Magic Items

These are the magic items created for this campaign setting. It includes any magical item that is not a potion, and not powerful enough to be a true artifact. Magic Items are divided into sections based on why they were designed. Each section gives further detail.

= Magic Items = The base list of magic items designed for use in the campaign setting. These items are designed to match the design of the 5e magic items found in the DMG.

Amulet of Reincarnation
Wondrous Item, very rare (requires attunement)

If you die while wearing this amulet, your soul becomes trapped inside of it. While your soul is in the amulet, you cannot be the target of resurrection spells, though a wish spell can still resurrect you. After 24 hours, you are resurrected as if from a reincarnate spell. You appear standing where the amulet is, or in the nearest available space, wearing the amulet. Your old body crumbles to dust, and any items on your old body remain where they are.

The amulet can be recharged by casting a reincarnate spell on the amulet. However, once this ability is used, it can’t be used again until the next dawn.

Amulet of Shaped Magic
Wondrous item, rare (requires attunement)

While wearing this amulet, you may choose to change half of the force damage you do, rounded down, into bludgeoning, piercing, or slashing damage. The physical part of this damage of considered non-magical.

Belt of Non-Standard Teleportation
Wondrous item, uncommon (requires attunement)

While you are wearing the belt and attuned to it, you can use a bonus action to teleport exactly 15 feet straight up or down. If you would arrive in a place already occupied by an object or a creature, you take 4d6 force damage and the belt fails to teleport you.

Once this ability is used, it can’t be used again for until the next dawn.

Blade of No Escape
Weapon (any weapon), uncommon (requires attunement)

When you hit a creature with an attack with this weapon, you apply a mark to them. The mark lasts for 1 minute or until you mark a different creature. You can use your action to teleport up to 30 feet adjacent to the marked target and make a melee attack against it. The mark then ends.

Once this ability is used, it can’t be used again until the next dawn.

Bracers of Conduction
Wondrous Item, rare (requires attunement)

These bracers have 3 charges. When you take lightning damage, you can use your reaction to only take half of the lightning damage. If you do, you may choose one creature you can see within 30 feet makes a Dexterity saving throw. On a failed save, it takes the lightning damage you negated.

The bracers regains 1d3 expended charges daily at dawn.

Charm Bracelet
Wondrous Item, very rare (requires attunement)

This bracelet begins with up to 7 charms on it of the DM’s choice. The wearer of bracelet can use an action to remove a charm and activate its power. When a charm is used, it is destroyed.

Charm of the Cat: A golden charm in the shape of a sitting cat. When used, you polymorph into a tiger (see Player’s Handbook for the spell and the tiger’s statistics) for 1 hour.

Charm of the Arrow: A dark red wooden charm in the shape of an arrow. When used, the swift quiver spell is cast upon the bracelet. The bracelet can produce any type of non-magical ammunition through use of the spell. The spell lasts for 1 minute.

Charm of the Hammer: An iron charm in the shape of a forging hammer. When used, one non-magical item of your choice that you are in possession of is fully repaired.

Charm of the Horn: An ivory charm in the shape of a horn with a small bronze mouthpiece on its tip. When used, you have advantage on any skill checks to craft items from animal materials, such as bone, hide, leather, sinew, or venom. This effect lasts for 1 hour.

Charm of the Coin: A golden charm in the shape of a standard gold coin. When removed from the charm, the coin functions as a standard gold coin. It becomes non-magical. Charm of the Mirror: A circular quartz charm in the shape of a mirror with an ebony frame. When used, you can permanently slightly adjust your physical features. You can change your height and weight by up to 4 inches; add or remove scars, blemishes or missing body parts no larger than a finger (functionality, such as sight from an eye, is not restored); adjust the size, shape, or colour of any part of your body within a small variance (such as changing the size of your nose, or the colour of your hair). These changes can be removed with a lesser restoration spell. After 24 hours, the changes are permanent.

Charm of the Flame: A circular glass charm with a small red jewelled flame in its center. When used, you have resistance to cold and fire damage for the next 24 hours. Additionally for the duration, you ignore intense heat or cold when determining exhaustion (such as travelling through a desert or tundra).

Charm of the Scale: A bronze charm in the shape of a weighing scale with one side weighed down by coins. When used, you know the standard shop value on any item you can see. Additionally, you can tell whether an item is magical, whether it is under an illusion, and whether it is genuine or forged (such as currency or art). These effects last for 1 hour.

Cleaver of Stolen Senses
Weapon (shortsword), rare (requires attunement)

You gain a +2 bonus to attack rolls and damage rolls made with this weapon. Whenever you hit a creature with this weapon, that creature makes a DC 15 Constitution saving throw. You and the creature switch all senses on a failed save. This includes level of vision, sunlight sensitivity, blind sight, tremor sense, dulled/enhanced smell, dulled/enhanced hearing, and dulled/enhanced taste. If you or the creature lacks a sensory organ, such as eyes, then no sense associated with that sensory organ is exchanged.

The effect lasts on both you and the creature that you hit for 1 hour or until dispelled. If another creature fails its saving throw against the effect, you treat your current senses as the ones that are switched. Any creature that succeeds on the saving throw is immune to the effects for 24 hours.

Cleaving Blade
Weapon (any slashing weapon), uncommon

Whenever you kill a creature with this weapon, you can choose to use your bonus action to immediately make another attack against a target that is adjacent to the creature you killed, and within your reach. You don’t add your ability modifier to the attack.

Cloak of Nature’s Shroud
Wondrous item, uncommon

This cloak is attuned to one of the biomes listed on page 68 of the Player’s Handbook or the Salt Flats biome. As long as you are wearing it in the attuned biome, you have advantage on Dexterity (Stealth) checks. While you are not in the attuned biome, you have disadvantage on Dexterity (Stealth) checks. While in an area within an attuned biome that is significantly different or not natural, such as inside a building or in a vehicle) you have disadvantage on Dexterity (Stealth) checks.

After the cloak spends 24 consecutive hours in a biome (including being indoors or in other areas where you would not benefit from the cloak’s effect), the cloak attunes itself to that biome, losing its previous attunement.

Contingency Amulet
Wondrous item, rare

The amulet comes in two varieties: reusable, and single-use.

Reusable. You can perform a 10 minute ritual to cast a spell and imbue that spell within the amulet. The spell must be from the wizard spell list. Treat the amulet as a contingency spell, and the other spell cast as the spell used in the contingency spell. Whoever is wearing the amulet at the time the conditions for casting the spell are met becomes the target of the spell. Once the secondary spell is cast, the amulet cannot be imbued with another spell until the next dawn.

Single-use. The amulet comes prepared with a spell in it and condition set that determines when the spell activates. When the secondary spell activates, the amulet breaks, and cannot be repaired. This version of the item is common, though rarity increases with the level of the spell cast upon it.

Crown of Röegdradst
Wondrous item, legendary (requires attunement)

While wearing this crown, you can cast the detect evil and good, protection from evil and good, and shield spells. The AC bonus granted by the shield spell is ignored by attacks from creatures that are not evil aligned. The spell save DC for these spells is 17

Once a spell is cast this way, it can’t be cast again until the next dawn.

Curse. You begin to exhibit traits of Röegdradst, famed demon hunter. The longer you wear the crown, the more traits you exhibit.

Upon wearing the crown, you have a strong desire to wear it at all times.

After 1 day. Your hair begins to lighten; you become easily irritated, as if you were always tired; you must make a DC 15 Wisdom saving throw to willingly remove the crown.

After 10 days. Your hair becomes stark white, growing or retracting until it reaches shoulder length; scars of various sizes appear over your body; you gain proficiency with hand crossbows; you gain a dislike for, and a distrust of, tieflings, demons, and devils; if you are an evil aligned character, you become neutral. If you are a lawful aligned character, you become neutral. These alignment changes can be overpowered by other magical means, such as magical items or staying too long on other planes of existence.

After 20 days. You become proficient with all crossbows; your alignment becomes chaotic good. This alignment change cannot be overpowered by other magical means, such as magical items or staying too long on other planes of existence; as a bonus action you can turn all fire damage dealt by you or your weapons into radiant damage for 1 minute. Once this ability is used, it can’t be used again until you take a long rest; you gain a hatred of, and desire to purge, tieflings, demons, and devils. When interacting with a tiefling, demon, or devil, you make a DC 15 Wisdom saving throw for every 10 minutes it remains within 60 feet of you. On a failed save, you act openly hostile to the creature. This hostility can be verbal or physical, such as attacking the creature, uttering harsh words, or blatantly working against the creature’s goals. Social checks used by tieflings, demons, or devils directed at you have disadvantage.

After 30 days. You gain fire resistance; the spells granted by the crown can be cast 3 times each before you must take a long rest to gain them back. If you kill a tiefling, demon, or devil, you make a DC 17 Wisdom saving throw. On a failed save, you attempt to collect horns, claws, or other pieces as trophies; the crown’s effects are now permanent, even if the crown is removed. Only a wish spell or similar magic can remove the effects.

If the crown is removed before it has been worn for 30 days, the effects persist for 2 hours, then begin to reverse at a rate of 10 times the speed they were applied at.

Crusader’s War Paint
Wondrous item, uncommon

This small jar contains 4 ounces of a magical catalyst. When an ounce of the catalyst is mixed with an ounce of animal fat (no more than a day old), it becomes 2 ounces of magical paint. You can apply 2 ounces of this paint to your face to gain its effects. These effects last for 1 hour, even if the paint is removed.

While the effect persists, you are immune to the frightened condition and cannot be intimidated. You have advantage on Charisma (Intimidate) skill checks.

While the effects persist, you cannot avert your gaze from dangerous situations, such as a medusa’s gaze or a hag’s true form. Additionally, if you try move more than 20 feet away from a creature that attacked you, or that you attacked, since the start of your last turn, you make a DC 12 Charisma saving throw. You cannot move more than 20 feet away from that creature on a failed save. You are immune to this effect as it pertains to that creature for the duration of the paint’s effects on a successful save.

Culdreth’s Femur
Weapon (staff), legendary (requires attunement by a sorcerer)

The staff has 10 charges. While holding it, you can expend 2 of its charges to imbue the next spell you cast this turn with wild magic. Roll a d8 to determine the element of the spell.

1. The spell’s damage changes to fire.

2. The spell’s damage changes to acid.

3. The spell’s damage changes to lightning.

4. The spell’s damage changes to poison.

5. The spell’s damage changes to cold.

6. The spell’s damage changes to necrotic.

7. The spell’s damage changes to radiant.

8. The spell’s damage changes to force.

The staff regains 1d6 +4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into dust.

Dagger of Doubt
Weapon (dagger), rare (requires attunement)

You gain a +3 bonus to attack rolls and damage rolls made with this weapon. When you make an attack with this weapon, you first make a DC 15 Wisdom saving throw. On a failed save, you make the attack as normal, but whispers from the dagger cause your Wisdom score to be reduced by 1. You fall unconscious if this reduces your Wisdom to 0. The reduction lasts until you finish a short rest.

If you fail the save by 5 or more, whispers from the dagger convince you to stab yourself in addition to reducing your Wisdom score by 1. You become the target of your own attack. You automatically hit yourself with the attack, and the damage ignores resistances.

Devourer’s Diadem
Wondrous item, rare (requires attunement)

This diadem has a maximum of 4 charges. You can expend a charge to destroy a summoned creature you control. When you destroy a summoned creature this way, you expend two of the creature’s hit dice. If neither you nor the creature is undead, or both you and the creature are undead, you gain hit points equal to the amount rolled.

You may expend 2 charges instead of 1 to gain hit points regardless of whether you or the creature are living or undead. You can add a charge to the diadem by performing a 10 minute ritual on a dead body of size Small, Medium, or Large. The body’s maximum hit points are halved and it gains a level of exhaustion for the purposes of resurrection.

Glove of Spatial Distortion
Wondrous item, rare (requires attunement)

This glove has 4 charges. While you are wearing this glove, you can expend 1 charge to increase your reach with that arm by up to 5 feet for one round. This allows for one-handed attacks and touch attacks to be made at an increased range, but does not allow for two-handed attacks or other two-handed actions to be made at an increased range. This ability can only be used once per round. The glove regains 1d4 expended charges daily at dawn.

Glove of the Uldra Savant
Wondrous item, rare (requires attunement)

These gloves have 4 charges. While you are wearing these gloves, you can expend 1 charge to cast ray of frost. When you hit a creature with a melee weapon attack, you can expend 1 charge to deal an extra 1d6 cold damage. The gloves regain 1d4 expended charges daily at dawn.

Goggles of Exchange
Wondrous Item, very rare (requires attunement)

While you are wearing the goggles, you can use your action to speak its command word. When you do this, you gain the ability to read and understand all languages for1 hour or until the goggles are removed. You also lose the ability to speak or write any languages for 1 hour. You may still communicate through other non-verbal and non-written means.

Goggles of Revealing
Wondrous Item, rare (requires attunement)

The goggles have 4 charges. While wearing them, you can expend 1 or more of their charges to cast one of the following spells from them: find traps (2 charges), see invisibility (2 charges), detect magic (1 charge). Each spell targets you, and if it has a duration, lasts 10 minutes or until the goggles are removed.

The goggles regain 4 expended charges daily at dawn.

Inner Strength
Wondrous item, rare (requires attunement by a monk)

This sash can be worn over the body or over armour. While wearing it you can use a bonus action to gain 2 ki points. This cannot bring you over your maximum ki points. When you do so, you cannot gain hit points from sources other than yourself for 5 minutes. Once this ability is used, it can’t be used again until the next dawn.

Jailer’s Keychain
Wondrous item, uncommon

This keychain is filled with dozens of keys. There is no way to remove any keys without destroying the item. Keys may be added freely, but cannot be removed without destroying the item.

Whenever you are in front of a locked object, such as a door or a chest, if you attempt to grab a key on your person, and the key to that locked object in on the keychain, you will grab that key. Grabbing the wrong key is impossible as long as the correct key is on the chain. If there is no correct key, you will grab whichever key you attempt to grab. If you are within 15 feet of a mimic, the keychain will rattle violently.

Lantern of Clear Mind
Wondrous item, rare

When lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding dim light in a 15-foot radius. Creatures have advantage on Wisdom (Perception) checks, Wisdom (Insight) checks, and Intelligence (Investigation) checks directed at creatures and objects in the lantern’s light. You can use your action to lower the hood, stifling all light from the lantern.

Mirror of False Faces
Wondrous item, uncommon (requires attunement)

The mirror can be used the cast disguise self. When this spell is cast using the mirror, it lasts until dispelled or until disguise self is cast again using the mirror. Casting disguise self as a regular spell overwrites the mirror’s instance for the duration of your spell, returning the mirror’s spell afterwards.

Unlike most magic items, the mirror does not have increased durability; it is as fragile as a standard glass mirror.

Orb of Perception
Wondrous Item, very rare (requires attunement)

While the orb is on your person, you may set its focus. The effects of the focus last until the next dawn. The orb’s focus cannot be changed until the next dawn. You may not break attunement with the orb until the next dawn.

Outward Focus. You focus the power of the orb outward, giving you a +5 bonus to your Wisdom (Perception) checks. However, you take a -5 penalty to your Passive Perception.

Inward Focus. You focus the power of the orb inward, giving you a +5 bonus to your Passive Perception. However, you take a -5 penalty to your Wisdom (Perception) checks.

Puzzle Sword
''Weapon (longsword), very rare (requires attunement)''

You gain a +2 bonus to attack rolls and damage rolls made with this weapon. It appears as a mass of small blades floating around a hilt. The blades spin about in seemingly unpredictable patterns, locking together than coming back part. You can use Intelligence instead of Strength when determining attack and damage with this weapon. When you use your action to attack with this weapon you may make two attacks. This does not stack with the multiattack feature if you have it.

Quick Draw Weapon
Weapon (any), uncommon (requires attunement)

As a bonus action, you can teleport the weapon to your hands as long as it is somewhere on your person. This includes being stored in a pack or pouch you’re wearing, wrapped in cloth and tied to your back, tucked in its sheath, or even hidden in your boot.

Quicksilver Dagger
Weapon (dagger), uncommon (requires attunement)

When you roll a critical hit on a creature with this weapon, it must make a DC 14 Constitution saving throw. It becomes blinded until the end of its next turn on a failed save.

When you roll a natural 1, you and each other creature in a 10-foot-radius sphere must make a DC 14 Constitution saving throw. A creature becomes blinded until the end of its next turn on a failed save.

Ring of the Court Jester
Ring, rare (requires attunement)

While you are wearing the ring, you gain a +1 bonus to Charisma and you have advantage on Charisma saving throws.

Curse. At dawn each day, the DM rolls 1dx, where x is the number of people in your travelling party (DM's discretion who who constitutes as part of that party), assigning each person to a number. You become magically charmed to find that person to be of interest to you. You may interpret this in many ways (romantic interest, sexual desire, familial bond, etc.). You seek to be around that person when you can and act upon those desires in whatever manner you choose. This effects ends at dawn of the next day, even if attunement is broken before then. Only when the effect ends do you realize you were charmed this way by the ring, and you become aware of how the curse functions. The curse can be ended early with a calm emotions spell, a remove curse spell, or similar magic.

Ring of Purity
Ring, common

While you are wearing the ring, you resistance to damage dealt by curses and hexes and have advantage on saving throws against curses and hexes. To gain this benefit, you must either be of good or evil alignment. If you are good, the ring appears gold and glows slightly. If you are evil, the ring appears black and small wisps of darkness emanate from it. If you are neutral, the ring appears a dull grey and has no effect.

Ring of Shielding
Ring, uncommon (requires attunement)

While you are wearing the ring, you can use a bonus action to turn the ring into a shield by speaking the ring’s command word. When you do this, you drop whatever your ring hand is holding in order to wield the shield. You are proficient with this shield. You can use a bonus action to return the shield to a ring by speaking its command word again. The ring weighs 1 lb as both a ring and a shield.

Spectral Weapon
''Weapon (any), rare (requires attunement)''

This weapon is attuned to the ethereal plane. While wielding it, you can see and hear 10 feet into the ethereal plane. You may use this weapon to attack creatures on the ethereal plane as if they were on your current plane.

This ability has no effect if you are on a plane that doesn’t border the Ethereal Plane, such as one of the Outer Planes.

Sword of Horn Severing
Weapon (any sword), uncommon (requires attunement)

When you score a natural 20 on your attack roll with this weapon against a creature with horns, you sever off one of the creature's horns. While attuned to the weapon, you have advantage on Intelligence (History) and Wisdom (Survival) checks to know about and track creatures with horns.

Curse. When you attune to this weapon, if you have horns, the weapon severs them off.

Wand of Conductivity
''Weapon (wand), very rare (requires attunement by a sorcerer, warlock, or wizard)''

This glove has 4 charges. When you cast a spell that would deal lightning damage and has a range of 5 feet or greater, the range of that spell increases by 15 feet. When you cast a spell that would deal lightning damage and has a range of touch, the range of that spell becomes 10 feet.

If you cast a spell of level 1 or higher that deals lightning damage to a creature, you can have a different creature within 15 feet of the first creature and not affected by this spell make a DC 16 Dexterity saving throw. It takes 2d6 lightning damage on a failed save, and half as much on a successful one. You may only do this once per round. The wand regains 1d4 expended charges daily at dawn.

Warforged Lightning Pack
Wondrous Item, uncommon

This item consists of a large backpack weighing 40 lbs connected to two longswords via two cables. It has a maximum of 20 charges. At the beginning of your turn, and whenever you take lightning damage, the pack gains 2 charges.

You may expend 20 charges as an action to cast ''lightning bolt''. This spell counts as non-magical and has a spell save DC of 14.

You may also use the swords connected to the pack as mundane iron longswords. When you hit with an attack using one of the longswords, you can choose to roll 1d6. If you do, the pack loses that many charges and you deal that much lightning damage. If you roll higher than the number of charges on the pack, then you expend the remaining charges and deal that much lightning damage.

While turned on, the pack emits a quiet hum that can be heard in a 30-foot radius without having to make a Wisdom (Perception) check given low noise levels (such as in a forest or meadow). The pack can be switched on or off as a bonus action, but loses any unspent charges when switched off. The pack can be left on for a total of 5 minutes before it risks overheating. This time can be reset by leaving it off for 1 hour. If left on for more than 5 minutes, the pack shuts itself off for 4 hours.

= Magic Items – Kaien’s Choice = Items designed specifically by or for Trevor. The power level of these items may vary in relation to their rarity, and their use might be somewhat nonstandard. This is intentional.

Boots of the Cheetah
Wondrous item, very rare

While wearing these boots, your speed is doubled. When you would provoke an opportunity attack due to movement, that attack has disadvantage.

Branch of the Grasping Oak
Weapon (spear), common (requires attunement)

This spear is a magic weapon. While wielding it, you can use your action to cast entangle. Once this ability is used, it can’t be used again until the next dawn. In the meantime, the spear can still be used as a magic weapon.

If you are wearing metal armour, you cannot use the spear’s ability.

Cap of Curious Escape
Wondrous Item, legendary (requires attunement)

The hat in semi-sentient, seeking to protect its wearer by any means. When you are targeted by an attack or spell, the DM rolls 1d100. The hat then casts a spell on you based on the result, with a spell save DC of 17, potentially causing the the attack/spell to miss you. If a spell cast this way has a duration, its duration becomes 1 minute, with the hat maintaining concentration as needed. If the spell has a destination that must be chosen, you choose the destination. The spell continues even if the hat is removed. This ability cannot be used again for 1 hour.

Carrion Crown
''Wondrous Item, legendary (requires attunement)''

While wearing this crown, you gain darkvision out to 60 feet.

The crown has 10 charges. While wearing it, you can expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: ''false life as a 3rd level spell (3 charges), death ward (4 charges), giant insect'' (4 charges).

The crown regains 1d6 +4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the crown turns to mud.

Flaw. The Carrion Crown imbues its wearer with an acceptance of life’s natural cycle. While attuned to the crown, you gain the following flaw: “the dead require no burial. Let them share their bounty with the creatures of earth.”

Flaw. While attuned to both the armour and the crown, you gain the following flaw: “undeath is the next step after life. Thusly, we should embrace it when our natural lives end and cease with healing and resurrection.”

Chieftain’s Axe
Weapon (battleaxe), rare (requires attunement)

You gain a +1 bonus to attack rolls and damage rolls made with this weapon. Whenever you kill a creature with this weapon, it makes a DC 15 Constitution saving throw. You expend one of the creature’s hit dice on a failed save. If neither you nor the creature are undead, or both you and the creature are undead, you gain hit points equal to the amount rolled. You then physically regress in age by one year.

If the creature is undead and you are not (or vice versa), you lose hit points equal to the hit die expended and make a DC 15 Constitution saving throw. You gain one level of exhaustion on a failed save.

Crown of Fangs
Wondrous item, legendary (requires attunement by a druid)

While wearing this crown, you can use your Wild Shape feature to transform into a creature 1 CR higher than you would normally be able to. In order to assume the form of a creature in such a way, you must have either consumed part of that type of creature, or added a fang, tooth, tusk, claw, beak, or similar body part of that type of creature to the crown. This can be accomplished by performing a 1 minute ritual on the crown.

Additionally, when you gain hit points using your Wild Shape feature, you may gain 1d10 hit points per spell slot expended instead of 1d8.

Crown of the Sahuagan
Wondrous item, very rare (requires attunement)

While you are wearing this crown, you can magically command any shark within 120 feet of you using a limited telepathy. Sharks will treat you as an ally until provoked, and will attempt to follow your commands, seeing you as a leader.

Additionally, you have advantage on melee attack rolls against any creature that doesn’t have all of its hit points as long as both you and the creature are fully submerged in water.

Death’s Embrace
''Armour (plate), legendary (requires attunement)''

While wearing this armour, you have resistance to necrotic damage.

Whenever a non-construct, non-undead creature within 10 feet of you drops to zero hit points, you may expend a hit die, gaining hit points equal to the roll. Additionally, any creature within 10 feet of you has disadvantage on death saving throws.

While attuned to this armour, you can use your action to cast the animate dead'' spell. Instead of becoming a skeleton or zombie, the creature you'' target with the spell rises as your choice of a ghast, vampire spawn, or wight (See MM pages 148, 298, and 300 respectively) under your control. You can only reassert your control over the creature by casting animate dead using this armour. If you do not reassert control before 24 hours pass, you unattune from the armour, or you are no longer wearing the armour, you lose control of the creature.

Once this ability is used, it can’t be used again until the next dawn.

Flaw. Death’s Embrace causes its wearer to dismiss the permanence of death, and to accept to continuation of life in any form. While attuned to the armour, you gain the following flaw: “Undeath is simply another form of life; we should embrace this new change.”

Flaw. While attuned to both this armour and the Carrion Crown, you gain the following flaw: “Undeath is the next step after life. Thusly, we should embrace it when our natural lives end and cease with healing and resurrection.”

Deuce’s Sword
Weapon (scimitar), uncommon (requires attunement)

You gain a +1 bonus to attack rolls and damage rolls made with this weapon. When you hit a creature with this weapon, you mark the creature until the beginning of your next turn. If the creature is already marked when you hit it, the attack deals an extra 1d6 poison damage and the mark is consumed.

If another creature has their own version of this weapon, it can activate the marks you place. Likewise, you can activate the marks it places.

Elemental Weapon
Weapon (melee), rare (requires attunement)

You gain a +1 bonus to attack rolls and damage rolls made with this weapon, and you deal an extra 1d6 damage as acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. This damage type is chosen when the weapon is created and cannot be changed.

When you score a critical hit with this weapon, the creature you hit suffers an additional effect based on the elemental imbuement of the weapon as shown on the table below. The effect lasts until for 1 minute or until the creature succeeds on a DC 11 saving throw against the effect, which it can do at the end of each of its turns.

Fragment of Seurai
Weapon (rod), legendary (requires attunement by a sorcerer, warlock, or wizard) You have advantage on saving throws against charm effects while you hold this staff.

The staff has 3 charges. While holding it, you can expend 1 charge to make a melee spell attack against a creature you can see. On a hit, the creature makes a DC 17 Wisdom saving throw. An unconscious creature automatically fails the save, as does a creature that can’t be charmed. If a creature fails the saving throw, a ring magically appears on the creature’s finger, or similar appendage. It lasts until removed with a remove curse or similar spell, or by removing the finger. While the ring remains, the creature is considered charmed by you.

The staff can produce only three rings. You cannot expend a charge to create a ring while three rings are worn. You can use your action to discern the location of any creature wearing a ring created by this rod. This fails if the creature is on a different plane than you.

You can use your action to issue a command (limited to a sentence or two) to a creature wearing one of the rod’s rings. The creature makes a DC 17 Wisdom saving throw. You can expend a charge to give it disadvantage on the saving throw. If the command would put the creature directly in harm’s way (such as stabbing itself or jumping off a cliff) it automatically saves. On a failed save, it attempts to complete the command you gave to the best of its ability for the next 1 hour.

The rod regains 1d3 expended charges daily at dawn.

Gloves of Muted Magic
Wondrous Item, rare (requires attunement)

These silk gloves allow you to muffle your voice and your magic when casting spells. When you cast a spell, you may do so without your voice making sound during the verbal casting component of the spell. You must still be able to speak; situations that would render you unable to speak, such as being in the area created by a silence spell, still prevent casting. In addition, the spell itself makes no noise when it is cast. Objects and creatures affected by the spell still make noise. For example, an object knocked aside from a wall of stone spell still clatters about, even though the wall itself emerges silently. Spells that would deal thunder damage deal no damage if cast this way.

Once this ability is used, it can’t be used again until the next dawn.

Heart of Elements
Wondrous item, uncommon (requires attunement)

This amulet is imbued with a specific damage type (acid, cold, fire, lightning, necrotic, psychic, radiant, or thunder). The damage type is chosen by the DM or determined randomly.

This amulet has a maximum of 4 charges. When you cast a spell, you can expend a charge to change the spell’s damage type to the amulet's imbued damage type. The DM may impose exceptions to this where the change might not make sense.

The amulet regains 1d4 expended charges daily at dawn.

A very rare version of this item also exists, and is not limited to a specific damage type. This version allows you to expend a charge to change the damage type of a spell to any of the damage types listed above.

Ika Byōki
Weapon (longsword), rare (requires attunement)

When you hit a scroll mummy with this weapon, the scroll mummy makes a DC 12 Constitution saving throw. Its hit point maximum is reduced by 1d8 on a failed save. If this effect reduces the scroll mummy to 0 hit points, it dies. This reduction lasts until removed by a greater restoration spell or other magic.

Additionally, when you hit a scroll mummy with this weapon, the wound becomes coated in ink. While coated in ink, the scroll mummy regains only half of the hit points it would normally gain when spending hit dice during a short rest (minimum 1 hit point gained). The ink remains until removed by an illusory script spell. No material components are required to remove the ink using illusory script.

Imix’ Kissed Armour
''Armour (any), very rare (requires attunement)''

When you cast a spell or use an ability that deal fire damage, the armour becomes heated until the start of your next turn. If a creature within five feet of you makes a melee attack against you while the armour is heated, the creature takes 1d6 fire damage. If heat metal is cast on the armour, you take no damage from the spell and the armour becomes heated until the spell ends.

Mirrorsheen Armour
Armour (breastplate or plate), very rare (requires attunement)

While wearing this this highly reflective armour, you have resistance to radiant damage. As a reaction, you may redirect any attack or spell that hits you or that you have failed an initial saving throw against, provided it is a gaze attack/spell or it deals radiant damage. You choose any creature you can see within 60 feet of you as the new target. The attack/saving throw is repeated against the target.

Once this ability is used, it can’t be used again until the next dawn.

Queen’s Boots
Wondrous item, very rare

While you are wearing the boots, you can use a bonus action to leave a trail of lightning by speaking the boots’ command word. When you do this, the ground around you in a 5-foot square becomes electrified. Everywhere you move, the ground becomes electrified in a similar manner. The electrified ground lasts until the start of your next turn.

Any creature except you that crosses the electrified ground takes 2d6 lightning damage for each 5 feet it crosses. This affects creatures that cross over the electrified ground up to 10 feet above the ground. You continue electrifying the ground in this manner for 1 minute, or until you speak the command word again as a free action.

Once this ability is used, it can’t be used again until the next dawn.

Second Quarter
Weapon (rapier), legendary (requires attunement)

You gain a +1 bonus to attack rolls and damage rolls made with this weapon. When you damage a creature with this weapon, you may mark it as your rival. You can have up to three rivals at a time. A creature remains your rival for one year, until you become unattuned to this weapon, or until you dismiss the creature as your rival as a free action.

While a creature remains your rival, any subsequent damage you deal to it is also stored in this weapon. Each rival’s damage is stored separately. You can use an action to release stored damage. When you do so, you reopen the wounds of a rival you can see within 30 feet. The rival makes a DC 15 Constitution saving throw. A rival that that has taken damage from this weapon in the last 24 hours automatically saves. It takes all of its stored damage as necrotic damage on a failed save, and half as much on a success. The creature then ceases to be your rival, though it can become your rival again if you again deal damage to it with this weapon.

Spear of Thought Made Real
Weapon (melee), rare (requires attunement)

You gain a +1 bonus to attack rolls and damage rolls made with this weapon. While wielding this weapon, you can use your action to throw an illusory spear at a creature you can see within 40 feet. The creature makes a DC 15 Wisdom saving throw. It takes 2d6 psychic damage on a failed save. A creature that succeeds on the saving throw cannot be damaged from this ability for 24 hours.

Staff of the Crumbling Mountain
Weapon (staff), very rare (requires attunement by a sorcerer, warlock, or wizard)

You have resistance to acid damage while you hold this staff.

The staff has 10 charges. While holding it, you can expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: stone shape (3 charges), passwall (4 charges), move earth (5 charges), wall of stone (5 charges).

The staff regains 1d6 +4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to pieces as it casts earthquake, using your spell save DC.

Staff of Wan
Weapon (staff), legendary (requires attunement by a sorcerer, warlock, or wizard)

As a bonus action, you can banish this staff to pocket demiplane. You can draw it from the pocket demiplane as an action by drawing blood, causing you to lose 1 hit dice worth of hit points. You can also do this as a reaction immediately after you take bludgeoning, piercing, or slashing damage.

The staff is infused with a specific school of magic. The school is chosen by the DM or determined randomly. It also belongs to one of four tiers, chosen by the DM or determined randomly.

Least. The staff can cast spells of its associated school of magic up to level 3.

Lesser. The staff can cast spells of its associated school of magic up to level 5.

Greater. The staff can cast spells of its associated school of magic up to level 7.

Master. The staff can cast all spells of its associated school of magic.

While holding the staff, you can tap into its power to cast one of its associated spells from it, using you spell save DC or spell attack bonus. Spells cast this way do not require a spell slot or material components. If you attempt to cast a spell with the staff that has already been cast with it, you take 1d8 necrotic damage per level of the spell you attempted to cast, and the spell fails.

Sword of Essence Trapping
Weapon (longsword), very rare (requires attunement)

You gain a +1 bonus to attack rolls and damage rolls made with this weapon. When you kill a creature with this weapon, the sword absorbs the essence of the creature. You gain one passive and one active effect based on the creature’s essence. Your DM decides the effects.

You can use an action to use the active ability granted by the sword. Once the ability is used, you can’t use this feature of the sword again until the next dawn, even if you gain a new ability before then.

Warforged Axe
Weapon (battleaxe), common

You gain a +1 bonus to attack rolls and damage rolls made with this weapon as long as it has at least 9 charges. It has a maximum of 18 charges. When you take lightning damage, the axe attempts to absorb the damage. It gains 1 charge for each point of lightning damage it absorbs, but cannot absorb any damage once it has maximum charges. Absorbed damage does not harm you.

When you hit with an attack using this weapon, you can choose to roll 1d6. If you do, the axe loses that many charges and you deal that much lightning damage. If you roll higher than the number of charges on the axe, then you expend the remaining charges and deal that much lightning damage.

If the axe does not gain or lose any charges for 1 minute, then it loses all charges.

Wraith-Father
Weapon (hammer), legendary (requires attunement)

Wraith-Father is a massive war hammer, able to be swung with one hand only by the most powerful of warriors. Two large, roughly cut gems act as the heads of the hammer, glowing green with the souls it has broken.

Shatter Soul. Whenever you use this weapon to reduce a creature to 0 hit points, the creature must make a DC 13 Charisma saving throw. On a failed save, the creature’s soul is shattered, rendering it unsuitable for use by any higher being. Only wish or true resurrection can resurrect the creature. Wraith-Father absorbs a small portion of the soul, while the remains form themselves into a banshee or ghost at the DM’s discretion. You cannot control the undead that forms, but if hostile, the undead will prioritize other creatures over you as long as you are attuned to Wraith-Father.

Command Soul. You can use an action to cast dominate creature, targeting only incorporeal undead such as banshees or ghosts. Wraith-Father maintains concentration for you. You can use this ability once, plus an additional time for every 10 souls the weapon has consumed. You regain all uses of this ability at dawn.

Sentience. Wraith-Father is a sentient chaotic evil weapon with an Intelligence of 4, a Wisdom of 10, and a Charisma of 16. It cannot hear or see, but it is aware of the presence of any Tiny or larger creatures within 30 feet of itself that aren’t constructs or undead.

Wraith-Father communicates through swells of emotion, sharing its excitement with its wielder when it detects a viable soul to consume, and hunger when it has not fed for several days.

Personality. Wraith-Father is animalistic in nature, aggressively devouring weaker souls, while cowering before those that it sees as too powerful to destroy.

The hammer’s purpose is to shatter souls. That is consumes them is not of its intended design. As Wraith-Father consumes more souls, it itself grows. Whenever the hammer shatters to soul of a creature with higher Intelligence than itself, its Intelligence score increases by 1. When Wraith-Father reaches 8 Intelligence, it can speak telepathically to its wielder. When it reaches 14 Intelligence, it can speak out loud.

Zagig’s Wand of Miniaturization
Weapon (wand), very rare (requires attunement by a sorcerer, warlock, or wizard)

The wand has 3 charges. While holding it, you can expend 1 of its charges to attempt to miniaturize a creature or object of size Medium or smaller up to 60 feet away. Alternatively, you can expend 2 charged to attempt to miniaturize a Large object or creature, or 3 charges to attempt to miniaturize a Huge object or creature. The target makes a DC 15 Constitution saving throw. The creature is restrained on a failed save. At the end of its next turn it repeats the saving throw. On a success, the effect ends. On a failure, the creature is petrified and shrinks down to 1/40th of its current size for 24 hours. A greater restoration or wish spell reverses the effect. Alternatively, you can pick a key word when you use the wand’s ability. If any creature speaks the keyword within 60 feet of the target, the effect is reversed.

When creature becomes petrified and shrunk with this wand, it strikes a pose befitting of its alignment. A Lawful Good Character might be standing heroically, while a Neutral character might be casually shrugging.

The staff regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the wand turns to ash.

= Magic Items - Tales of Maj’Eyal = Items based on the game ''Tales of Maj’Eyal''. Items are either inspired by, or rough recreations are items or abilities from the game. They are designed to fit with both the themes of that game, as well as the item design of D&D 5e. They were made purely for fun, and are not guaranteed to be suited towards the campaign or setting.

Avarel’s Second Eye
Weapon (longbow), very rare (requires attunement)

You gain a +3 bonus to attack rolls and damage rolls made with this weapon. Whenever you hit a creature with this bow, you can choose to mark the creature for 1 minute. While the creature is marked, you know exactly where it is as long as it is on the same plane as you. You can have one creature marked at a time. If you mark a second creature, the previous mark vanishes.

Blade of the Executioner
''Weapon (any axe), uncommon (requires attunement)''

You gain a +1 bonus to attack rolls and damage rolls made with this weapon. Whenever you roll a 19 on an attack roll with this weapon, you may treat it as a critical hit.

Curse. Whenever you roll a 1 on an attack roll with this weapon, the axe deals damage to you equal to one of your hit dice. This damage ignores resistances.

Boots of the Current
Wondrous item, uncommon

While wearing these boots, the maximum weight you can carry without being lightly and heavily encumbered increases by 30 lbs.

Additionally, your weight decreases by half (not including carried or worn items). Your footsteps become light enough that you don’t set off pressure plates and other similar non-magical devices based on weight.

Cloak of Lucid Dreaming
''Wondrous item, rare (requires attunement)''

When you wear this cloak, you instantly fall asleep until the cloak is removed. You may attune yourself to this cloak by sleeping with it on for 1 hour. While wearing the cloak and attuned to it, you gain the following benefits and limitations.

·  You are always considered asleep, though you may act normally as if you were awake.

·  You are fully conscious while asleep, and are immune to spells and effects that would render you asleep or unconscious, such as the sleep spell.

·  You no longer need to sleep, but still must rest for the normal amount of time to gain the benefits of a short or long rest.

·  Because you are always asleep while wearing the cloak, you are always susceptible the spells and effects that affect sleeping creatures, such as the dream spell.

Cuirass of the Dark Lord
''Armour (breastplate), legendary (requires attunement)''

While wearing this armour, you have resistance to necrotic damage, and advantage on Constitution saving throws. As an action, you can attempt to siphon power from nearby creatures’ life forces. Each living creature within 15 feet of you makes a DC 17 Constitution saving throw. A creature takes 3d6 necrotic damage on a failed save, and half as much damage on a success.

For each creature that failed its initial saving throw against the ability, you gain +1 AC (maximum +4 bonus), and gain 5 temporary hit points (maximum 20 temporary hit points). These effects last for 1 minute. Once this ability is used, it can’t be used again until the next dawn.

Dagger of the Past
Weapon (dagger), rare (requires attunement)

You gain a +1 bonus to attack rolls and damage rolls made with this weapon if you are also wielding the dagger of potential futures. When you miss a creature with an attack made with this weapon, you apply a temporal mark the creature for 1 minute. When you roll a natural 20 on an attack roll against a creature with a temporal mark with this weapon, you consume the mark, causing the missed attack to retroactively become a hit. You apply the damage immediately as if the missed attack had hit now. You do not add any bonuses from spells or abilities, even if they were in effect when the mark was applied.

If you hit a creature with this weapon after you have already hit it with the dagger of potential futures this round, you deal an extra 2d6 force damage. The daggers can only cause extra force damage to be taken once per round.

Dagger of Potential Futures
''Weapon (dagger), rare (requires attunement)''

You gain a +1 bonus to attack rolls and damage rolls made with this weapon if you are also wielding the dagger of the past. When you roll a natural 20 on an attack roll against a creature with this weapon, your next attack against that creature with this weapon has advantage.

If you hit a creature with this weapon after you have already hit it with the dagger of the past this round, you deal an extra 2d6 force damage. The daggers can only cause extra force damage to be taken once per round.

Face of Fear
''Wondrous item, rare (requires attunement)''

While wearing this mask, you are immune to the frightened condition.

You can use your action to cast the fear spell. You cannot take this action again until the next dawn.

Lantern of Darkness Absorption
''Wondrous item, rare (requires attunement)''

When the hood of this hooded lantern is lifted, it projects a magical aura in a 30-foot radius. The light level within this aura becomes bright. Once the lantern has spent a cumulative 4 hours in an area that would otherwise be darkness if not for its aura, it gains a charge, up to maximum of 4. At 4 charges, the lantern no longer emits its aura. You can use an action to expend 2 charges to cast darkness. You can use your action to lower the hood, stifling the lantern’s aura.

Mummy Wrappings
''Armour (cloth), very rare (requires attunement)''

While wearing this armour, you have resistance to necrotic damage, and are treated as undead for the purpose of healing, spells, and other magical effects. Undead of CR 4 or less treat you as an ally until you provoke them.

As a bonus action, you may focus the necrotic energy of the wrappings inwards to gain 5 hit points. At the start of each of your turns, for the next 5 turns, you gain 5 hit points. Once this ability is used, it can’t be used again until the next dawn.

Any non-magical light sources you hold are instantly snuffed out. Any magical sources of light you hold or produce are only half as bright. Any radiant damage you would deal is halved.

Ring of Life Debt
Ring, very rare (requires attunement)

This ring has a maximum of 4 charges. You may give it a charge by performing a 1 hour ritual and expending a hit dice.

When you reach 0 hit points, the ring loses all of its charges. You gain 1 hit dice worth of hit points per charge lost this way.

Shield of Sun Absorption
Armour (shield), rare

While wielding this shield, have immunity to radiant damage. Each creature within 10 feet of you has resistance to radiant damage.

The area in a 10-foot-radius sphere around you darkens, turning all bright light into dim light, and all dim light into darkness. Light sources, both magical and non-magical, cease to function while in the area.

You may temporarily stop all of the shield’s effects by covering it completely.

Skin of Many
''Armour (hide), rare (requires attunement)''

While wearing this armour, you gain darkvision out to 30 feet. In addition, your hit point maximum increases by an amount equal to your character level.

The armour emits a constant moan, audible up to 30 feet away. Whenever you take damage, the cloak emits a shriek that can be heard from up to 150 feet away.

Unrelenting Eye of Merkul
Wondrous item, very rare (requires attunement)

While you are wearing the amulet, you gain the ability to sense the life force of nearby creatures. You can see any creature (excluding constructs and undead) within 30 feet of you as if it were illuminated by bright light, regardless of actual light levels. This effect permeates magical darkness and ignores invisibility. If a creature is under an illusion, you see the creature as if it were in bright light, but not the illusion, effectively allowing you to see through illusions in dim light or darker. Line of sight is still required to see a creature.

Additionally while wearing the amulet, you have disadvantage on saving throws against spells and effects that would deal radiant damage