Notable Items
Barding of Easy Travel
Physical Description
Magical Effects
Upon placing this item on the ground and speaking the command word (hyah), the statue transforms in to a horse complete with barding. and can be summoned multiple times in a day, regains all spent time at dawn. The horse has the stats of a riding horse and if it is slain it cannot be summoned for a week.
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. You can use an action to speak the command word (hyah) and place the statue on the ground, the statue becomes a living horse complete with barding. If the space where the horse would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the statue doesn't become a creature.
The horse is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the horse defends itself but takes no other actions. The horse has the stats of a Riding Horse.
The horse exists for up to 12 hours per day. You can revert the form of horse back into a statue by speaking the command word again. If the horse drops to 0 hit points, this item cannot be used until a week has passed.
Chalks of Swift Ritual
Physical Description
A non-descript box of chalks that holds 4 sticks. Each stick is pink in colouration and admits faint wisps of arcane energy.
Magical Effects
You can use one stick of chalk to reduce the the casting time of any ritual spell by 10 minutes. Each chalk covers any material cost of the spell and can only be used once. In addition one chalk can be used to cast Teleportation Circle as action which also consumes the chalk.
Cloak of Misdirection (Divine)
Item Information
Type | Wondrous item |
Rarity | Artifact |
Attunement? | Yes |
Owner | Player Characters/Ja'adock Zaar |
Physical Description
Magical Effects
This magical cloak is the gift of Mask, god of thieves and thusly aids them. The cloak doesn't appear magical unless determined by using the Identify to determine it's nature it, in addition the cloak blocks magical auras from passing through it, for example you wouldn't be able to see any magical auras eminating from the cloak or anything behind it using the spell Detect Magic.
The cloak has two sides: Mysterious and Flamboyant. As an action the the wearer of the cloak can change which side is visible and gives you special benefits while you wear it.
Mysterious
- You have advantage on Dexterity (Stealth) and Dexterity (Sleight of Hand) checks.
- You can cast Major Image once, this spell does not require concentration and has a spell save DC of 17, finally this ability recharges at dusk.
- You gain the ability to see through magical darkness as if it were bright light.
- You can use a bonus action to produce magical darkness from the cloak 10ft around you. Using this effect again dismissed the magical darkness instantly.
- You can cast Etherealness once, this ability recharges at dusk.
Flamboyant
- A creature has disadvantage on ranged attack rolls against you.
- You can cast Mirror Image 3 times, this ability recharges at dusk.
- You gain +2 to your AC and saving throws
- You can use action to teleport to an unoccupied space you can see within 90ft of you. When you appear you can make a melee attack against a target within 5ft of where you appear, this attack deals an extra 4d6 weapon damage. Once used you cannot use this ability again until dusk.
- When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead and you are transported to the ethereal plane, at the start of your next turn you appear in an unequipped space within 90ft, from where you disappeared. This ability recharges at dusk.
Kelmar (Divine)
Artist: Ecosixth |
Item Information
Type | Weapon (Greatsword) |
Rarity | Artifact |
Attunement? | Yes |
Owner | Kalen Hornraven |
Physical Description
Kelmar, or in the language of the giant Annam Maat, is an ancient sword passed down from legend to legend, it is the holy sword of Kord (or Annam to the Giants).
Magical Effects
Your Strength score is 29 whist you are attuned to this weapon.
Kelmar has 20 charges which it regains 1d10+4 expended charges daily at dawn.
While holding Kelmar, you can use an action to expend some of its charges to cast one of the following spells from Kelmar with a spell save DC of 17:
- Chain Lightning (8 charges)
- Lightning Bolt (3 charges)
- Lightning Lure (0 charges)
- Storm of Vengeance (16 charges)
- Storm Sphere (4 charges)
- Thunder Step (3 charges)
Lightning Hand Cannon
Item Information
Type | Weapon (Pistol) |
Rarity | Very Rare |
Attunement? | Yes |
Owner | Player Characters/Ja'adock Zaar |
Physical Description
The Lightning Hand Cannon was gifted by Kord to Player Characters/Ja'adock Zaar. This cannon uses the unrivalled power of lightning to blast a small projectile at great speed.
Magical Effects
You gain a +3 bonus to attack and damage rolls made with the cannon and while attuned to it you gain proficiency in firearms. This weapon produces its own ammunition, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
The cannon has 10 charges and regains all charges when you finish a short or long rest. Immediately after you hit a creature with an ranged attack with this weapon, you can expend charges up to the number of times you have fired this weapon since the cannon last regained charges. The cannon deals an extra 1d10 lightning damage per charge expended and makes a thunderous boom audible from up to 300ft away.
The cannon counts as a crossbow for the purposes of the Crossbow Expertfeat.
Lynaveder, The Lightning Rod
Item Information
Type | Weapon (Rapier) |
Rarity | Very Rare |
Attunement? | Yes |
Owner | Player Characters/Ja'adock Zaar |
Physical Description
Lynaveder (Ly-nav-e-dier), the lightning rod is a dwarvish made rapier designed to subdue the skies. Lynaveder has a copper blade with 4 dwarven runes inscribed down it, these glow to signifying the amount of charges the sword has. The hilt is made of platinum and hums with lightning.
Magical Effects
This sword can also be used as an spellcasting focus.
You gain +2 to attack and damage rolls made with this magic weapon.
Lynaveder has 4 charges, regaining 1d4 charges at dawn not exceeding its maximum. On a hit you can expend any number of charges dealing an extra 1d6 lightning damage per charge expended.
When a creature other than yourself within 60ft of you takes lightning damage you can use your reaction to redirect the damage towards yourself, when you do so the rapier absorbs half the damage. When you absorb lightning in this way roll a d4 and the sword regains that many charges.
If the sword gains charge over the maximum choose a creature or object with 60ft of you. The target takes 1d6 lightning damage per charge over the maximum.
Maskar Wands' Sheathe
Physical Description
Maskar Wands, a third age master wandcrafter created this ivory horn that has three holes carved in the top.
Magical Effects
You can insert up to three wands into this sheathe, doing so makes only the handle of a wand to be visible. A sheathed wand can only be removed from the sheathe by yourself whilst you are attuned to the sheathe. If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the sheath and the attached wand count as a single magic item with regard to the number of magic items you can attune to. If you remove the wand from the sheath for longer than 1 hour, your attunement to the wand ends.
You can freely pull out a wand from the sheathe as part of a Cast a spell action or to activate a wand in the sheathe. Afterwards, you stow the wand back in the sheathe.
Patch of Temporary Intellect
Item Information
Type | Wondrous item |
Rarity | Uncommon |
Attunement? | No |
Physical Description
Magical Effects
You can only apply a patch onto your skin and can only have one patch applied at a time. You can give yourself advantage on an Intelligence based check or saving throw, going so destroys the patch.
Plate of the Mithril Dragon
Physical Description
Magical Effects
Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
In addition whilst wearing the armour you gain +2 to your AC.
As a bonus action you can make dragon wings made of mithril burst from the back of the plate armour giving you a fly speed equal to your movement, these wings last for 1 minute. Once this ability has been used it cannot be used again until you finish a short or long rest.
Proclamation (Destroyed)
Physical Description
Proclamation is a magic, sentient longsword. This sword was destroyed in the fight against Porton.
Magical Effects
You gain +3 to attack and damage rolls made with this magic weapon, in addition attack rolls with this weapon score a critical hit on a roll of 19 or 20.
Proclamation deals an extra 2d10 slashing damage to undead.
Whilst wielding Proclamation and attuned to it you have a 10ft of Blindsight, in addition you also gain resistance to lightning damage.
This Sword can bring forth the Power of Silus' Breath, as an action you can expel lightning from the sword in a 60ft line, each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) lightning Damage on a failed save or half as much on a successful one. Once you have used this ability you cannot use it again until you have finished a long rest.
Radiant Mantle
Physical Description
This mantle crafted from the hide of the celestial challenger Aurifauxious which bestows a piece of its power upon the wearer.
Magical Effects
Whilst attuned and wearing the mantle you gain:
- +2 bonus to your AC
- Resistance to necrotic and radiant damage
In addition, you can use your action to cause the mantle to emit a burst of brilliant light. Each creature within 30ft of the wearer must make a DC 17 Constitution saving throw. On a failed save a creature takes 4d6 radiant damage and is blinded until the start of the wearers next turn, on a successful save it takes half damage and isn't blinded. Once this property has been used, it cannot be used again until the next dawn.
The mantle also has the ability to bend light. As an action the mantle can make the wearer invisible to all creatures more than 15ft away form them. This ability can be turned off at will with an action.
Ring of Deflection
Physical Description
This ornate platinum band is set with a sapphire the shape of a shield.
Magical Effects
This ring has 3 charges which it regains all charges daily at dawn.
Whilst wearing this ring, as a reaction you can speak the command word (Regreso), doing so expends a charge and you gain +5 to your AC for the next attack against you.
Staff of Illusionary Studies
Artist: Jevster Chester |
Item Information
Type | Staff |
Rarity | Legendary |
Attunement? | Yes |
Owner | Quiggly Cartwright |
Physical Description
After defeating Arcanist Saxel for good, Quiggly Cartwright found a near complete Staff of the Magi in the raised area of the her laboratory. Missing the inscriptions for the spells the staff would possess, Quiggly Cartwright spent some time completing the item with his own flare.
Due to this, the staff looks similar to the Staff of the Magi but with the missing sections stitched together with made real illusions and has an ever present ticking noise.
Magical Effects
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability:
- Detect Magic (0 charges)
- Dispel Magic (3 charges)
- Enlarge/Reduce (0 charges)
- Fireball (7th level version, 7 charges)
- Ice Storm (4 charges)
- Invisibility (2 charges)
- Knock (2 charges)
- Light (0 charges)
- Lightning Bolt (7th level version, 7 charges)
- Major Image (0 charges)
- Passwall (5 charges)
- Plane Shift (7 charges)
- Protection from Evil and Good (0 charges)
- Quiggly's Bottomless Pit (3 charges)
- Quiggly's Copious Copycats (6 charges)
- Quiggly's Rapid Repair (0 charges)
- Quiggly’s Transplanar Telepathy (5 charges)
- Steel Wind Strike (5 charges)
- Wall of Fire (4 charges)
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. s s
Distance from Origin | Damage |
---|---|
10 ft. away or closer | 8 x the number of charges in the staff |
11 to 20 ft. away | 6 x the number of charges in the staff |
21 to 30 ft. away | 4 x the number of charges in the staff |
The Scales of Tiamat
Item Information
Artist: Ecosixth |
Type | Armor (Scale Mail) |
Rarity | Artifact |
Attunement? | Yes |
Owner | Caluprax Fiampheacnerruath |
Physical Description
As expected, this magical set of scale mail is made of Tiamat's scales. The scales have the power to change to the colour of any of the 5 chromatic dragons at the wearers digression.
Magical Effects
The scales of this magical armour are aligned to one of the 5 chromatic dragons, the aligned colour can be changed as a reaction up to 3 times a day or during a short rest. The aligned colour corresponds to a damage type which the features below may refer to:
Colour | Damage Type |
---|---|
Black | Acid |
Blue | Lightning |
Green | Poison |
Red | Fire |
White | Cold |
While wearing this armour, you gain the following benefits:
- +3 bonus to AC.
- You are immune to the effects Frightful Presence feature
- You gain advantage against saving throws made by the breath weapon feature
- You have immunity to the damage type of the current aligned colour of the armour.
Additionally, you can focus your senses as an action to magically discern the distance and direction of the closest specific dragon within 30 miles of the current aligned colour of the armour. This special action cannot be used again until the next dawn.
Dragon Mothers Rebuke. When a creature hits you with a melee attack, the attacker takes 7 (2d6) damage of the corresponding aligned colour of the armour.
Draconic Pulse. As an action you can unleash a pulse of magical energy, each creature of your choice within 60ft must make a DC 17 Dexterity saving throw. A target takes 10d6 damage on a failed save, or half as much damage on a successful one, the damage type being of the corresponding aligned colour of the armour. Once this ability has been used it cannot be used again until you finish a long rest.
Dragon Eyes. If you can see a creature and it is a dragon, you know it is and what type it is even if is using the change shape feature or any similar abilty or spell.
Visage of the Mother. As an action you can active this ability, summoning a visage of Tiamat that encompasses you. If you are a humanoid, Tiamat lurks behind you whereas if you are a dragon, you look as if you have 4 additional heads much like the Tiamat. While active you have the following benefits for one minute. This ability cannot be activated again until you finish a long rest.
- Spectral wings appear on your back, giving you a flying speed of 60 feet. (humanoid form only).
- As a bonus action you can you can use the Tiamat's Presence.
- All melee attacks you make are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
- When you hit a target with a melee attack, that target takes an additional 2d10 damage of the corresponding aligned colour of the armour.
Whilst Visage of the Mother ability is active, if you use the Draconic pulse ability you can choose to end the Visage of the Mother ability. Doing so changed the DC of Draconic Pulse to be 20 and it deals maximum damage to all targets.
Tiamat's Precence. Each creature of your choice that is within 60 feet you and aware of you must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute, whilst frightened in this way the target is paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Tiamat's Precence for the next 24 hours.
Tome of Ioun (Divine)
Physical Description
Magical Effects
The tome acts as an Ioun Stone floating around the user granting the following benefits:
- +2 to your choice of Intelligence, Charisma or Wisdom score. This bonus can be changed once a day as an action.
- +2 to your choice of Intelligence, Charisma or Wisdom score.
- Immunity to psychic damage.
- You always know which way is north.
- You always know the number of hours left before the next sunrise or sunset.
- You can accurately recall anything you have seen or heard within the past month. (If you have the keen mind feat the duration is instead 2 months).
- Advantage on Intelligence, Charisma or Wisdom saving throws.
The tome has a bountiful wealth of information, once per day you can spend 8 hours researching a topic of their choice. You make a DC 18 History, Arcana, Religion Check based on the topic. On a success, you learn all base information on the topic and 1 secret piece of knowledge provided there is any.
As a bonus action, you quickly analyze a non-humanoid creature you can see within 60ft. You learn all resistances, immunities, move speeds and their AC.
The Tome acts as a spell book for a wizard as well as a Holy symbol of Ioun.