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# Mesoamerican Magic ### Adrenal Parasite *Consumable, uncommon* This 1 inch leech-like parasite latches onto your skin, filtering your blood for adrenalin and storing it for slow digestion. Over the course of a long rest it gorges itself, and triples in size. As an object action you can squeeze the engorged parasite to pulse a mixture of toxins and adrenaline into your bloodstream. You take 10 points of poison damage, which cannot be reduced in any way, and can take another action on your turn. This action can be used to Attack, Dash, Dodge or Disengage. The parasite is killed by this, and rots off over the next 1d4 days. You cannot have more than one leech on your body, dead or alive. ### Atlatl of the Hawk *Weapon (sling), uncommon* You can use this atlatl to launch spears, javelins, and darts, which gain a range of 80/320 feet. The atlatl is decorated with feathers, and has 3 charges which recharge on a long rest. Before you use the atlatl to make an attack with a nonmagical piece of ammunition, you may expend 1 charge to gain a +10 bonus to your attack roll. The ammunition transforms into a hawk during flight, which homes in on its target. On a hit the target takes an additional 1d6 piercing damage. Hit or miss the ammunition then reverts to its previous form. ### Bolas *Weapon (bolas), common* Weapon Properties: 2gp, 1d4 bludgeoning, 15/30 ft., 1lb On a hit with a bolas you can bind either the creature’s arms, legs or wings. - Arms. The creature has disadvantage on any check or attack roll that would use its arms, except for any attack they make against the bolas. - Legs. A creature that is relying on its legs for its movement speed has this speed reduced to 10 feet, and must also make a DC10 Dexterity saving throw or fall prone whenever it moves or takes damage. - Wings. A creature that is relying on its wings for its movement speed has this speed reduced to 0. A bolas has no effect on creatures that are formless or lack limbs, or on creatures that are Huge or larger. A bound creature can use its action to make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check, freeing itself on a success. Dealing 5 slashing damage to the bolas (AC 10) also frees the creature without harming it, ending the effect and destroying the bolas. \columnbreak
### Conquistador Killer Arrow *Ammunition (arrow), common* This arrow grants a +2 bonus to attack rolls made against creatures wearing medium or heavy armour made of metal. On a hit, the arrow then becomes nonmagical. ### Curse of the Serpent Swallower *Consumable, uncommon* As an action you can read the foul curses written upon this tablet, and target a humanoid you can see within 30 feet. The creature begins to vomit snakes, which form a Swarm of Poisonous Snakes. The swarm is hostile to all creatures. The target must make a DC13 Constitution saving throw. On a failure they take 2d10 poison damage, and become incapacitated until the end of their next turn. On a success, they take half as much damage. The tablet then dissolves into a puddle of acid. ### Heartripper Tecpatl *Weapon (dagger), very rare* You have a +1 bonus to attack and damage rolls while using this dagger. Whenever used to kill an incapacitated humanoid creature, the dagger pulls the victim’s still-beating heart free from his body. - You may eat the heart to gain the effects of Lesser Restoration, Greater Restoration, and Heal. This consumes the heart. - You may pierce the heart with the dagger causing it to burst into flames, after which the dagger does +2d6 fire damage for 1 hour. This consumes the heart. - You may speak a divine command word to cause the heart to boil and smoke. Breathing in the smoke gives you glimpses of the future or far off places and objects, granting you the ability to use Divination, Scrying, or Contact Other Plane. This consumes the heart.
\pagebreak ### Hide of the Jaguar Warrior *Armour (hide +2), rare (requires attunement)* This hide armour grants a +2 bonus to your Armour Class. As an action you can transform into a jaguar. You can also end the transformation as an action. While transformed, your game statistics are replaced by the statistics of a Sabre-Tooth Tiger, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You retain the benefit of any features from your class, race, or other source, and can use them if the Jaguar form is physically capable of doing so. You can't cast spells, speak, or use equipment. Any equipment you are carrying merges into your new form. When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of dropping to 0 Hit Points, any excess damage carries over to your normal form. You must complete a short or long rest before transforming again. ### High Priest’s Caduceus *Staff, uncommon (requires attunement by a spellcaster)* This staff is made out of a human spine, with an ornately carved snake coiled around it. The wielder of this staff can cast each of the following spells once per long rest: spare the dying, healing word, ceremony, detect poison, and detect good and evil. You can choose your spellcasting modifier for these spells. ### Ichcahuipilli of Sudden Strikes *Armour (studded leather), uncommon* This light quilted cotton armour allows you to quickly react to danger. If you are the first in the initiative order, on your first turn you gain a +10ft bonus to your movement speed. ### Inti Wachina *Weapon (longbow), uncommon* This bow deals radiant damage instead of piercing damage, and targets the creature with the Light cantrip on a hit. If you critically hit with this weapon, the target is blinded until the end of their next turn. ### Jaguar Knight Quauholōlli *Weapon (maul), rare* Jaguar Knights are feared and respected for their prowess at taking prisoners. When you hit a creature with this maul, you may attempt to intimidate the target as a bonus action. Make a Strength (Intimidation) check contested by your target's Wisdom (Insight) check. On a success the creature becomes frightened of you until the start of your next turn. Furthermore, when you deal non-lethal damage to a creature during combat, and reduce it to 0 Hit Points, you gain temporary Hit Points equal to your Strength modifier. \columnbreak ### Leaping Chiqtana *Weapon (handaxe), uncommon* Once per long rest you can cast the spell Jump as a bonus action. When thrown this weapon returns to your hand at the end of your turn. ### Macuahuitl of the Obsidian Void *Club, uncommon (requires attunement by a spellcaster)* This club has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Chaos Bolt spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The club regains 1d6 + 1 expended charges daily at dawn. If you expend the club's last charge, roll a d20. On a 1, the club implodes into a singularity and is destroyed. ### Maxtlatl of Stamina *Wondrous item (belt), uncommon (requires attunement)* You can travel twice as far before having to make a saving throw to avoid being exhausted. You are unaffected by high altitude. Whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
\pagebreak ### Ouroboros the Eternal Hunger *Weapon (dagger), very rare (requires attunement)* The jade hilt of this dagger is carved in the shape of a snake eating itself. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, the dagger casts Hunger of Hadar, centred on the target (DC15). You are immune to the effects of this spell. You must complete a short rest before the dagger can cast the spell again. **Curse.** Once you attune to this weapon, you cannot unattune to it, as long as you remain cursed, you are unwilling to part with the dagger, keeping it on your person at all times. Furthermore, you are unwilling to use any other weapon than this dagger. When you reduce a creature to 0 hit points with the dagger, you remove its heart, which the dagger then consumes. The dagger is insatiable. When you haven't killed for a whole day, you must make a DC 10 Wisdom saving throw. On a failure, you must attack the first creature you see. Each day that passes without you killing a creature, the DC increases by 3. ### Pamitl of the Arrow Eater *Wondrous Item, uncommon (requires attunement)* This vibrant banner is worn affixed to your back, helping to identify you in the chaotic melee of battle, and inspiring those around you. The banner has 7 charges. As an action you can expend 1 or more of its charges to cast the Bless spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The banner regains 1d6 + 1 expended charges daily at dawn. **Curse.** This banner is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Whenever a ranged weapon attack is made against a target within 10 feet of you, the banner causes you to become the target instead. ### Quetzalcoatl’s Sting *Weapon (dagger), uncommon* This dagger has a handle stylised in the form of a venomous cobra. When you draw this weapon, the cobra comes alive, wrapping its tail around your wrist. While wielding this dagger, it cannot be disarmed. The dagger has 3 charges. The first time you hit with this weapon each turn, the cobra bites the target, dealing an additional 1d4 piercing damage. If the target is a creature, you can expend 1 charge to force it to make a DC13 Constitution saving throw or take 4d6 poison damage. ### Quiver of Huītzilōpōchtli *Wondrous item, rare* This ornate quiver has 3 charges. When you draw a javelin or arrow from it you may expend a charge to cast Lightning Arrow or Flame Arrows as a bonus action (DC15). The quiver regains 1d3 charges when you complete a long rest. ### Raiment of the Eagle Knight *Armour (half-plate), very rare (requires attunement)* This armour is richly decorated with feathers and protective charms, and its chest is emblazoned with a golden sun. While wearing this armour you gain the following benefits: - You have a flight speed equal to your walking speed, although if you end your turn in the air, you fall. - You can cast Protection from Evil and Good at will (self only). Constitution is your spellcasting modifier for this spell. - If you would be reduced to 0 Hit Points, you instead regain hit points equal to half your hit point maximum, and each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Constitution modifier, and is blinded until the end of the current turn. You must complete a long rest before using this ability again. ### Reinforced Ichcahuipilli *Armour (studded leather +1), uncommon* Quilted cotton armour which was soaked in salt water brine and then hung to dry in shade so that the salt would crystallise inside of it. Two fingers thick, this material is designed to resist obsidian swords and atlatl darts. You gain a +1 bonus to AC while you wear this armour, and when you take bludgeoning, piercing, or slashing damage it is reduced by a number equal to your proficiency modifier. ### Tecpatl of the Flayed One *Weapon (dagger), uncommon* This blade has 3 charges. Over 1 minute you can use this dagger to skin the face of a dead humanoid, and expend 1 charge to place the skin over your own face. Your appearance changes to match that of the humanoid, and you gain the effects of the Disguise Self spell. The disguise lasts until you complete a long rest, or until you remove it as an action. The dagger regains 1d3 expended charges daily at dawn. ### Tepoztopilli of Mixcoatl *Weapon (lance), uncommon (requires attunement)* This lance has 3 charges. While wielding this weapon you can expend 1 charge as a bonus action to cast Hunter’s Mark on a creature within 30 feet, and move up to your speed towards that creature. If you are mounted, you can instead direct your mount to use its speed. This weapon deals an additional 1d6 piercing damage against creatures under the effect of a Hunter’s Mark spell. The lance regains 1d3 charges when you complete a long rest. \pagebreak ### Tilmàtli of the Winds *Wondrous Item (cloak), rare (requires attunement)* The clasp of this cloak is carved from green jade, and etched with gold filigree depicting gusts of wind that almost appear to be moving. While you are wearing this cloak your speed is increased by 10 feet, your jump distances are tripled, and when you fall, your rate of descent slows to 60 feet per round. When you land you take no falling damage and can land on your feet. ### Vessel of Blood Harvest *Wondrous Item, uncommon* Whenever a creature with blood dies within 30 feet of this vessel, up to 4 pints of blood are transferred from that creature. The vessel can hold 8 pints before overflowing. For each pint you drink from the vessel you regain 1 hit point. ### Wardrum Shield *Armour (shield), uncommon* This shield has 3 charges. As an action you can rhythmically hammer your weapon against it, expending 1 charge to terrify your foes. Creatures of your choice within 30 feet of you that hear you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of the shield for 24 hours. The shield regains 1d3 expended charges daily at dawn. ## Credits In order of appearance - Pinterest (artist cannot be found) - Lucas Ambs - Edward Ei