stone is embedded in your forehead, should you die the Corrupted Mindstone fills your body with unlife as it takes control. You come back to "life" as a Revenant, but retaining your mental ability scores & spell casting abilities. This unlife lasts until the end of your next turn which point you fully die. While you are in your "Revenant" form you are immune to all damage and status conditions, but cannot be healed. Additionally, you do not need to expend spell slots to cast any spell you know, and any damage or healing dice rolled are maximized.
The Magi
Ring of the Magi (Table G)
Rare Ring, Attunement. Can only be worn by those skilled in the arcane arts
Essence of Arcane! This ring seemingly hold the infinite expanse of the cosmic arcane merely as a design. This is represented by however the wearer's unconsiously believes the power of arcane to be/look like.
Spell Battery This ring has a number of charges equal to half your wizard level, it regains 1d6+4 daily at dawn. These charges can be expended as part of casting a spell to replace a spell slot. The number of charges you must expend is equal to the spell's level.
Heated Magic Whenever you cast a spell, you may expend one additional spell slot to deal an additional 2d8 Fire damage to one target.
Set Piece The Ring of the Magi is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.
Set Power Requires all 4 pieces of the set. While wearing this ring, you gain an additional spell slot of the highest level which you can cast.
Slippers of the Magi (Table F)
Rare Slippers. Can only be worn by those skilled in the arcane arts
Essence of Arcane! This ring seemingly hold the infinite expanse of the cosmic arcane merely as a design. This is represented by however the wearer's unconsiously believes the power of arcane to be/look like.
Comfy! This slippers are extremely comfy, while wearing them you ignore difficult terrain.
Static Cling! Whenever you cast a spell, you may expend one additional spell slot to deal an additional 2d8 lightning damage to one target.
Set Piece The Slippers of the Magi is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.
Set Power Requires all 4 pieces of the set. While wearing to these slippers, whenever you cast a cantrip, you may convert all of its damage to lightning. Additionally, you may expend a spell slot to empower cantrips to increase their damage by 1d6 per spell slot level expended. (The spell slot must be expended before any dice are rolled)
Spectacles of the Magi (Table G)
Rare Spectacles. Can only be worn by those skilled in the arcane arts
Essence of Arcane! This ring seemingly hold the infinite expanse of the cosmic arcane merely as a design. This is represented by however the wearer's unconsiously believes the power of arcane to be/look like.
Magical Sight While you are wearing these spectacles you can recognize all illusions for what they are, and have advantage to resist the effects of illusions cast targeting you. Additionally, you cannot be blinded by magic. Lastly, these spectacles grant you the benefits of the "Darkvision" spell at all times.
Runic Understanding While wearing these spectacles you are under the effects of Comprehend Langauges, specifically for written languages, at all times.
Set Piece The Spectacles of the Magi is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.
Set Power Requires all 4 pieces of the set. While wearing these spectacles you gain True Sight with a range of 30 feet.
Tome of the Magi (Table F)
Rare Spell Tome, Attunement. Can only be worn by those skilled in the arcane arts
Essence of Arcane! This Tome seemingly hold the infinite expanse of the cosmic arcane merely as a design. This is represented by however the wearer's unconsiously believes the power of arcane to be/look like.
Wealth of Knoweldge While wielding this tome, the holder gains advantage on all Intelligence ability checks and saving throws.
Knowledge Passed Down This Tome contains the following spells. These spells are automatically prepared and do not count towards your spells known or prepared, but you must still expend spell slots and materials to cast them as normal. Prestidigitation, Magic Missile, Tasha's Mind Whip, Galder's Tower, Fire Shield, Summon Greater Demons, Planar Binding, Rary's Telepathic Bond, Drawmij's Instant Summons, Guards and Wards, Project Image, and Mighty Fortress.
Set Piece The Tome of the Magi is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.
Set Power Requires all 4 pieces of the set. While wielding the Tome of the Magi you may upcast one spell you know to 9th level once per day. Doing so in this manner is extremely exhausting, you may expend any number of spell slots you choose to. After you cast this "upcasted" spell you you gain a number of levels of exhaustion equal to 10 minus the total levels of spell slots you expended with a minimum of 1 level of exhaustion gained.
Pugilist's Fury
Braced Wraps of Fury (Table F)
Rare Wraps, Attunement. Can only be worn by those who don't hide behind armor
Tattered! These wraps are tattered, and look like they have been passed between master and apprentice for generations.
Braced! These wraps help protect the wearers hands, legs, and feet against the rigors of unarmed combat. While engaging in unarmed combat, your unarmed and natural weapon attacks count as magical, and gain a +1 bonus to hit and to damage.
Weighted! Your unarmed and natural weapon attacks go up one die size. If you do not roll for unarmed and natural weapon attacks you instead roll 1d4.
Set Piece The Braced Wraps of Fury is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.
Set Power Requires all 4 pieces of the set. While wearing these wraps, you gain supernatural speed. You increase your base movement speed by 10, and whenever you take an attack of opportunity using an unarmed or natural weapon attack it is made at advantage.
Headband of Fury (Table F)
Rare Headband, Can only be worn by those who don't hide behind armor.
Tattered! This headband is tattered, and look like they have been passed between master and apprentice for generations.
Battle Sense While wearing this headband it you become much harder to surprise. If you would be surprised, make a Dexterity check DC 13, on a success you are not surprised.
Clear Sight! You have advantage against any saving throw or check which would impair your sight.
Set Piece The Headband of Fury is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.
Set Power Requires all 4 pieces of the set. While wearing this headband, you gain supernatural ability to detect an upcoming fight. Initiave checks are made with a +5 & at advantage.
Sandles of Fury (Table F)
Rare Sandles. Can only be worn by those who don't hide behind armor
Tattered! These sandals are tattered, and look like they have been passed between master and apprentice for generations.
Light Steps! These sandals make your movements much quieter than normal. You gain a +2 bonus to stealth checks to move silently.
Walk a Thousand Miles in their shoes! These sandals contain the lightness of step of many monastic masters, thus they grant you a bonus to your walking speed equal to your monk level (minimum of +5). This bonus movement speed rounds up to the nearest 5. This additional movement can be used to move across any surface, including upside down and across vertical surfaces. If you end your turn in an area which you could not normally walk, you fall or return to a "normal" position.
Set Piece The Sandles of Fury is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.
Set Power Requires all 4 pieces of the set. While wearing to these sandals, whenever you dash, you may also make a single unarmed or natural weapon attack.
Mala Beads of Fury (Table F)
Rare Beads, Attunement. Can only be worn by those who don't hide behind armor
Tattered! These Mala beads are tattered, and look like they have been passed between master and apprentice for generations.
Inner Focus These mala beads allow you to focus into yourself with greater ease, thus allowing you to pull energy deeper from within yourself than normal. You gain an additional number of ki points equal to your half your monk level (minimum of +5). You also gain the following Ki Features
- Quickened Healing: As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled.
- Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Hardened Resolve The resolve of those who wore these beads before you strengthens you. You gain a +1 bonus to your armor class & advantage on Wisdom saving throws.
Set Piece The Mala Beads of Fury is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.
Set Power Requires all 4 pieces of the set. While wearing to these mala beads, you may choose to meditate instead of your normal rest option(s). While meditating you remain aware of your surroundings as if you were awake. After you complete your meditation you gain a number of temporary hit points equal to your hit dice total. In addition, if you are attacked while in this meditation, you reflexivly dodge or block the attack, and may act normally on your turn.
Pure Soul
Belt of the Pure Soul (Table F)
Rare Belt. Can only be worn by those who believe their cause is just and pure.
Radiant! This belt is perfectly clean, and seems to slightly shimmer with divine purpose and power.
Patience! This belt fills you with holy zeal. This allows you to expend up to one hit die to heal, whenever you take the dodge action in combat.
Equipped for Justice! This belt magically produces any mundane non consumable item, which could normally be stored on a belt, for the wearer. This item disappears if it is ever more than 10 feet away from you for more than 6 seconds. Objects created by this belt are obviously magically created and thus have no value.
Set Piece The Belt of the Pure Soul is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.
Set Power Requires all 4 pieces of the set. While wearing to this belt, you gain the ability to cast Find Steed. If you already can cast Find Steed, you may now cast it as an bonus action.
Platemail of the Pure Soul (Table H)
Rare Platemail, Attunement. Can only be worn by those who believe their cause is just and pure.
Radiant! This platemail is perfectly clean, and seems to slightly shimmer with divine purpose and power.
Protected against filth! This platemail acts as +2 platemail, and grants you immunity to poison damage and the poisoned condition. You also may ignore any requirements to wear this platemail while attuned to it.
Aura of Judgement! Once per day, you may cast the spell Giveth and Taketh with a DC of 15.
Set Piece The Belt of the Pure Soul is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.
Set Power Requires all 4 pieces of the set. While wearing this platemail, any auras you have gain another 10 ft to their radius.
- Giveth and Taketh 5th level Evocation. Casting time 1 Action. Range: Self (30ft radius). V,S,M (Sickle and hammer crossed together). Duration: Concentration, up to 10 minutes.
- An aura of absolute judgement radiates from you giving to those you deem worthy and taking from those you deem not. Until this spell ends, as a bonus action on your turn you may send out a pulse of judgement.
- When you send out a pulse of judgement, any number of creatures in this aura you deem unworthy and that you can see, must make a Wisdom saving throw. Those creatures take 3d8 radiant or necrotic damage (your choice) on a failed save, or half as much damage on a successful one. Creatures in this aura you deem worthy and that you can see, are then healed by half of the amount of the 3d8 you rolled for damage.
Shield of the Pure Soul (Table G)
Rare Shield, Attunement. Can only be worn by those who believe their cause is just and pure.
Radiant! This shield is perfectly clean, and seems to slightly shimmer with divine purpose and power.
Protect the Meek While holding this shield, you have resistance to damage from ranged weapon & spell attacks. Whenever a ranged weapon or spell attack is made against a target within 10 feet of you, the you may choose to cause the attack to target you instead as a free action.
Shield Wall As a reaction to you or an ally within 10 feet of you being the target of a ranged attack, being within the area of effect of a spell or ability which would deal damage, you may choose to pound the shield onto the ground forming a golden wall of energy which grants total cover to you and all creatures within 10 feet of you against the spell or ability. Once you use this ability you may not do so again until you complete a short or long rest.
Shield Rush When you take the dash action and use this ability, you may only move in a straight line and you move through hostile creatures as if they were difficult terrain. This movement does not provoke attacks of opportunity for any creature you move through, and all other opportunity attacks are made at disadvantage. You may make a number of attacks equal to your Charisma modifier against any creature within your path during this rush using your shield as a weapon. These special attacks use your Strength or Charisma for your attack and damage rolls. You are considered proficient with these attacks and you deal 1d4 + your strength or charisma modifier on hit.
Set Piece The Shield of the Pure Soul is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.
Set Power Requires all 4 pieces of the set. While wearing this shield, you grant creatures of your choice within your aura(s) a +1 bonus to their armor class.
Mace of the Pure Soul (Table G)
Rare Mace. Can only be wielded by those who believe their cause is just and pure.
Radiant! This Mace is perfectly clean, and seems to slightly shimmer with divine purpose and power.
Destroy Evil When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
While you hold this weapon, you may use a bonus action to cause the mace to sheds bright light in a 20-foot radius and dim light for an additional 20 feet or extinguish it.
Ray of Light While this mace is sheding light, you may make attacks against any creature within the bright light as a ranged weapon attack using your charisma modifier as your attack rolls, dealing 1d6 + charisma modifier as radiant damage.
Set Piece The Mace of the Pure Soul is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.
Set Power Requires all 4 pieces of the set. While wielding this mace, you may use your divine smite once per turn without expending a spell slot. This divine smite deals 2d6 radiant or necrotic damage.
Titan
Shield of the Titans (Table F)
Rare Shield, Can only be worn by a non-evil creature
Larger than life! This Shield is forged from adamantine and never gets damaged, it also looks like it should be too unwieldy to wear due to its size.
Titan's Fortification! This shield acts as a +1 shield.
Titan's Protection! You gain the protection fighting style (Reaction to impose disadvantage on any attack that targets an ally within 5 feet of you, if you already have this fighting style the ac of the shield increases to +2 from +1).
Set Piece The Shield of the Titans is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.
Set Power Requires all 4 pieces of the set. While wearing to this Shield, while using the reaction to impose disadvantage they also gain the benefits of the Titans Shield's AC.
Gauntlets of the Titans (Table G)
Rare Gauntlets, Attunement by a non-evil creature
Larger than life! These Gauntlets are forged from adamantine and never gets damaged, it also looks like it should be too unwieldy to wear due to its size.
Titan's Grip! You may ignore the two-handed property for a single melee weapon you wield.
Titan's Strength! Checks made to grapple, or resist grapple attempts that use strength gain a +2 to the roll. Against evil creatures you gain advantage instead.
Set Piece The Gauntlets of the Titans is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.
Set Power Requires all 4 pieces of the set. While attuned to these Gauntlets you ignore both the two-handed and heavy property of all melee weapons. You also may also choose to triple the weapon's damage dice rolled one round, this feature may only be used once per short or long rest. After this feature is used all attacks gain advantage a you until the start of your next turn.
Chains of the Titans (Table G)
Rare Armor, Attunement by a non-evil creature
Larger than life! These Chains are forged from adamantine and never gets damaged, it also looks like it should be too unwieldy to wear due to its size.
Titan's Fortitude! While wearing these chains, the wearer is able to use their reaction to prevent 1d8+con mod damage from any damage roll. Additionally, your armor class from worn armor, not including a shield becomes 18 unless it is higher.
Titan's Stride! While wearing these chains, the wearer may use their bonus action to gain a burst of speed during their movement. This burst of speed is equal to half their movement speed.
Set Piece The Chains of the Titans is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.
Set Power Requires all 4 pieces of the set. While wearing these chains critical strikes against you count as normal strikes for damage dealt.
Helm of the Titans (Table F)
Rare Helm, Can only be worn by a non-evil creature
Larger than life! This helm is forged from adamantine and never gets damaged, it also looks like it should be too unwieldy to wear due to its size.
Titan's Visage! While wearing this helm, your eyes glow blue and your voice deepens. You gain dark vision to a range of 60 ft, if you already have dark vision you gain an additional 30 ft. Additionally, you gain a +2 on persuasion and intimidation checks.
Titan's Size! Once a day you may use a bonus action to grow up to 2 sizes larger than you naturally are. All worn and carried equipment grows to match. For each size category larger you choose to be, you gain an additional 1d4 to any damage rolls you would make with weapon attacks. Additionally you gain advantage on strength checks and saving throws. This transformation lasts for 1 minute, or until you end it as a bonus action.
Set Piece The Shield of the Titans is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this equipment.
Set Power Requires all 4 pieces of the set. While wearing to this helm, and using the Titan's Size feature the transformation lasts up to 1 hour.
Unclean Soul (Table F)
Boots of the Unclean Soul
Rare Boots, Attunement by a non-good creature
Rusty! These Boots are always rusty. Any attempts to remove this rust fail.
Sure Footed! Any checks or saving throws to maintain your footing, resist falling prone or preventing forced movement are made with advantage.
False Tracks As a free action you may choose to leave no foot prints or a different set of foot prints, so long as they are humanoid and your size.
Swift As a bonus action on your turn you may cast haste on yourself. Once you do so you may not do so again until you complete a long rest.
Set Piece The Boots of the Unclean soul is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this weapon.
Set Power Requires all 4 pieces of the set. While attuned to these boots you are always under the effects of Spider Climb, and your movement speed increases by 5 feet.
Dagger of the Unclean Soul (Table G)
Rare Dagger, Attunement by a non-Lawful creature
Rusty! This dagger is always rusty. Any attempts to remove this rust fail.
Soul Aflame! On a killing blow, you may absorb stray soul energy and add 1d4 fire damage to your attacks as the blade of the dagger bursts into flame (10/20 light source). This can stack up to 2 times. The stacks last for 10 minutes.
Upgradeable Weapon Upon killing blows this weapon steals a portion of power contained within the soul up to a maximum 100 soul power. This effect is doubled for good aligned creatures killed. At 10 soulpower this weapon gains a a +1 to hit, at 20 soul power it acts as a +1 magic weapon, at 50 soulpower it counts as a +2 weapon, at 75 souls this weapon now deals 1d10 damage instead of 1d4. At 100 soulpower you may cause the target to be vulnerable to an attack with it doing so consumes 10 souls from the weapon.
Set Piece The Dagger of the Unclean soul is part of a 4 item set. If all 4 items are worn/carried a the Set Power will unlock as a bonus feature for this weapon.
Set Power Requires all 4 pieces of the set. On a roll of natural 20 on a d20 any damage dice rolled on this attack explode. Exploding dice mean if you roll maximum for the damage of the dice, you may add it to your total and re-roll them. Repeat until there are no "exploding" dice.
Gauntlets of the Unclean Soul (Table F)
Rare Gauntlets, Can only be worn by a non-good creature
Rusty! These gauntlets are always rusty. Any attempts to remove this rust fail.
Sticky Fingers! Sleight of hand checks to pick locks, steal items, or place items gain a +5 to the roll. If attempting to preform a slight of hand check against a good creature this check is made with advantage as well.
Set Piece The Gauntlets of the Unclean soul is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this weapon.
Set Power Requires all 4 pieces of the set. If you are attuned to the Dagger of the Unclean soul, you may summon it to your hand as a free action action regardless of its location.
Helm of the Unclean Soul (Table G)
Rare Helm, Wearable by a non-good creature
Rusty! This helm is always rusty. Any attempts to remove this rust fail.
Intimidating! Your face is obscured with only your eyes being visible, which glow like smoldering coals. Any checks or saving throws to intimidate or resist intimidating effects gain a +2 to the roll. If against a good creature you also gain advantage to the roll.
Eye for Weakness As a bonus action you can identify weakpoints within a target. You gain 1d4 to your attack and damage rolls against the target until the start of your next turn.
Set Piece The Helm of the Unclean soul is part of a 4 item set. If all 4 items are worn/carried/attuned to the Set Power will unlock as a bonus feature for this weapon.
Set Power Requires all 4 pieces of the set. You gain blind sense of 10 feet, if you already have blindsense, you add an additional 10 feet to its range.
The following items are images as they include stat arrays and are much easier to format with an additional outside program.
Table I

Table F
