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# LoL Season 12 Items in D&D 5e ## Cull #### Weapon (Scythe), Uncommon (Scythes deal 2d4 slashing damage, and are simple, Heavy, 2-handed weapons) Hitting an enemy with this weapon causes the wielder to heal 3 hit points. In addition, Any creature with CR 1 or less slain by this weapon causes this item to conjure 1gp in the inventory of the wielder. Once 100gp has been created this way, this item conjures an additional 350gp. Once this effect occurs, the item will never produce more gold. ## Dark Seal #### Ring, Uncommon (requires attunement by a spellcaster) Whenever the user of this item kills a creature with CR greater than or equal to their absolute level (the sum of the levels of their classes), this item gains 2 stacks of glory. If this creature dies at the hands of another creature, if the user of this item dealt damage to the creature within the last minute, the item gains 1 stack of glory instead. This item can hold no more than 10 stacks of glory. Excess stacks are expelled from the item harmlessly. Additionally, any time the user of this item drops to 0hp, 5 stacks of glory are lost (the count will not drop below 0). The spells cast by the wearer of this ring deal an additional 1 damage per stack of glory within the item. While this item has 10 stacks of glory, if the creature wearing this ring kills a Lich, this item transforms into a Mejai's Soulstealer, retaining its glory stacks. ## Mejai's Soulstealer #### Wondrous Item, Legendary (requires attunement by a spellcaster) Whenever the user of this item kills a creature with CR greater than or equal to their absolute level (the sum of the levels of their classes), this item gains 4 stacks of glory. If this creature dies at the hands of another creature, if the user of this item dealt damage to the creature within the last minute, the item gains 2 stack of glory instead. This item can hold no more than 25 stacks of glory. Excess stacks are expelled from the item harmlessly. Additionally, any time the user of this item drops to 0hp, 10 stacks of glory are lost (the count will not drop below 0). The spells cast by the wearer of this ring deal an additional 2 damage per stack of glory within the item. \columnbreak ## Doran's Blade #### Weapon (long sword), Uncommon Whenever an attack made by this sword deals damage, the creature wielding this heals for 1d4hp plus 1d4hp per 10 damage dealt (eg. 1-9 damage is 1d4, 11-19 is 2d4). ## Doran's Ring #### Ring, Uncommon The attacks of the wearer of this ring deal 1 additional damage to creatures with CR 1 or less. Whenever the wearer of this ring kills a creature with a CR above 0, if the wearer has no missing spell slots, the wearer restores 3hp. Otherwise, this item gains a charge. (Swarms of creatures may count as one or multiple creatures at the DM's discretion). Once this item gains its 5th charge, the wearer of this item regains one of their expended spell slots. Once the first charge is gained on this item, the wearer has only 48 hours to gain the remaining 4. Once 48 hours have passed, this item loses all charges. ## Doran's Shield #### Shield, Uncommon The wielder of this shield restores 1d6hp at the start of their turn. The attacks of the wielder of this shield deal 1 additional damage to creatures with CR 1 or less. Whenever the wielder of this shield takes damage from a creature with CR greater than or equal to their absolute level, they may use their reaction to restore Xd4hp where X is the their proficiency bonus. ## Tear Of The Goddess #### Wondrous Item, Uncommon (requires attunement by a spellcaster) The attacks of the user of this item deal 1 additional damage to creatures with CR 1 or less. This item holds up to 4 charges, and regains all expended charges after 24 hours. Whenever the user of this item casts a spell on a creature, a charge is expended, giving this item 3 mana stacks. If the creature has CR or absolute level greater than or Equal to your absolute level, it gains 6 mana stacks instead. This item can hold no more than 360 stacks For each 90 mana stacks this item holds, once per 24 hours (per 90 stacks), the user may cast up to one spell they know without expending a spell slot. If the user of this item attempts to attune to a Manamune, a Winter's Approach or an Archangel's Staff, this item is destroyed and the Manamune or Archangel's Staff inherits all of the mana stacks held in this item. \pagebreak ## Emberknife #### Weapon (Dagger) (Role), Uncommon (requires attunement by a paladin) While wielding this weapon, your divine smites heal you for 1d8hp. When you use divine smite on a creature, this item gains one charge. You may only remain attuned to this item as long as your paladin level remains greater than or equal to the number of charges this item holds. If the number of charges ever exceeds your paladin level, you become unattuned to the item and it loses all charges. Additionally, you can't re-attune to the item for 2 weeks. Once this item reaches 5 charges, it disappears, and your divine smites change to become Challenging Smites, which now deal double damage and continues to heal you for 1d8hp. Any creature hit by a Challenging Smite has disadvantage on attacks against you until your next turn, and you gain advantage on all attacks against it until the end of your next turn. Due to the increased power surging through your smites, while attuned to this item, you may only use Divine Smite or Challenging Smite Once per Short Rest with no more than 2 used per long rest. This limitation is preserved between different types of smites. A Character cannot be attuned to more than one item with the Role Tag. ## Hailblade #### Weapon (Dagger) (Role), Uncommon (requires attunement by a paladin) While wielding this weapon, your divine smites heal you for 1d8hp. When you use divine smite on a creature, this item gains one charge. You may only remain attuned to this item as long as your paladin level remains greater than or equal to the number of charges this item holds. If the number of charges ever exceeds your paladin level, you become unattuned to the item and it loses all charges. Additionally, you can't re-attune to the item for 2 weeks. Once this item reaches 5 charges, it disappears, and your divine smites change to become Chilling Smites, which now deal double damage and continues to heal you for 1d8hp. Any creature hit by a Chilling Smite has its speed reduced by 20 feet until the end of your next turn and you gain 20 feet of movement speed until the end of your next turn Due to the increased power surging through your smites, while attuned to this item, you may only use Divine Smite or Chilling Smite Once per Short Rest with no more than 2 used per long rest. This limitation is preserved between different types of smites. A Character cannot be attuned to more than one item with the Role Tag. \columnbreak ## Control Ward #### Wondrous Item, Uncommon When this item is placed on the ground and activated, it locks itself in place. Until this item is destroyed, it provides light in a 30 foot sphere, and the user of this item can see anything within line of sight of the ward, even when they can't see the ward. This ward additionally perpetually reveals the location of any creatures within a 30 foot radius to the creature that activated it, including ones that are invisible. It also reveals any traps in its radius This item has 4hp. ## Stealth Ward #### Wondrous Item, Common When this item is placed on the ground and activated, it locks itself in place. Until this item is destroyed, it provides light in a 30 foot sphere, and the user of this item can see anything within line of sight of the ward, even when they can't see the ward. This item becomes invisible 1 round after it is placed. This item has 3hp, and is destroyed 2 minutes after it is placed. ## Oracle Lens #### Wondrous Item, Uncommon As a bonus action, the user of this item may activate it, causing it to scan in a 30 foot radius. This item reveals the location of all creatures and objects within the radius to the user for 4 rounds. Once this ability is used, it can not be used again for 10 minutes. ## Farsight Alteration #### Wondrous Item, Uncommon When this item is placed on the ground and activated, it locks itself in place. Until this item is destroyed, it provides light in a 30 foot sphere, and the user of this item can see anything within line of sight of the ward, even when they can't see the ward. This item has 1hp ## Relic Shield #### Shield (any shield) (Role), Uncommon (requires attunement) While using this shield, once per round whenever you deal damage to a creature with CR 1 or less, roll a d10. If the result is greater than the number of remaining hit points the creature has, the creature dies, and this item gains 1 charge. When this item gains its 15th charge, it transforms into Targon's Buckler. A Character cannot be attuned to more than one item with the Role Tag. \pagebreak ## Targon's Buckler #### Shield (any shield) (Role), Very Rare (requires attunement) While using this shield, once per round whenever you deal damage to a creature with CR 2 or less, roll a d12. If the result is greater than the number of remaining hit points the creature has, the creature dies, and this item gains 1 charge. As a bonus action, the user of this shield can conjure and place a Stealth Ward. This ability can be used up to 3 times per short rest. When this item gains its 15th charge, it transforms into Bulwark of the Mountain. A Character cannot be attuned to more than one item with the Role Tag. ## Bulwark of the Mountain #### Shield (any shield) (Role), Legendary (requires attunement) As a bonus action, the user of this shield can conjure and place a Stealth Ward. This ability can be used up to 4 times per short rest. While using this shield, your damaging spells deal an additional 2d4 damage of whatever type it would have dealt. (up to one instance of damage per round) A Character cannot be attuned to more than one item with the Role Tag. ## Steel Shoulderguards #### Armor (Role), Uncommon (requires attunement) While wearing this armor, once per round whenever you deal damage to a creature with CR 1 or less, roll a d10. If the result is greater than the number of remaining hit points the creature has, the creature dies, and this item gains 1 charge. When this item gains its 15th charge, it transforms into Runesteel Spaulders. A Character cannot be attuned to more than one item with the Role Tag. ## Runesteel Spaulders #### Shield (any shield) (Role), Very Rare (requires attunement) While wearing this armor, once per round whenever you deal damage to a creature with CR 2 or less, roll a d12. If the result is greater than the number of remaining hit points the creature has, the creature dies, and this item gains 1 charge. As a bonus action, the wearer of this armor can conjure and place a Stealth Ward. This ability can be used up to 3 times per short rest. When this item gains its 15th charge, it transforms into Pauldrons of Whiterock. A Character cannot be attuned to more than one item with the Role Tag. ## Pauldrons of Whiterock #### Shield (any Shield) (Role), Legendary (requires attunement) As a bonus action, the wearer of this armor can conjure and place a Stealth Ward. This ability can be used up to 4 times per short rest. While wearing this armor, your attacks deal an additional 2d4 damage of whatever type of damage would have been dealt. (up to one instance of damage per round) A Character cannot be attuned to more than one item with the Role Tag. ## Spectral Sickle #### Weapon (any Sickle) (Role), Uncommon (requires attunement) While wielding this sickle, once per round, whenever you damage a creature with a spell or an attack, if you have an ally within 10 feet of you, this item gains a charge. When this item gains its 15th charge, it transforms into Harrowing Crescent. A Character cannot be attuned to more than one item with the Role Tag. ## Harrowing Crescent #### Weapon (any Sickle) (Role), Very Rare (requires attunement) While wielding this sickle, once per round, whenever you damage a creature with a spell or an attack, if you have an ally within 15 feet of you, this item gains a charge. When this item gains its 15th charge, it transforms into Black Mist Scythe. As a bonus action, the wielder of this sickle can can conjure and place a Stealth Ward. This ability can be used up to 3 times per short rest. A Character cannot be attuned to more than one item with the Role Tag. ## Black Mist Scythe #### Weapon (any Sickle) (Role), Legendary (requires attunement) As a bonus action, the wielder of this sickle can conjure and place a Stealth Ward. This ability can be used up to 4 times per short rest. Attacks with this weapon deal an additional 1d4 necrotic damage. A Character cannot be attuned to more than one item with the Role Tag. \pagebreak ## Spellthief's Edge #### Weapon (any dagger) (Role), Uncommon (requires attunement) While wielding this dagger, once per round, whenever you damage a creature with a spell or an attack, if you have an ally within 10 feet of you, this item gains a charge. When this item gains its 15th charge, it transforms into Frostfang. A Character cannot be attuned to more than one item with the Role Tag. ## Frostfang #### Weapon (any dagger) (Role), Very Rare (requires attunement) While wielding this dagger, once per round, whenever you damage a creature with a spell or an attack, if you have an ally within 15 feet of you, this item gains a charge. When this item gains its 15th charge, it transforms into Black Mist Scythe. As a bonus action, the wielder of this dagger can conjure and place a Stealth Ward. This ability can be used up to 3 times per short rest. A Character cannot be attuned to more than one item with the Role Tag. ## Shard of True Ice #### Weapon (any dagger) (Role), Legendary (requires attunement) As a bonus action, the wielder of this dagger can can conjure and place a Stealth Ward. This ability can be used up to 4 times per short rest. Damaging spells cast by the wielder of this dagger deal an additional 1d4 cold damage. A Character cannot be attuned to more than one item with the Role Tag. ## Guardian's Blade #### Weapon (any sword) (Guardian), Legendary (requires attunement) Once per round, whenever the wielder of this sword damages a creature with an attack, they may take an additional action that round to cast a spell. A creature cannot attune to more than 1 Guardian tagged item. ## Guardian's Hammer #### Weapon (any mace) (Guardian), Legendary (requires attunement) Once per round, whenever the wielder of this mace damages a creature with an attack, they heal for 1d4 + an additional 1d4 per 10 damage dealt (rounded down) hit points. A creature cannot attune to more than 1 Guardian tagged item. ## Guardian's Horn #### Wondrous Item (Guardian), Legendary (requires attunement) As an action, the user of this item may expend one of their hit dice to heal for the result. A creature cannot attune to more than 1 Guardian tagged item. ## Guardian's Orb #### Wondrous Item (Guardian), Legendary (requires attunement) Whenever the holder of this item completes a short rest, they roll 1d8. They may then regain expended spell slots with levels adding up to less than or equal to the result. A creature cannot attune to more than 1 Guardian tagged item. ## Refillable Potion #### Potion, Uncommon This potion holds enough for 2 doses. Upon drinking a dose of this potion, a creature regains 1d8 hit points. This potion refills itself naturally, regaining both of its doses after 8 hours without being used. Mixing the blood of a demon, a dragon, and a fey into this potion turns it into a Corrupting Potion. ## Corrupting Potion #### Potion, Rare This potion holds enough for 3 doses. Upon drinking a dose of this potion, a creature regains 2d8 hit points and regains up to one expended level 1 spell slot. Additionally, the next damage roll made by the creature that drank this potion within the next minute is increased by 1d4 necrotic damage. This potion refills itself naturally, regaining all of its 3 doses after 8 hours without being used. ## Elixir of Iron #### Potion, Rare (Elixir) When a creature drinks this potion, for 2 minutes, they gain the following benefits: * they gain 30 temporary hit points for the duration * they grow in size by one category (e.g. medium -> large) for the duration * they are not hindered by difficult terrain for the duration * up to 4 creatures of the drinker's choice gain 15 feet of movement speed for the duration A creature can only have the benefits of one Elixir tagged potion at a time, drinking another dispels this one. \pagebreak ## Elixir of Sorcery #### Potion, Rare (Elixir) When a creature drinks this potion, for 2 minutes, they gain the following benefits: * their damaging spells deal an additional 1d6 damage of whatever type it dealt plus an additional 4 typeless damage * they can use an action to regain an expended 1st level spell slot A creature can only have the benefits of one Elixir tagged potion at a time, drinking another dispels this one. ## Elixir of Wrath #### Potion, Rare (Elixir) When a creature drinks this potion, for 2 minutes, they gain the following benefits: * their attacks deal an additional 1d8 damage of whatever type was dealt * Whenever they deal damage with an attack, they heal for 1d8 hit points for each 10 damage dealt (rounded down) A creature can only have the benefits of one Elixir tagged potion at a time, drinking another dispels this one. ## Summoner's Health Potion #### Wondrous Item, Common When a creature drinks this potion, they restore 1d12 hitpoints. ## Berserker's Greaves #### Boots, Rare Once per round, when the wearer of these boots damages a creature with an attack, they roll 1d8. If the result is 6 or higher, they may make an additional attack that turn. ## Boots of Swiftness #### Boots, Rare The speed of the wearer of these boots is increased by 15 feet. Additionally, any effect that would reduce the wearer's speed has its reduction reduced by 25% (rounded down). ## Ionian Boots of Lucidity #### Boots, Rare The wearer of these boots gets an additional bonus action each round. ## Mercury's Treads #### Boots, Rare The wearer of these boots takes 1d4 reduced damage from spells. Additionally, the wearer of these boots has advantage on all Con, Wis, and Cha saving throws against spell effects. ## Mobility Boots #### Boots, Rare While the wearer of these boots is not in combat (DM discretion), their speed is increased by 50 feet. ## Plated Steelcaps #### Boots, Rare The wearer of these boots takes 1d4 reduced damage from non-magical attacks. ## Sorcerer's Shoes #### Boots, Rare If a creature would have resistance against damage dealt by a spell cast by the wearer of these boots, that creature takes an additional 1d8 damage of that type, with this additional damage ignoring resistances. ## Amplifying Tome #### Wondrous Item, Common Damaging spells cast by the user of this item deal an addition 1 damage of that type per spell level (cantrips receive no additional damage). ## B.F. Sword #### Sword (any Sword), Uncommon When you roll for damage when making an attack with this sword, re-roll all dice with a result of 1. ## Blasting Wand #### Wand, Uncommon When you roll for damage when casting a damaging spell while using this wand, re-roll all dice with a result of 1, using the result of the second roll. ## Cloak of Agility #### Wondrous Item, Uncommon While wearing this cloak, your attack rolls are considered a critical hits when you roll one less than the lowest value that counts as a critical hit (e.g. 20 -> 19-20, 19-20 -> 18-19-20). ## Summoner's Cloth Armor #### Armor (Any Light Armor), Common The wearer of this armor takes 1d4 less damage from bludgeoning, piercing, or slashing damage from non-magical weapon attacks. \pagebreak ## Summoner's Dagger #### Weapon (Dagger), Common While wielding this dagger, a creature may use any extra attack to instead perform an attack and an off-hand attack. Both hands must still be carrying light weapons for this effect to activate. ## Faerie Charm #### Wondrous Item, Common When taking a short rest, the wearer of this item may expend a hit die to restore a level 1 spell slot. ## Summoner's Long Sword #### Weapon (Longsword), Common Attacks made with this weapon deal an additional 1d4 slashing damage. ## Needlessly Large Rod #### Rod, Rare Spells cast by the user of this rod deal an additional 1d8 damage of that type. ## Null-Magic Mantle #### Wondrous Item, Common Damaging spells deal 1d4 damage less to the wearer of this mantle. ## Summoner's Pickaxe #### Weapon (War Pick), Uncommon Attacks made with this weapon deal an additional 1d8 piercing damage. ## Rejuvenation Bead #### Wondrous Item, Common When taking a short rest, the wearer of this item heals for double the result of any hit-dice they roll. ## Summoner's Ruby Crystal #### Wondrous Item, Common The user of this item gains 15 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. ## Summoner's Sapphire Crystal #### Wondrous Item, Common When the user of this item would expend a level 1 spell slot, they may instead use this item. Then, this ability cannot be used again for 6 hours. ## Sheen #### Sword (any Sword), Rare After the holder of this item casts a spell, until the end of their next turn, the next time they would damage an enemy with an attack, they deal twice as much damage with that attack. ## Perfectly Timed Stopwatch #### Wondrous Item, Rare As an action, a creature holding this item can crush it. If they do, they enter stasis for the next 2 rounds. While in stasis, they cannot be damaged, affected by spells, or moved. However, their turn is also skipped for those 2 rounds. Once this effect is used, the stopwatch breaks, and repairing it will not restore its magic. ## Aegis Of The Legion #### Shield (any Shield), Very Rare While using this shield, you take 1d6 less damage from spells. You also gain a +1 bonus to initiative. ## Aether Wisp #### Wondrous Item, Very Rare The user of this item gains 5 feet of movement speed, and their spells deal an additional 2d6 damage of that type. ## Bami's Cinder #### Wondrous Item (Mythic Component), Very Rare (requires attunement) The User of this item gains the following benefits: * The user of this item gains 30 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * Whenever the user of this item takes or deals damage, they glow with a dim light. For the next 2 rounds, any enemy creature within 5 feet of the user takes 1d4 fire damage for each 10 maximum hit points the user has including temporary hitpoints (rounded up). The range of this effect is increased by an additional 5 feet for each size category above medium the user is. A creature may not attune to more than one Mythic and/or Mythic Component tagged item. ## Bandleglass Mirror #### Wondrous Item, Very Rare Spells cast by the user of this item deal an additional 2 damage of that type per spell level (cantrips receive no additional damage). In addition, when taking a short rest, the user of this item may expend 2 hit dice to restore 2 levels worth of spell slots (one 2nd level or two 1st level). The user of this item also gains a +1 initiative bonus. \pagebreak ## Blightning Jewel #### Wondrous Item (Void Pen), Very Rare (Requires Attunement) Spells cast by the user of this item deal an additional 2 damage of that type per spell level (cantrips receive no additional damage). Additionally, if the creature that would be damaged by that spell has resistance to that type of damage takes 2/3 of the normal damage instead of half (rounded down). A creature can't attune to more than 1 Void Pen tagged item. ## Bramble Vest #### Armor (any Armor), Very Rare The wearer of this armor takes 1d6 less damage from bludgeoning, piercing, or slashing damage from weapon attacks. Additionally, whenever the wearer of this armor is damaged by a melee weapon attack, the attacker takes 4 points of piercing damage. In addition, until the end of their next turn, any effect that heals that creature has its healing reduced by 25% (rounded down) (e.g. 7 healing -> 6, 8->6, 9->7) ## Caulfield's Warhammer #### Weapon (Warhammer), Very Rare This warhammer deals an additional 1d6 bludgeoning damage. In addition, the wielder of this warhammer gains a +1 bonus to initiative. ## Summoner's Chain Vest #### Armor (any Armor), Very Rare The wearer of this armor gains resistance to bludgeoning, piercing, and slashing damage from non-magical sources. ## Crystalline Bracer #### Armor (any Armor), Very Rare The wearer of this armor gains the following benefits: * The user of this item gains 20 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * When taking a short rest, the wearer of this item heals for double the result of any hit-dice they roll. ## Executioner's Calling #### Weapon (Longsword), Very Rare Weapon attacks made with this weapon deal an additional 1d6 necrotic damage. Additionally, until the end of the next turn of any creature damaged by this weapon, any effect that heals that creature has its healing reduced by 25% (rounded down) (e.g. 7 healing -> 6, 8->6, 9->7) \columnbreak ## Fiendish Codex #### Wondrous Item, Very Rare Damaging spells cast by the user of this item deal an additional 3 damage of that type per spell level (cantrips receive no additional damage). The user of this item also gains a +1 initiative bonus. ## Forbidden Idol #### Wondrous Item, Very Rare The user of this item gains the following benefits: * when taking a short rest, the user of this item may expend 2 hit dice to restore 2 levels worth of spell slots (one 2nd level or two 1st level). * Healing Spells cast by the user heal for an additional 1d6 per spell level (cantrips are unaffected). * Any spells, items, or abilities used by the user that would increase another creature's AC increase it by an additional 1d4. ## Giant's Belt #### Armor (any Armor), Very Rare The user of this item gains 35 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. ## Glacial Buckler #### Armor (any Armor), Very Rare The wearer of this item gains the following benefits: * When the user of this item would expend a level 1 spell slot, they may instead use this item. Once this ability is used, it cannot be used again for 6 hours. * The wearer of this armor takes 1d6 less damage from bludgeoning, piercing, or slashing damage from non-magical weapon attacks. * +1 bonus to initiative rolls. ## Hearthbound Axe #### Weapon (any Axe), Very Rare Whenever a creature is damaged by this weapon, the wielder of this axe gains an additional 10 feet of movement speed until their next turn. \pagebreak ## Hexdrinker #### Weapon (Longsword) (Lifeline), Very Rare (Requires Attunement) Whenever the wielder of this sword would be reduced to less than 20% of their maximum hitpoint total by damage from a spell or other magical means, they gain 20 temporary hitpoints that remain for 3 rounds. These hitpoints are only depleted by damage from spells and other magical means. Any other damage ignores these temporary hitpoints. (If you would be reduced to 0 hitpoints while still having these temporary hitpoints, you still fall unconscious). Once this ability activates, it cannot again until the wielder takes a short or long rest. A creature cannot attune to more than 1 item with the Lifeline tag. ## Hextech Alternator #### Wondrous Item, Very Rare Whenever the user of this item damages an enemy with a spell, that spell deals an additional 1d12 damage of that type. Once this feature is used, it cannot be used again for 1 minute. ## Ironspike Whip #### Weapon (Whip) (Mythic Component), Very Rare (Requires Attunement) Attacks made with this whip deal an additional 1d8 slashing damage. Additionally, As a bonus action, the user may activate this item, When they do, they swing it in an arc. All creatures within 5 feet of the user must make a DC 14 Dexterity saving throw. Creatures who fail take 3d4 slashing damage. Creature who succeed take half as much (rounded down). This ability may only be used once every 4 rounds. A creature may not attune to more than one Mythic and/or Mythic Component tagged item. ## Kindlegem #### Wondrous Item, Rare The user of this item gains 20 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. The user also gains a +1 bonus to initiative. ## Kircheis Shard #### Weapon (Dagger), Very Rare This item stores up to 100 stacks. Whenever the wielder of this item moves, this item gains 5 stacks for every 5 feet moved. Whenever the wielder of this item makes an attack roll with this weapon, it gains stacks equal to the result of the attack roll. Once this item reaches 100 stacks, the next time a creature would be damaged by this weapon, it takes an additional 2d8 lightning damage and this item is reduce to 0 stacks. ## Last Whisper #### Weapon (Shortbow) (Whisper), Very Rare (Requires Attunement) Damage dealt by weapon attacks made with this bow ignore damage immunities, and deal an additional 1d6 piercing damage. A creature cannot attune to more than one Whisper tagged item ## Leeching Leer #### Rod (Mythic Component), Very Rare (Requires Attunement by a spellcaster) The user of this item gains the following benefits: * The user of this item gains 25 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * Damaging spells cast by the wielder of this item deal an additional 1 damage of that type per spell level (cantrips receive no additional damage). * The user of this item heals 1 hitpoint for every 10 damage dealt with attacks (rounded up) (Excess does not carry over). A creature may not attune to more than one Mythic and/or Mythic Component tagged item. ## Lost Chapter #### Wondrous Item (Mythic Component), Very Rare (Requires Attunement by a spellcaster) The user of this item gains the following benefits: * Damaging spells cast by the user of this item deal an additional 3 damage of that type per spell level (cantrips receive no additional damage). * When the user of this item would expend a level 2 or lower spell slot, they may instead use this item. Then, this ability cannot be used again for 6 hours. * The user gains a +1 initiative bonus. * Whenever a creature with CR greater than or equal to the user of this item's absolute level level damaged by the user of this item within the last minute dies, the user of this item regains 1d4 levels worth of spell slots. A creature may not attune to more than one Mythic and/or Mythic Component tagged item. ## Negatron Cloak #### Wondrous Item, Rare Damaging spells deal 33% less damage (reduction is rounded down) to the wearer of this cloak. \pagebreak ## Noonquiver #### Wondrous Item (Mythic Component), Very Rare (Requires Attunement) Weapon attacks made by the user of this item deal an additional 1d6+2 damage of that type. A creature may not attune to more than one Mythic and/or Mythic Component tagged item. ## Oblivion Orb #### Wondrous Item, Very Rare Damaging spells cast by the user of this item deal an additional 2 damage of that type per spell level (cantrips receive no additional damage). Any creature damaged by spells cast by the user of this item have healing effects on them reduced by 25% (reduction is rounded down). ## Phage #### Weapon (Warhammer), Very Rare Whenever a creature is damage by an attack made with this weapon, the wielder of this weapon may expend a hit die and restore that much health. ## Quicksilver Sash #### Wondrous Item (Quicksilver), Very Rare (Requires Attunement) As a reaction, the user of this item may activate it, removing all Conditions from them except for exhaustion and unconscious. This effect can be activated even if the user is incapacitated. This effect can only be activated once per day. A creature can't attune to more than 1 Quicksilver tagged item. ## Rageknife #### Weapon (Dagger) (Crit Modifier), Very Rare (Requires Attunement) Weapon attacks made with this weapon cannot critically hit. For each d20 value that the user would normally critically hit with (most commonly either just 20 or 19 and 20), weapon attacks made with this dagger deal an additional 5 piercing/slashing damage (if you would critically hit with 19-20, it deals 10 additional damage). A Creature cannot attune to more than 1 Crit Modifier Tagged item. ## Summoner's Recurve Bow #### Weapon (any Bow), Very Rare Weapon attacks made with this bow deal an additional 1d8 piercing damage. ## Seeker's Armguard #### Armor (any Armor), Very Rare The wearer of this armor gains the following benefits, and stores up to 15 stacks: * Damaging spells cast by the user of this item deal an additional 1 damage of that type per spell level (cantrips receive no additional damage). * When the wearer of this armor deals lethal damage to a creature with CR 1 or greater, this item gains 1 stack. * The wearer of this armor gains +1 AC for every 5 stacks this item has (rounded down). ## Summoner's Serrated Dirk #### Weapon (Dagger), Very Rare Weapon attacks made with this dagger deal an additional 2 damage per damage die rolled (not including rerolls). ## Spectre's Cowl #### Wondrous Item, Very Rare The wearer of this cloak gains the following benefits: * Damaging spells deal 1d6 less damage to the wearer of this cloak. * After taking damage from a hostile creature, you may expend and roll a hit die to restore hitpoints equal to half the result (rounded up). ## Summoner's Tiamat #### Weapon (Greataxe) (Hydra), Very Rare (Requires Attunement) When the wielder of this axe damages a creature with a weapon attack, all other creatures within 5 feet of the creature (other than the wielder of this item) take 1d8 force damage. A creature cannot attune to more than 1 Hydra tagged item. ## Vampiric Scepter #### Weapon (Scythe), Very Rare This weapon deals 3d4 slashing damage on a hit. When the wielder of this Scythe damages a creature with a weapon attack, they restore 1d4 hitpoints. ## Verdant Barrier #### Wondrous Item, Very Rare The wearer of this necklace gains the following benefits, and stores up to 9 stacks: * Damaging spells cast by the user of this item deal an additional 1 damage of that type per spell level (cantrips receive no additional damage). * When the wearer of this necklace deals lethal damage to a creature with CR 1 or greater, this item gains 1 stack. * The wearer of this necklace takes 1 fewer damage from spells and other magical damage sources for every 3 stacks this item has (rounded down). \pagebreak ## Warden's Mail #### Armor (Chain Mail, Ring Mail, or Scale Mail), Very Rare Weapon attacks against the wearer of this armor deal 5 less damage. This effect cannot reduce the damage to less than 1. ## Watchful Wardstone #### Wondrous Item (Sightstone), Very Rare (Requires Attunement) This item stores 3 Control Wards. These are replenished whenever the user of this item takes a long rest. When the user of this item reaches absolute level 13 (immediately if the user is already level 13 when they attune to it), this item transforms into Vigilant Wardstone if they are also attuned to a Legendary Item with the Role Tag. The user of this item immediately is attuned to the transformed item. A creature cannot attune to more than one Sightstone tagged item. ## Vigilant Wardstone #### Wondrous Item (Sightstone), Legendary (Requires attunement) This item stores 3 Control Wards. These are replenished whenever the user of this item takes a long rest. Additionally, the user of this item gains the following benefits: * All temporary hitpoints gained are increased by 1d12. * All Weapon attacks deal an additional 1d12 damage of that type. * All damaging spells deal an additional 1d12 damage of that type. * Gain a 1d12 bonus to all initiative rolls. A creature cannot attune to more than one Sightstone tagged item. ## Winged Moonplate #### Armor (Plate), Very Rare The wearer of this armor does not incur the usual stealth roll disadvantage that plate armor gives. In addition, the wearer of this armor gains 5 feet of movement speed. ## Zeal #### Weapon (Dagger), Very Rare The wielder of this dagger gains the following benefits: * +2 bonus to initiative * Weapon attacks made with this dagger are treated as critical hits when the user rolls one less than the lowest value that counts as a critical hit (e.g. 20 -> 19-20, 19-20 -> 18-19-20). * 10 feet of additional movement speed. \columnbreak ## Abyssal Mask #### Wondrous Item, Legendary The wearer of this mask gains the following benefits: * +1 bonus to initiative * The user of this item gains 45 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * Hostile creatures within 10 feet of the wearer of this mask are cursed until they leave this radius. Creatures cursed this way have disadvantage on saving throws versus spells. For each creature cursed this way, damaging spells deal 1d6 less damage to the wearer of this mask. ## Anathema's Chains #### Wondrous Item, Legendary (Requires Attunement) The user of this item gains the following benefits: * +2 bonus to initiative. * The user of this item gains 65 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * When a creature attunes to this item, they gain the Favored Enemy feature. If they already have the feature, they may choose an additional type of favored enemy. * As a bonus action, the user of this item can activate this item and declare a Vendetta against a creature that is among its favored enemies. The user of this item has resistance against all damage that creature would deal to them for 1 minute. Additionally, during this time, the creature has disadvantage on saving throws against conditions (e.g. Charmed). Once this ability is used, it cannot be used again for 1 hour. \pagebreak ## Ardent Censer #### Wondrous Item, Legendary The user of this item gains the following benefits: * Damaging spells cast by the user of this item deal an additional 3 damage of that type per spell level (cantrips receive no additional damage). * When taking a short rest, the user of this item may expend 3 hit dice to restore 3 levels worth of spell slots (one 3rd level or 1 2nd and 1 1st, etc). The user of this item also gains a +1 initiative bonus. * Healing Spells cast by the user heal for an additional 1d6 per spell level (cantrips are unaffected). * Any spells, items, or abilities used by the user that would increase another creature's AC increase it by an additional 1d4. * When the user of this item heals or increases the AC of a creature, the user of this item may make an additional weapon attack against a creature in range. Then, the creature may use their reaction to also make an additional attack against a creature in range. Both of these attacks deal an additional 1d4 radiant damage. ## Axiom Arc #### Wondrous Item, Legendary The user of this item gains the following benefits: * +2 bonus to initiative * Weapon attacks made by the user of this item deal an additional 2d6 damage plus an additional 2 for each damage die rolled. This extra damage is treated as magical for the purpose of resistance. * When the user of this item damages a creature with CR greater than or equal to their absolute level, if that creature dies before the start of the user's next turn, the user may regain 1 expended spell slot, race trait, or class trait. ## Banshee's Veil #### Wondrous Item, Legendary The wearer of this necklace gains the following benefits: * +1 bonus to initiative * Damaging spells cast by the user of this item deal an additional 4 damage of that type per spell level (cantrips receive no additional damage). * Resistance to damage from spells and other magical damage sources. * When the user of this item would be damaged by a spell or other magical effect, they instead don't, and ingore all other effects of that spell. Once this ability is used, it cannot again for 1 minute. \columnbreak ## Black Cleaver #### Weapon (Greataxe), Legendary The wielder of this axe gains the following benefits: * The wielder of this axe may make an additional attack when they take the attack action with this weapon. * Weapon attacks made with this weapon deal an additional 1d10 damage. * Whenever a creature is damaged by this weapon, their AC is reduced by 1d6 for 1 round. * The user of this item gains 35 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. ## Blade of the Ruined King #### Weapon (Greatsword), Legendary The wielder of this sword gains the following benefits: * Weapon attacks made with this weapon deal Additional damage equal to 10% of the target's current hitpoint total (rounded down) * the wielder of this blade may use their bonus action to make a weapon attack with this weapon. * Whenever this weapon deals damage to a creature, the wielder heals for 1d8 health per 10 damage dealt (rounded down) ## Bloodthirster #### Weapon (any Sword), Legendary The wielder of this sword gains the following benefits: * Weapon attacks made with this weapon deal an additional 2d6 damage. * Whenever this weapon deals damage to a creature, the wielder heals for 1d12 health per 10 damage dealt (rounded down). When this healing would heal the wielder for above their maximum hitpoint total, they gain temporary hitpoints equal to the excess value. These temporary hitpoints are lost after 1 minute. * Weapon attacks made with this weapon are treated as critical hits when the user rolls one less than the lowest value that counts as a critical hit (e.g. 20 -> 19-20, 19-20 -> 18-19-20). \pagebreak ## Chempunk Chainsword #### Weapon (any Sword), Legendary The user of this weapon gains the following benefits: * +2 bonus to initative * Weapon attacks made with this weapon deal an additional 2d6 damage. * The user of this item gains 25 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * When this weapon deals damage to a creature, until the end of the wielders next turn, any healing the damaged creature receives is reduced by 50% (reduction rounded down). ## Chemtech Putrifier #### Wondrous Item, Legendary The user of this item gains the following benefits: * +2 bonus to initiative * Damaging spells cast by the user of this item deal an additional 3 damage of that type per spell level (cantrips receive no additional damage). * When taking a short rest, the user of this item may expend 3 hit dice to restore 3 levels worth of spell slots (one 3rd level or 1 2nd and 1 1st, etc). * When the user of this item heals or increases the AC of a creature, until the user's next turn, if the user or that creature would damage a creature, any healing the damaged creature receives is reduced by 50% (reduction rounded down) until the start of the user of this item's next turn. ## Cosmic Drive #### Wondrous Item, Legendary The user of this item gains the following benefits: * The user of this item may cast an additional spell each round. * The user of this item may use their bonus action to cast a spell with a casting time of 1 action. * Damaging spells cast by the user of this item deal an additional 3 damage of that type per spell level (cantrips receive no additional damage). This bonus increases to 5 per spell level when the user of this item damages at least 3 creatures with spells in one round. While this bonus is active, the user also gains 15 feet of movement speed. This bonus reverts back to 3 damage per spell level and the bonus movement speed is lost when the user goes a full round without damaging a creature with a spell. ## Dead Man's Plate #### Armor (Plate), Legendary This item stores up to 10 stacks. The user of this item gains the following benefits: * The user of this item gains 30 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * 10 feet of bonus movement speed * Whenever the wearer of this item moves, this item gains 1 stack for each 10 feet moved. * When the wearer of this armor makes a weapon attack. It deals an additional 1d4 damage for each stack, and consumes all stacks. This extra damage is considered magical for the purposes of resistance. ## Death's Dance #### Weapon (any Sword), Legendary The user of this item gains the following benefits: * Weapon attacks made with this sword deal an additional 2d6 damage. * The wielder of this sword gains a +2 AC bonus * +1 bonus to initiative * Whenever the wielder of this sword would be dealt damage, this sword stores that damage instead. At the end of the wielder's turn, they take the stored damage (resistance is only applied once) * When the wielder of this sword kills a creature with CR greater than or equal to their absolute level, they heal for 2d6 hitpoints, and the stored damage within this item is removed. If the wielder of this sword drops it, they take all of the stored damage immediately. ## Demonic Embrace #### Wondrous Item, Legendary The wearer of this helmet gains the following benefits: * Damaging spells cast by the wearer of this item deal an additional 3 damage of that type per spell level (cantrips receive no additional damage). This bonus is increased by an additional 1 damage per spell level per 40 temporary hitpoints the wearer of this item has (rounded down). * The user of this item gains 45 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * When the wearer of this item damages a creature with a spell, they take an additional 1d8 necrotic damage at the start of their next turn. \pagebreak ## Edge of Night #### Wondrous Item, Legendary The wearer of this cloak gains the following benefits: * Weapon attacks made by the wearer of this cloak deal an additional 1d10 damage + an additional 2 for each damage die rolled. This damage is treated as magical damage for the purposes of resistance. * The user of this item gains 32 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * When the user of this item would be damaged by a spell or other magical effect, they instead don't, and ignore all other effects of that spell. Once this ability is used, it cannot again for 1 minute. ## Essence Reaver #### Weapon (Scythe), Legendary The wielder of this scythe gains the following benefits: * +2 bonus to initiative * Weapon attacks made with this weapon deal 3d4 slashing damage. * Weapon attacks made with this weapon are treated as critical hits when the user rolls one less than the lowest value that counts as a critical hit (e.g. 20 -> 19-20, 19-20 -> 18-19-20). * When the wielder of this scythe casts a spell, until the end of their next turn, the next time this weapon would deal damage, it deals an additional 2d4 damage and they recover an expended level 1 spell slot. ## Force of Nature #### Armor (Plate), Legendary This item can hold up to 6 stacks. The wearer of this armor gains the following benefits: * The wearer of this armor gains 35 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * Resistance to damage from spells. * 5 feet of bonus movement speed * Whenever the wearer of this item takes damage from a spell, this item gains 1 stacks. This item loses all stacks when the wearer goes a full round without taking damage from a spell. * While this item has 6 stacks, the wearer of this armor gains 10 feet of bonus movement speed and takes half damage from all spells (after resistance, effective 75% reduction). ## Frozen Heart #### Armor (any Shield), Legendary The user of this shield gains the following benefits: * +2 bonus to initiative * When the user of this item casts a spell of 4th level or lower, they may activate this item instead of expending a spell slot. This ability may only be used once per hour. * All damage the user takes from non-magical attacks is reduced by 7 (maximum of 50% reduction (rounded down)). * Hostile creatures within 10 feet of the user of this shield cannot make attacks of opportunity. ## Gargoyle Stoneplate #### Armor (Plate), Legendary The wearer of this armor gains the following benefits: * +1 bonus to initiative * The wearer of this armor takes 25% less damage from all sources (reduction rounded down). * The wearer of this armor can activate it as a reaction to gain 100 temporary hitpoints. These hitpoints are lost at the start of the wearer's next turn. ## Guardian Angel #### Weapon (Any Sword), Legendary The wielder of this sword gains the following benefits: * This weapon deals an additional 1d8 damage. * The wielder of this sword gains a +2 bonus to AC * When the wielder of this sword would die, they are instead set to half their maximum hitpoint total and regain up to 3 levels worth of expended spell slots. Once this effect is used, it cannot be used again until it is blessed at a temple. ## Guinsoo's Rageblade #### Weapon (Dagger) (Crit Modifier), Legendary (Requires Attunement) Weapon attacks made with this weapon are treated as critical hits when the user rolls one less than the lowest value that counts as a critical hit (e.g. 20 -> 19-20, 19-20 -> 18-19-20). Weapon attacks made with this weapon cannot critically hit. For each d20 value that the user would normally critically hit with (most commonly either just 20 or 19 and 20), weapon attacks made with this dagger deal an additional 7 piercing/slashing damage (if you would critically hit with 19-20, it deals 14 additional damage). The wielder of this dagger may make an additional attack with this weapon when they take the attack action to attack with this weapon. A Creature cannot attune to more than 1 Crit Modifier Tagged item. \pagebreak ## Horizon Focus #### Wondrous Item, Legendary The user of this item gains the following benefits: * Damaging spells cast by the user of this item deal an additional 4 damage of that type per spell level (cantrips receive no additional damage). * +1 bonus to initiative * Whenever the user of this item damages a creature at least 70 feet away with a spell, this item casts Faerie Fire on that creature, with unlimited range. This Faerie Fire spell does not extend beyond that creature in terms of effect area. * The wearer of this armor gains 15 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. ## Hullbreaker #### Weapon (Maul), Legendary The wielder of this item gains the following benefits: * The wearer of this armor gains 40 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * This maul deals an additional 2d6 damage. * When you expend a hit dice to restore hitpoints, restore an additional 150% of the total (rounded down) * While the wielder of this maul has no friendly creatures other than those conjured by spells within 70 feet of them, the wielder and any friendly conjured creatures gain resistance to all damage deal double damage to objects and structures. ## Infinity Edge #### Weapon (Longsword) (Crit Modifier), Legendary (Requires Attunement) The wielder of this sword gains the following benefits: * This sword deals an additional 2d8 damage. * Weapon attacks made with this weapon are treated as critical hits when the user rolls one less than the lowest value that counts as a critical hit (e.g. 20 -> 19-20, 19-20 -> 18-19-20). * If at least 4 d20 values would be treated as critical hits (most commonly 16-20), whenever the wielder of this item would land a critical hit, roll 3 times as many damage dice instead of twice as many. A creature can only attune to 1 item with the Crit Modifier tag. \columnbreak ## Knight's Vow #### Wondrous Item, Legendary The wearer of this helm gains the following benefits: * +2 bonus to initiative * The wearer of this armor gains 40 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * When you expend a hit dice to restore hitpoints, restore an additional 200% of the total (rounded down) * As a bonus action, the wearer of this item can designate another friendly creature as Worthy, forming a harmless tether of light between the wearer of this helm and that creature. A creature can only be tethered this way by one creature at a time. Once a tether is formed, the wearer of this helm cannot designate another creature as worthy for 1 hour. If the wearer of this helm designates another creature as Worthy, the tether with the first creature is broken. While the Worthy creature is within 50 feet of the wearer of this helm, half of any damage they take is dealt to the wearer of this helm instead. ## Lich Bane #### Weapon (Shortsword), Legendary The wielder of this weapon gains the following benefits: * Damaging spells cast by the wielder of this item deal an additional 3 damage of that type per spell level (cantrips receive no additional damage). * +1 bonus to initiative * 10 feet of bonus movement speed * When the wielder of this sword casts a spell, this sword notes the level of spell used until the end of the wielder's next turn. * When this sword damages a creature, if this sword has a spell level noted, it deals an additional Xd8 damage where X is that spell's level. ## Lord Dominik's Regards #### Weapon (Heavy Crossbow) (Whisper), Legendary (Requires Attunement) The wielder of this crossbow gains the following benefits: * This weapon deals an additional 1d6 damage and ignores immunities. * Weapon attacks made with this weapon are treated as critical hits when the user rolls one less than the lowest value that counts as a critical hit (e.g. 20 -> 19-20, 19-20 -> 18-19-20). * This weapon deals an additonal 1d10 damage for each size class larger than the wielder of this crossbow the hit creature is (e.g. a medium creature gains +4d10 versus a colossal creature). A creature can't attune to more than 1 Whisper tagged item. \pagebreak ## Maw of Malmortius #### Weapon (Longsword) (Lifeline), Legendary (Requires Attunement) The wielder of this sword gains the following benefits: * This weapon deals an additional 2d6 damage. * +2 bonus to initiative * Resistance to damage from spells * Whenever the wielder of this sword would be reduced to less than 20% of their maximum hitpoint total by damage from a spell or other magical means, they gain 40 temporary hitpoints that remain for 5 rounds. These hitpoints are only depleted by damage from spells and other magical means. Any other damage ignores these temporary hitpoints. (If you would be reduced to 0 hitpoints while still having these temporary hitpoints, you still fall unconscious). Once this ability activates, it cannot again until the wielder takes a short or long rest. While the wielder of this sword retains these temporary hitpoints, they heal for 1 hitpoint for every 10 damage they deal through any means (rounded down) A creature cannot attune to more than 1 item with the Lifeline tag. ## Mercurial Scimitar #### Weapon (Scimitar) (Quicksilver), Legendary (Requires Attunement) The wielder of this scimitar gains the following benefits: * This weapon deals an additional 1d8 damage * Weapon attacks made with this weapon are treated as critical hits when the user rolls one less than the lowest value that counts as a critical hit (e.g. 20 -> 19-20, 19-20 -> 18-19-20). * As a reaction, the user of this item may activate it, removing all Conditions from them except for exhaustion and unconscious. This effect can be activated even if the user is incapacitated. This effect can only be activated once per day. A creature can't attune to more than 1 Quicksilver tagged item. ## Mikael's Blessing #### Wondrous Item, Legendary The user of this item gains the following benefits: * +1 initiative bonus * When taking a short rest, the user of this item may expend 4 hit dice to restore 4 levels worth of spell slots (one 4nd level or two 2nd level for example). * Resistance to damage from spells. * Healing Spells cast by the user heal for an additional 1d12 per spell level (cantrips are unaffected). * Any spells, items, or abilities used by the user that would increase another creature's AC increase it by an additional 1d8. * As a reaction, the user of this item may activate it, removing all Conditions from them or a creature they can see except for exhaustion, unconscious, and blinded. This effect can be activated even if the user is incapacitated. Using this effect also heals the target for 2d10 hitpoints This effect can only be activated once per day. ## Morellonomicon #### Wondrous Item, Legendary The user of this item gains the following benefits: * Damaging spells cast by the user of this item deal an additional 4 damage of that type per spell level (cantrips receive no additional damage). * The user of this item gains 30 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * When the user of this item damages a creature with a spell, any healing damaged creature receives is reduced by 50% (reduction rounded down) until the start of the user of this item's next turn. ## Mortal Reminder #### Weapon (Light Crossbow), Legendary The wielder of this item gains the following benefits: * This crossbow deals an additional 1d6 damage * The wielder of this crossbow may use their bonus action to make a weapon attack with this weapon. * Weapon attacks made with this weapon are treated as critical hits when the user rolls one less than the lowest value that counts as a critical hit (e.g. 20 -> 19-20, 19-20 -> 18-19-20). * 10 feet of bonus movement speed * When a creature is damaged by this weapon, any healing damaged creature receives is reduced by 50% (reduction rounded down) until the start of the user of this item's next turn. ## Nashor's Tooth #### Weapon (Dagger), Legendary The wielder of this dagger gains the following benefits: * Damaging spells cast by the user of this item deal an additional 5 damage of that type per spell level (cantrips receive no additional damage). * The wielder of this dagger may make an additional attack with this weapon when they take the attack action to attack with this weapon. * This dagger deals an additional amount of damage equal to the total number of spell slots the wielder has (expended and unexpended). \pagebreak ## Navori Quickblades #### Weapon (Dagger), Legendary The wielder of this set of 2 daggers gains the following benefits (only while wielding both): * These daggers deal an additional 3d4 damage * +3 bonus to initiative * Weapon attacks made with this weapon are treated as critical hits when the user rolls one less than the lowest value that counts as a critical hit (e.g. 20 -> 19-20, 19-20 -> 18-19-20). * Whenever the wielder of these daggers critically hits a creature with a weapon attack with these daggers, they roll 1d4. If the result is 4, they can recover and expended use of a race or class trait or a spell slot of level 2 or lower. ## Phantom Dancer #### Weapon (Scimitar), Legendary This scimitar can hold up to 4 stacks The wielder of this scimitar gains the following benefits: * Weapon attacks made with this weapon are treated as critical hits when the user rolls one less than the lowest value that counts as a critical hit (e.g. 20 -> 19-20, 19-20 -> 18-19-20). * 10 feet of bonus movement speed * When this weapon deals damage to a creature, this item gains 1 stack. At the end of the wielder's turn, if they did not damage a creature with this weapon, this item loses 1 stack. * If this item has at least 1 stack, the wielder of this item may pass through creatures during its movement. If they would end their turn inside another creature, they are moved to the nearest unoccupied space. (player's choice if multiple closest spaces exist). * The wielder of this item gains 10 feet of bonus movement speed per stack. * If this item has 4 stacks, The wielder of this scimitar may make an additional attack with this weapon when they take the attack action to attack with this weapon. ## Rabadon's Deathcap #### Wondrous Item, Legendary The wearer of this cap gains the following benefits: * Damaging spells cast by the wearer of this cap deal an additional 6 damage of that type per spell level (cantrips receive no additional damage). * Damaging spells cast by the wearer of this cap are treated as being cast at 1 level higher (including level 10) \columnbreak ## Randuin's Omen #### Armor (Shield), Legendary The user of this shield gains the following benefits: * +1 initiative bonus * The user of this item gains 25 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * All damage the user takes from non-magical attacks is reduced by 5 (maximum of 50% reduction (rounded down)). * As a reaction, the user of this shield may activate it, restraining all creatures within 5 feet of the user. The creatures restrained this way deal 50% less damage. This effect ends at the start of the user's next turn. Once this effect is used, it cannot be used again for 1 minute. ## Rapid Firecannon #### Weapon (Rifle, hunting), Legendary The wielder of this rifle gains the following benefits: * The wielder of this rifle is proficient with it. * The wielder of this rifle may make an additional attack with this weapon when they take the attack action to attack with this weapon. * Weapon attacks made with this weapon are treated as critical hits when the user rolls one less than the lowest value that counts as a critical hit (e.g. 20 -> 19-20, 19-20 -> 18-19-20). * 10 feet of bonus movement speed * This item stores up to 100 stacks. Whenever the wielder of this item moves, this item gains 5 stacks for every 5 feet moved. Whenever the wielder of this item makes an attack roll with this weapon, it gains stacks equal to the result of the attack roll. Once this item reaches 100 stacks, the next time a creature would be damaged by this weapon, it takes an additional 3d8 lightning damage and this item is reduce to 0 stacks. * While this item has 100 stacks, this weapon gains an additional 100 feet of range. \pagebreak ## Ravenous Hydra #### Weapon (Greataxe), Legendary (Requires Attunement) The wielder of this axe gains the following benefits: * This weapon deals an additional 2d8 damage * +2 bonus to initiative * This wielder of this weapon heals for 1 hitpoint for every 1 damage they deal through any means (rounded down) * When the wielder of this axe damages a creature with a weapon attack, all other creatures within 5 feet of the creature (other than the wielder of this item) take 1d8 force damage. A creature cannot attune to more than 1 Hydra tagged item. ## Redemption #### Wondrous Item, Legendary (Requires Attunement) The user of this item gains the following benefits: * +1 bonus to initiative * The user of this item gains 20 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * When taking a short rest, the user of this item may expend 4 hit dice to restore 4 levels worth of spell slots (one 4nd level or two 2nd level for example). * Healing Spells cast by the user heal for an additional 1d12 per spell level (cantrips are unaffected). * Any spells, items, or abilities used by the user that would increase another creature's AC increase it by an additional 1d8. * As a reaction, the user of this item may activate it. This circular beam of light with a 30 foot radius centered upon a point within 500 feet of the user of this item. Up to 5 creatures within the circle chosen by the user heal for 4d8 hitpoints, and up to 5 creatures within the circle chosen by the user are dealt 4d8 radiant damage. Once this ability is used, it cannot be used again until it is blessed at a temple. * The user of this item can use it while unconscious, and while dead if they have been dead for no longer than 24 hours. This item does not heal the user if they are in the circle and used it while unconscious or dead. * Attunement to this item does not end when the user of this item dies. ## Runaan's Hurricane #### Weapon (Longbow), Legendary The wielder of this bow gains the following benefits: * The wielder of this bow may make an additional attack with this weapon when they take the attack action to attack with this weapon. * Weapon attacks made with this weapon are treated as critical hits when the user rolls one less than the lowest value that counts as a critical hit (e.g. 20 -> 19-20, 19-20 -> 18-19-20). * 10 feet of bonus movement speed * When this bow deals damage to a creature, 2 magical bolts are fired from this bow at up to 2 other hostile creatures the wielder can see. The wielder makes an attack roll for each. If they hit, they deal 1d4 piercing damage. (These bolts can critically hit) ## Rylai's Crystal Scepter #### Staff, Legendary The user of this staff gains the following benefits: * Damaging spells cast by the wielder of this staff deal an addition 3 damage of that type per spell level (cantrips receive no additional damage). * The user of this item gains 40 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * When the user of this item damages a creature with a spell, that creature loses half of its movement speed until the end of the user's next turn. This effect cannot reduce their movement speed below half of their maximum. ## Serpent's Fang #### Weapon (Dagger), Legendary The wielder of this dagger gains the following benefits: * This weapon deals an additional 2d6 damage + an additional 2 damage per damage die rolled. * Shields do not contribute to a creature's AC when defending against attacks made by this weapon. * When this weapon damages a creature, until the end of the wielder's next turn, any bonus AC that creature would gain is reduced by 50% (reduction rounded down). ## Serylda's Grudge #### Weapon (Spear) (Whisper), Legendary (Requires Attunement) The wielder of this item gains the following benefits: * This weapon deals an additional 2d4 damage and ignores immunities. * +2 bonus to initiative * When the user of this item damages a creature with a spell, that creature loses half of its movement speed until the end of the user's next turn. This effect cannot reduce their movement speed below half of their maximum. A creature cannot attune to more than 1 Whisper tagged item. \pagebreak ## Shadowflame #### Wondrous Item, Legendary The user of this item gains the following benefits: * Damaging spells cast by the user of this item deal an addition 5 damage of that type per spell level (cantrips receive no additional damage). * The user of this item gains 20 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * Spells cast by the user of this item deal an additional 1 damage per damage die rolled. This bonus increases to 2 if the damaged creature is wielding a shield. ## Silvermere Dawn #### Weapon (Mace) (Quicksilver), Legendary (Requires Attunement) The wielder of this mace gains the following benefits: * This mace deals an additional 1d8 damage. * The user of this item gains 30 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * As a reaction, the user of this item may activate it, removing all Conditions from them except for exhaustion and unconscious. This effect can be activated even if the user is incapacitated. This effect can only be activated once per day. A creature can't attune to more than 1 Quicksilver tagged item. ## Spirit Visage #### Armor (any armor), Legendary The wearer of this armor gains the following benefits: * +1 bonus to initiative * The user of this item gains 45 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * Damaging spells deal 1d12 less damage to the wearer of this armor. * When the wearer of this armor expends hit dice to restore hitpoints, restore twice as many hitpoints instead. * When the wearer of this armor is healed by a spell, they are healed for an additional 1d10 per spell level. * When the wearer of this armor has their AC increased by a spell, it is increased by an additional 1d4 per spell level. \columnbreak ## Staff of Flowing Water #### Staff, Legendary The user of this item gains the following benefits: * Damaging spells cast by the user of this staff deal an additional 2 damage of that type per spell level (cantrips receive no additional damage). * When taking a short rest, the user of this item may expend 4 hit dice to restore 4 levels worth of spell slots (one 4nd level or two 2nd level for example). * Healing Spells cast by the user heal for an additional 1d6 per spell level (cantrips are unaffected). * Any spells, items, or abilities used by the user that would increase another creature's AC increase it by an additional 1d4. * Whenever the user of this staff heals or increases the armor class of another creature, until the end of the user's next turn, Damaging spells cast by either creature deal an additional 2 damage of that type per spell level (cantrips receive no additional damage). ## Sterak's Gage #### Wondrous Item (Lifeline), Legendary (Requires Attunement) The wearer of this gauntlet gains the following benefits: * The user of this item gains 40 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * Weapon attacks made by the wearer of this gauntlet deal an additional 2d6 damage. This damage is treated as magical damage for the purposes of resistance. * When the wearer of this gauntlet would be reduced to less than 33% of their maximum hitpoints (rounded up), they gain 30 temporary hitpoints. These temporary hitpoints are lost at the end of the user's next turn. Once this effect is activated, it can't activate again for 1 minute. A creature can't attune to more than 1 Lifeline tagged item. \pagebreak ## Stormrazor #### Weapon (Longsword), Legendary The wielder of this sword gains the following benefits: * This weapon deals an additional 1d8 damage * Weapon attacks made with this weapon are treated as critical hits when the user rolls one less than the lowest value that counts as a critical hit (e.g. 20 -> 19-20, 19-20 -> 18-19-20). * This item stores up to 100 stacks. Whenever the wielder of this item moves, this item gains 5 stacks for every 5 feet moved. Whenever the wielder of this item makes an attack roll with this weapon, it gains stacks equal to the result of the attack roll. Once this item reaches 100 stacks, the next time a creature would be damaged by this weapon, it takes an additional 3d8 lightning damage and this item is reduce to 0 stacks. Until the start of that creature's next turn, it has disadvantage on Dexterity saving throws. ## The Collector #### Weapon (Pistol), Legendary The wielder of this pistol gains the following benefits: * The wielder of this pistol is proficient with it * This weapon deals an additional 2d6 damage + and additional 2 for each damage die rolled. * Weapon attacks made with this weapon are treated as critical hits when the user rolls one less than the lowest value that counts as a critical hit (e.g. 20 -> 19-20, 19-20 -> 18-19-20). * Whenever this weapon damages a creature. If that creature is below 5% of their hitpoint maximum (rounded down), that creature is slain. ## Thornmail #### Armor (Scale Mail), Legendary The wearer of this armor gains the following benefits: * The user of this item gains 35 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * Resistance to damage from piercing, bludgeoning, and slashing damage. * When the wearer of this item is damaged by a weapon attack, this armor deals piercing damage to the attacking creature equal to the AC of this armor's wearer. When a creature is damaged this way, any healing received by that creature is reduced by 50% (reduction rounded down) until the start of that creature's next turn. \columnbreak ## Titanic Hydra #### Weapon (Greataxe) (Hydra), Legendary (Requires Attunement) The wearer of this item gains the following benefits: * This axe deals an additional 1d6 damage + an additional 2 damage per 100 temporary hitpoints. * The user of this item gains 50 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * When the wielder of this axe damages a creature with a weapon attack, all other creatures within a 5 foot cone behind the creature (other than the wielder of this item) take 1d8 force damage. A creature can't attune to more than 1 Hydra tagged item ## Umbral Glaive #### Weapon (Glaive), Legendary The wielder of this glaive gains the following benefits: * This glaive deals an additional 1d10 damage + an additional 2 damage per damage die rolled. * +1 bonus to initiative * The wielder of this glaive gains advantage on perception and investigation checks to detect traps. * The wielder of this glaive may activate it to disable any traps within a 40 foot radius with CR less than or equal to the absolute level of the user. Once this ability is used, it can't be used again for 24 hours. ## Void Staff #### Staff (Void Pen), Legendary (Requires Attunement by a spellcaster) The user of this staff gains the following benefits: * Damaging spells cast by the user of this staff deal an additional 3 damage of that type per spell level (cantrips receive no additional damage). * Damage from spells cast by the user of this staff ignores damage immunities * When the user of this staff would damage a creature with a spell, if that creature has resistance to that damage type, they take 2/3 of the normal damage instead of half (rounded down). A creature can't attune to more than 1 Void Pen tagged item. \pagebreak ## Warmog's Armor #### Armor (Any Armor), Legendary The wearer of this armor gains the following benefits: * +1 bonus to initiative * The user of this item gains 80 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * When the wearer of this armor expends hit dice to restore health, they restore 3 times the result instead of the normal amount. * As long as the wearer of this armor has at least 110 temporary hitpoints, if the wearer of this armor may choose whether to lose hitpoints or temporary hitpoints when taking damage. Additionally, at the start of their turn, if they have not taken damage since the start of their last turn, they heal for 25% of their maximum health (rounded down). ## Wit's End #### Weapon (Any Sword), Legendary The wielder of this sword gains the following benefits: * This sword deals an additional 1d8 damage + an additional 1d8 force damage. * The wielder of this sword may make an additional attack with this sword when they take the attack action to attack with this weapon. * Whenever this sword damages a creature, the wielder of this sword gains 5 feet of bonus movement speed until the start of their next turn. * The wielder of this sword takes 2d8 less damage from spells. ## Youmuu's Ghostblade #### Weapon (Any Sword), Legendary The wielder of this sword gains the following benefits: * This sword deals an additional 2d6 damage + an additional 3 damage per damage die rolled. * +1 bonus to initiative * The wielder of this sword can activate it as a bonus action. When they do, they gain 20 feet of movement speed until the start of their next turn and they may pass through creatures during their movement. If they would end their turn inside another creature, they are moved to the nearest unoccupied space. (player's choice if multiple closest spaces exist). * The wielder of this sword gains 20 feet of bonus movement speed. This bonus movement speed is lost when they cast a spell, take damage, or deal damage. Once it is lost, it returns after 1 minute of the wielder not casting spells, taking damage, or dealing damage. \columnbreak ## Zeke's Convergence #### Shield (Any Shield), Legendary The user of this shield gains the following benefits: * +2 bonus to initiative * The user of this item gains 25 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * When the user of this item would expend a level 1 spell slot, they may instead use this item. Once this ability is used, it cannot be used again for 6 hours. * As a bonus action, the user of this item can designate another friendly creature as an Accomplice, forming a harmless tether of light between the wearer of this helm and that creature. A creature can only be tethered this way by one creature at a time. Once a tether is formed, the user of this shield cannot designate another creature as worthy for 1 hour. If the wielder of this shield designates another creature as an Accomplice, the tether with the first creature is broken. * When the user of this shield applies a condition to a hostile creature (e.g. grappled, prone, etc.), until the user's next turn, if the Accomplice would damage that creature, this shield fires a magical blast at the damaged creature, dealing 3d4 force damage. ## Zhonya's Hourglass #### Wondrous Item, Legendary The user of this item gains the following benefits: * Damaging spells cast by the user of this item deal an additional 3 damage of that type per spell level (cantrips receive no additional damage). * +1 bonus to initiative * +2 bonus to AC * As a reaction, the user of this item may activate it. When they do, they glow with a bright yellow light, becoming invulnerable and immune to all effects until the end of their next turn. During this time, the user of this item cannot take any actions, bonus action, free actions, move, or take other reactions. \pagebreak ## Crown Of The Shattered Queen #### Wondrous Item (Mythic), Legendary (Requires Attunement by a spellcaster) The wearer of this crown gains the following benefits: * Damaging spells cast by the user of this crown deal an additional 3 damage of that type per spell level (cantrips receive no additional damage). * +2 bonus to initiative * The user of this item gains 25 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * When the user of this item casts a spell of 6th level or lower, they may activate this item instead of expending a spell slot. This ability may only be used once per hour. * When the wearer of this crown would take damage, they take 75% less (reduction rounded down). Once one instance of damage is reduced this way, this reduction cannot be applied again until the wearer of this crown takes a short rest. * If the wearer of this crown has not been damaged since the last time they took a short rest, damaging spells cast by the user of this crown deal an additional 2 damage of that type per spell level (cantrips receive no additional damage). * For each other Legendary item used by the wearer of this crown, the wearer of this crown gains an additional 5 feet of bonus movement speed and damaging spells cast by the user of this item deal an additional 1 damage of that type per spell level (cantrips receive no additional damage). A creature can't attune to more than 1 Mythic or Mythic Component tagged item. ## Divine Sunderer #### Weapon (Halberd) (Mythic), Legendary (Requires Attunement) The wielder of this halberd gains the following benefits: * This halberd deals an additional 1d8 damage. * +2 bonus to initiative * The user of this item gains 30 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * When the wielder of this halberd casts a spell, until the end of their next turn, the next time this weapon would deal damage, it deals an additional 1d12 damage, and heals the wielder for 1d10 hitpoints. * For each other Legendary item used by the wielder of this weapon, the wielder of this weapon deals an additional 3 damage with weapon attacks and spells. A creature can't attune to more than 1 Mythic or Mythic Component tagged item. ## Duskblade Of Draktharr #### Weapon (Dagger) (Mythic), Legendary (Requires Attunement) The wielder of this dagger gains the following benefits: * This weapon deals an additional 2d6 damage + an additional 3 per damage die rolled. * +2 bonus to initiative * When this weapon damages a creature, it deals an additional 7 damage. Once this ability is used, it can't be used again for 1 minute. When the wielder of this dagger kills a creature, this cool down is finished and the wielder becomes invisible until the end of their next turn. * For each other Legendary item used by the wielder of this weapon, the wielder of this weapon gains 5 feet of bonus movement speed and gains a +1 bonus to initiative. A creature can't attune to more than 1 Mythic or Mythic Component tagged item. ## Eclipse #### Weapon (Dagger) (Mythic), Legendary (Requires Attunement) The wielder of this dagger gains the following benefits: * This weapon deals an additional 2d6 damage + an additional 3 per damage die rolled. * The wielder of this dagger heals for 1 hitpoint per 10 damage dealt from weapon attacks and spells (rounded down). * When the wielder of this weapon damages a creature with a weapon or spell, the next time the wielder would deal damage to that creature before the start of their next turn, that creature takes an additional 2d10 damage and the wielder gains 15 feet of bonus movement speed and gains 16 temporary hitpoints until the end of the wielder's next turn. * For each other Legendary item used by the wielder of this weapon, the wielder of this weapon deals an additional 4 damage with weapon attacks. A creature can't attune to more than 1 Mythic or Mythic Component tagged item. \pagebreak ## Evenshroud #### Armor (Any Armor) (Mythic), Legendary (Requires Attunement) The wearer of this item gains the following benefits: * +2 bonus to initiative * The user of this item gains 20 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * The wearer of this armor takes 1d6 less damage from spells and weapon attacks. * When the wearer of this item applies a condition to a hostile creature or has a condition applied to them by a hostile creature (other than unconscious), all hostile creates within 60 feet of that hostile creature take an additional 1 damage per 10 damage dealt (rounded down) from all sources until the end of the wearer of this armor's next turn. * For each other Legendary item used by the wearer of this armor, the wearer of this armor takes 1d4 less damage from spells and weapon attacks. A creature can't attune to more than 1 Mythic or Mythic Component tagged item. ## Everfrost #### Rod (Mythic), Legendary (Requires Attunement by a spellcaster) The user of this rod gains the following benefits: * Damaging spells cast by the user of this rod deal an additional 3 damage of that type per spell level (cantrips receive no additional damage). * +2 bonus to initiative * The user of this item gains 25 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * When the user of this item casts a spell of 6th level or lower, they may activate this item instead of expending a spell slot. This ability may only be used once per hour. * As a bonus action, the user of this staff may activate it. Doing so casts Rime's Binding Ice in the direction of the user's choosing. * For each other Legendary item used by the user of this rod, damaging spells cast by the user of this rod deal an additional 1 damage of that type per spell level (cantrips receive no additional damage). A creature can't attune to more than 1 Mythic or Mythic Component tagged item. \columnbreak ## Frostfire Gauntlet #### Wondrous Item (Mythic), Legendary (Requires Attunement) The wielder of this gauntlet gains the following benefits: * +2 bonus to initiative * The wearer of this gauntlet gains 45 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * The wearer of this gauntlet takes 1d6 less damage from spells and weapon attacks. * Whenever the wearer of this gauntlet takes or deals damage, they glow with a dim light. For the next 2 rounds, any enemy creature within 5 feet of the user takes 1d4 frost damage for each 10 maximum hit points the user has including temporary hitpoints (rounded up). The range of this effect is increased by an additional 5 feet for each size category above medium the user is. * When the wearer of this gauntlet damages a creature with a weapon attack, a 25 foot radius circle of snow appears centered on the damaged creature. All creatures within that circle other than the user of this item are dealt 2d10 cold damage and have their movement speed reduced by 10 feet until the end of their next turn. Once this ability is activated, it cannot again until the end of the user's next turn, at which time, the circle disapears. * For each other Legendary item used by the wearer of this gauntlet, The wearer gains 10 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped, and the wearer of this gauntlet grows by 1 size category. A creature can't attune to more than 1 Mythic or Mythic Component tagged item. \pagebreak ## Galeforce #### Weapon (Shortbow) (Mythic), Legendary (Requires Attunement) The wielder of this bow gains the following benefits: * This bow deals an additional 2d6 damage * The wielder of this bow may use their bonus action to make a weapon attack with this weapon. * Weapon attacks made with this weapon are treated as critical hits when the user rolls one less than the lowest value that counts as a critical hit (e.g. 20 -> 19-20, 19-20 -> 18-19-20). * As a bonus action, the wielder of this item may activate it. Doing so moves the wielder up to 15 feet in the direction of their choice, and the wielder casts Jim's Magic Missile. The wielder uses their Dexterity as the spell casting ability for this spell. Once this ability is used, it can't be used again for 1 minute. * For each other Legendary item used by the wielder of this bow, the wielder of this bow gains 5 feet of bonus movement speed. A creature can't attune to more than 1 Mythic or Mythic Component tagged item. ## Goredrinker #### Weapon (Flail) (Mythic), Legendary (Requires Attunement) The wielder of this flail gains the following benefits: * This weapon deals an additional 2d6 damage * +2 bonus to initiative * The wielder of this flail gains 30 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * The wielder of this item heals for 1 hitpoint for every 10 damage dealt by the wielder. * As a bonus action, the user may activate this item, When they do, they swing it in an arc. All creatures within 5 feet of the user must make a DC 14 Dexterity saving throw. Creatures who fail take 5d4 slashing damage. Creature who succeed take half as much (rounded down). For each creature damaged this way, the wielder of this flail heals for 1d8+2 hitpoints. This ability may only be used once every 4 rounds. * For each other Legendary item used by the wielder of this flail, the wielder of this flail gains a +1 bonus to initiative. A creature can't attune to more than 1 Mythic or Mythic Component tagged item. \columnbreak ## Hextech Rocketbelt #### Wondrous Item (Mythic), Legendary (Requires Attunement by a spellcaster) The wearer of this belt gains the following benefits: * Damaging spells cast by the wearer of this belt deal an additional 4 damage of that type per spell level (cantrips receive no additional damage). * +1 bonus to initiative * The wearer of this belt gains 25 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * Spells cast by the user of this item deal an additional 1 damage per damage die rolled. * As a bonus action, the wearer of this belt may activate it. Doing so moves the wielder up to 15 feet in the direction of their choice. Then, a burst of magical energy bolts emerge from the belt. All creatures in a 15 foot cone in the direction of the movement must succeed a DC 14 Dexterity saving throw. Any creatures that fail take 2d10 force damage. Once this ability is used, it can't be used again for 1 minute. * For each other Legendary item used by the wearer of this belt, damaging spells cast by the wearer of this belt deal an additional 1 damage per damage die rolled. A creature can't attune to more than 1 Mythic or Mythic Component tagged item. \pagebreak ## Immortal Shieldbow #### Weapon (Heavy Crossbow) (Mythic) (Lifeline), Legendary (Requires Attunement) The wielder of this bow gains the following benefits: * This bow does not have the loading property. * This bow deals an additonal 1d10 damage * The wielder of this bow may use their bonus action to make a weapon attack with this weapon. * Weapon attacks made with this weapon are treated as critical hits when the user rolls one less than the lowest value that counts as a critical hit (e.g. 20 -> 19-20, 19-20 -> 18-19-20). * The wielder of this weapon heals for 1 hitpoint for every 10 damage dealt by this bow. * When the wielder of this bow would be reduced to less than 33% of their maximum hitpoints (rounded up), they gain 30 temporary hitpoints. These temporary hitpoints are lost at the end of the user's next turn. Until the end of the user's next turn, this bow deals an additional 1d6 damage. Once this effect is activated, it can't activate again for 1 minute. * For each other Legendary item used by the wielder of this bow, this bow deals an additional 1 damage, and the wielder of this bow gains 7 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. A creature can't attune to more than 1 Mythic or Mythic Component tagged item. A creature can't attune to more than 1 Lifeline tagged item. \columnbreak ## Imperial Mandate #### Rod (Mythic), Legendary (Requires Attunement by a spellcaster) The user of this staff gains the following benefits: * Damaging spells cast by the user of this rod deal an additional 2 damage of that type per spell level (cantrips receive no additional damage). * +2 bonus to initiative * The user of this rod gains 20 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * When taking a short rest, the user of this item may expend 3 hit dice to restore 3 levels worth of spell slots (one 3rd level or 1 2nd and 1 1st, etc). * When the user of this rod applies a condition to a hostile creature with a spell, that creature is dealt 2d4 force damage and becomes marked by this rod until the end of the user's next turn. When another friendly creature damages a creature marked this way, the marked creature is dealt 2d8 force damage and the mark is consumed and the friendly creature and the user of this rod gain 20 feet of bonus movement speed until the end of the user of this rod's next turn. * For each other Legendary item used by the user of this rod, damaging spells cast by the user of this rod deal an additional 2 damage of that type per spell level (cantrips receive no additional damage). A creature can't attune to more than 1 Mythic or Mythic Component tagged item. \pagebreak ## Kraken Slayer #### Weapon (Heavy Crossbow) (Mythic), Legendary (Requires Attunement) The wielder of this crossbow gains the following benefits * This bow does not have the loading property. * This bow deals an additional 2d6 damage * Weapon attacks made with this weapon are treated as critical hits when the user rolls one less than the lowest value that counts as a critical hit (e.g. 20 -> 19-20, 19-20 -> 18-19-20). * The wielder of this bow may use their bonus action to make a weapon attack with this weapon. * When this bow damages a creature, it gains 1 stack, holding up to 2 stacks. When this weapon deals damage while it already has 2 stacks, instead of gaining a stack, all stacks are removed and the damaged creature takes an additional 2d6 damage. This damage ignores all resistances and immunities. At the start of the wielder of this bow's turn, this item loses all stacks. * For each other Legendary item used by the wielder of this bow, when you miss an attack with this weapon, roll a d10. If you roll a 10 on at least one of these rolls, you attempt the attack roll again. A creature can't attune to more than 1 Mythic or Mythic Component tagged item. ## Liandry's Anguish #### Wondrous Item (Mythic), Legendary (Requires Attunement by a spellcaster) The wearer of this mask gains the following benefits: * Damaging spells cast by the user of this rod deal an additional 4 damage of that type per spell level (cantrips receive no additional damage). * +2 bonus to initiative * When the user of this item casts a spell of 6th level or lower, they may activate this item instead of expending a spell slot. This ability may only be used once per hour. * When the wearer of this mask damages a creature with a spell, that creature takes an additional 2d6 fire damage at the start of their next turn. * Damage from spells cast by the wearer of this mask and from the mask itself ignores temporary hitpoints, and reduces that creature's temporary hitpoint total by 10 (cannot be reduced below 0). If a creature would be reduced to 0 non-temporary hitpoints this way, that creature is killed (or falls unconscious). For each other Legendary item used by the wearer of this mask, gain a +1 bonus to initiative. A creature can't attune to more than 1 Mythic or Mythic Component tagged item. \columnbreak ## Locket Of The Iron Solari #### Wondrous Item (Mythic), Legendary (Requires Attunement) The wearer of this locket gains the following benefits: * +2 bonus to initiative * The user of this rod gains 20 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * The wearer of this locket takes 1d6 less damage from spells and weapon attacks. * As a reaction, the wearer of this locket may activate it. Doing so grants up to 4 friendly creatures within 85 feet of the wearer +4 AC until the start of the wearer's next turn. Once this ability is activated, It can't again for 1 minute. * When a friendly creature would take damage from a spell or weapon attack, the wearer of this locket may have them take 1d4-1 reduced damage. For each other Legendary Item used by the wearer of this locket, add an additional 1d4 to the reduction. A creature can't attune to more than 1 Mythic or Mythic Component tagged item. ## Luden's Tempest #### Staff (Mythic), Legendary (Requires Attunement by a spellcaster) The wielder of this staff gains the following benefits: * Damaging spells cast by the wielder of this staff deal an additional 4 damage of that type per spell level (cantrips receive no additional damage). * +2 bonus to initiative * When the user of this item casts a spell of 6th level or lower, they may activate this item instead of expending a spell slot. This ability may only be used once per hour. * Spells cast by the user of this item deal an additional 1 damage per damage die rolled. * When the wielder of this staff damages a creature with a spell, the wielder immediately casts Magic Missile. Then, the wielder of this staff gains 15 feet of bonus movement speed until the start of their next turn. Once this ability activates, it can't again until the start of the wielder's next turn. * For each other Legendary item used by the wielder of this staff, damaging spells cast by the wielder of this staff deal an additional 1 damage per damage die rolled. A creature can't attune to more than 1 Mythic or Mythic Component tagged item. \pagebreak ## Moonstone Renewer #### Wondrous Item (Mythic), Legendary (Requires Attunement by a spellcaster) The wearer of this necklace gains the following benefits: * Damaging spells cast by the wearer of this necklace deal an additional 2 damage of that type per spell level (cantrips receive no additional damage). * +2 bonus to initiative * The user of this rod gains 20 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * When taking a short rest, the user of this item may expend 3 hit dice to restore 3 levels worth of spell slots (one 3rd level or 1 2nd and 1 1st, etc). * When the wearer of this necklace affects a creature with a spell or when damaging a creature with an attack, this necklace heals up to 1 other friendly creature within 30 feet of the wearer for 6 hitpoints, increased by 1 hitpoint for each other Legendary item used by the wearer of this necklace. * While in combat, gealing Spells cast by the user heal for an additional 1d12 per spell level (cantrips are unaffected). Additionally, any spells, items, or abilities used by the user that would increase another creature's AC increase it by an additional 1d12. A creature can't attune to more than 1 Mythic or Mythic Component tagged item. ## Night Harvester #### Weapon (any Axe) (Mythic), Legendary (Requires Attunement by a spellcaster) The wielder of this axe gains the following benefits: * Damaging spells cast by the wielder of this axe deals an additional 4 damage of that type per spell level (cantrips receive no additional damage). * +2 bonus to initiative * The user of this rod gains 30 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * When the wielder of this item damages a creature with a weapon, spell, or other means, this axe deals 2d12 force damage to that creature and the wielder gains 25 feet of bonus movement speed until the end of the wielder's next turn. This ability cannot activate when damaging the same creature until 1 minute has passed, but can activate when damging other creatures during this time. * For each other Legendary item used by the wielder of this axe, the wielder of this axe gains a +1 bonus to initiative. A creature can't attune to more than 1 Mythic or Mythic Component tagged item. ## Prowler's Claw #### Weapon (Dagger) (Mythic), Legendary (Requires Attunement) The wielder of this dagger gains the following benefits: * This weapon deals an additional 2d6 damage + an additional 3 per damage die rolled. * +2 bonus to initiative * As a bonus action, the wielder of this dagger may activate it. When they do, they move to a space on the opposite side of a creature within melee range (this does not provoke an attack of opportunity). That creature is dealt 2d6 piercing damage, and until the end of the wielder's turn, any damage the wielder does to that creature is increased by 1 per damage die rolled. * For each other Legendary item used by the wielder of this dagger, the wielder of this dagger gains 5 feet of bonus movement speed and this weapon deals an additional 1 damage per damage die rolled. A creature can't attune to more than 1 Mythic or Mythic Component tagged item. ## Riftmaker #### Weapon (Mace) (Mythic), Legendary (Requires Attunement by a spellcaster) The wielder of this mace gains the following benefits: * Damaging spells cast by the wielder of this mace deals an additional 3 damage of that type per spell level (cantrips receive no additional damage). * +1 bonus to initiative * The user of this rod gains 30 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * The wielder of this mace heals for 1 hitpoint for every 10 damage dealt to creatures with spells, weapon attacks, or other means (rounded down) * When the wielder of this mace damages a creature with a spell, weapon attack, or other means, that creature takes an additional 1 damage per 10 damage dealt before applying immunities and resistances (rounded down). This additional damage ignores immunities and resistances. * For each other Legendary item used by the wielder of this mace, damaging spells cast by the wielder of this mace deal an additional 1 damage of that type per spell level (cantrips receive no additional damage) and the wielder of this mace heals for 1 hitpoint for every 20 damage dealt to creatures (rounded down). A creature can't attune to more than 1 Mythic or Mythic Component tagged item. \pagebreak ## Shurelya's Battlesong #### Wondrous Item (Mythic), Legendary (Requires Attunement by a spellcaster) The wearer of this crown gains the following benefits: * Damaging spells cast by the user of this crown deal an additional 2 damage of that type per spell level (cantrips receive no additional damage). * +2 bonus to initiative * The user of this item gains 20 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * When taking a short rest, the user of this item may expend 3 hit dice to restore 3 levels worth of spell slots (one 3rd level or 1 2nd and 1 1st, etc). * As a bonus action, the wearer of this crown may activate it's effect. When they do, the wearer of this crown, and up to 4 friendly creatures within 100 feet of the wearer gain 30 feet of bonus movement speed until the start of the wearer's next turn. Once this ability is used, it can't be used again for 1 minute. * When the wearer of this crown heals or increases the armor class of another creature, both the wearer and that creature gain 25 feet of bonus movement speed until the start of the wearer's next turn. * For each other Legendary item used by the wearer of this crown, the wearer of this crown gains a +1 bonus to initiative. A creature can't attune to more than 1 Mythic or Mythic Component tagged item. ## Stridebreaker #### Weapon (Flail) (Mythic), Legendary (Requires Attunement) The wielder of this flail gains the following benefits: * This flail deals an additional 2d6 damage * +2 bonus to initiative * The wielder of this flail may use their bonus action to make a weapon attack with this weapon. * The user of this item gains 30 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * As a bonus action, the user may activate this item, When they do, they swing it in an arc. All creatures within 5 feet of the user must make a DC 14 Dexterity saving throw. Creatures who fail take 5d4 slashing damage. Creature who succeed take half as much (rounded down). All creatures damaged this way have their movement speed reduced by 50% (reduction rounded down) until the end of that creature's next turn. * When this weapon damages a creature, the wielder gains 5 feet of bonus movement speed until the start of their next turn. * For each other Legendary item used by the wielder of this flail, the wielder of this flail gains 5 feet of bonus movement speed. A creature can't attune to more than 1 Mythic or Mythic Component tagged item. ## Sunfire Aegis #### Armor (Shield) (Mythic), Legendary (Requires Attunement) The wielder of this shield gains the following benefits: * +2 bonus to initiative * The user of this item gains 45 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * The wielder of this shield takes 1d6 less damage from spells and weapon attacks. * Whenever the wielder of this shield takes or deals damage, they glow with a dim light. For the next 2 rounds, any enemy creature within 5 feet of the user takes 1d6 fire damage for each 10 maximum hit points the user has including temporary hitpoints (rounded up). The range of this effect is increased by an additional 5 feet for each size category above medium the user is. * When the wielder of this shield damages a creature with a weapon attack, a flaming burst of energy erupts from the wielder of this shield. Each creature within melee range of the wielder must succeed a DC 14 Dexterity saving throw or take 1d6 fire damage for each 10 maximum hit points the user has including temporary hitpoints (rounded up). Creatures who succeed the saving throw take no damage from this. * For each other Legendary item used by the wielder of this shield, the wielder of this shield gains 5 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped and the wielder of this shield gains a +2 bonus to saving throws and ability checks to recover from conditions (not including death saving throws). A creature can't attune to more than 1 Mythic or Mythic Component tagged item. \pagebreak ## Trinity Force #### Wondrous Item (Mythic), Legendary (Requires Attunement) The user of this item gains the following benefits: * Weapon attacks made by the user of this item deal an additional 1d8 damage of that type. This additional damage is considered magical damage for the purposes of resistance. * +2 bonus to initiative * The user of this item may use their bonus action to make a weapon attack with a weapon. * The user of this item gains 30 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * When the user of this item damages a creature with a weapon attack, they gain 5 feet of bonus movement speed until the start of their next turn. * When the user of this item casts a spell, until the end of the user's next turn, the next time the user would damage a creature with a weapon attack, that attack deals an additional 3d8 damage of that type. This additional damage is considered magical damage for the purposes of resistance. Once this ability is activated, it can't activate again until the end of the user's next turn. * For each other Legendary item used by the user of this item, the user of this item deals an additional 1 damage with weapon attacks, a +1 bonus to initiative, and 5 feet of bonus movement speed. The additional damage is considered magical damage for the purposes of resistance. A creature can't attune to more than 1 Mythic or Mythic Component tagged item. \columnbreak ## Turbo Chemtank #### Armor (Mythic), Legendary (Requires Attunement) This heavy metal full body armor weighs 200 pounds, takes 1 minute to Don and Doff, requires no proficiency to use, and gives the following benefits to its wearer: * 19 AC * +2 bonus to initiative * The user of this item gains 45 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped. * the wearer of this armor takes 1d4 less damage from spells * As a bonus action, the wearer of this armor may press one of the internal buttons to activate it. When they do, until the end of their turn, they gain 40 feet of bonus movement speed when moving toward hostile creatures within 200 feet and may pass through creatures during its movement. If they would end their turn inside another creature, they are moved to the nearest unoccupied space. (player's choice if multiple closest spaces exist). At the end of that turn, the armor emits a shock wave that reduces the movement speed of all creatures within 10 feet by 50% (reduction rounded down) until the end of those creatures' next turns. * This item holds up to 100 stacks. When the wearer of this armor is dealt damage, the armor gains 5 stacks. This armor gains 5 stacks for every 5 feet moved. * When the wearer of this armor damages a creature with a weapon attack, if the armor has 100 stacks, it is reset to 0 stacks. Then, each creature within 5 feet of the wearer must succeed a DC 14 Dexterity saving throw or they take 1d12 bludgeoning damage plus an additional 1 damage per 5 feet of movement speed the wearer has. Creatures that succeed the saving throw take half the damage (rounded up). * For each other Legendary item used by the wearer of this armor, the user of this item gains a +1 bonus to initiative and gain 5 temporary hitpoints whenever they complete a short or long rest. These temporary hitpoints last until the next time the creature takes a short or long rest, or until this item is dropped.