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INTRODUCTION

I love magical items, you love magical items, we all scream


for magical items. I think that is how the song goes. OTHER PUBLICATIONS
In D&D magic items are the bread and butter of the
game. They make you faster, cooler, smarter, stronger and
PAY WHAT YOU WANT
sometimes you get killed because of them or by them it is Races, Subraces, and Cultures In this work, We divide
life. Enjoy a some 3.5 revamped items and some custom races up into three sections and allow players to choose
creations. what culture they grow up in.
School of the Wands In this work, we explore a new
wizard tradition that focus on the art of using wands.
ABOUT THE AUTHOR You're a wizard Harry.
My name is Will aka Phalcon. I am a long time gamer and Wu Jen Tradition In this work, we explore a wizard
over the past 6 years hard working DM. I love coming up archetype that focus on the elements, spirits, and fire …
with new concepts and reviving old fragments of the past. lots of fire... I love fire. Okay more then just fire, but still.
I won't bore you with my situation, but know if you like NPC Collection I In this work, I revise a bunch of NPCs
this and decide you have a few dollars to spare, that I am I created for a friend awhile back. Also added a special
greatly thankful. I have a few other works and am trying NPC to honor someone who passed away.
to work on a plan to release things faster.
WHAT YOU NEED TO USE THIS
I would love to just give everything away for free, but
when it comes down to it, we all got bills to pay. I offer as Dungeon Masters Guide
much as I can as pay what you want. Anything that I have Player Handbook
to put a ton of time into I charge $0.10 a page. I have There are references to 3 of my previous works, including
learned that I really prefer to release the first edition of the empowering system. These are all free.
something for pay what you want and then further Not Enough Magical Items I
editions as paid. This way people can see the idea of what Training Downtime and Traits
I am doing. Also I have no pictures as I can not afford to Expanded Arms and Armor
pay anyone and stick figures do not do justice.
If you enjoy my material come follow me and my friends
on Twitter and Discord.

Phalcon777 A link to my twitter.


Remedeez Is a close friend and someone you should
check out.
Discord Come hang out with me and lets talk about
D&D

CREDIT AND SOURCES


Matt Mercer : Creating Vestiges
Magic Item Compendium 3.5
Dungeon Masters Guide 3.5
Race of Wild 3.5
Races of Faerun 3.5
Magic of Faerun 3.5
Complete Adventure 3.5
Races of Dragons 3.5

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the
Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This
material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast.

©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley
Park, Uxbridge, Middlesex, UB11 1ET, UK.

CHAPTER 1 | INTRODUCTION 2
MAGICAL ITEMS VARIANT: REMOVE CURSE RITIAL
Removing a curse on an item tends to become too easy
midway through the game. Removing the interesting
We all love magical items. Dungeon masters and players aspects of a curse.
alike normally love them, unless you play a low or no With this variant remove curse becomes a ritual challenge. (I
magic world, then well that is strange. The Dungeon am taking inspiration from the amazing Matt Mercer
Master Guide offers many great features, however there again. I doubt Matt will read this, but thank you Matt!)
are some things that I do not like about the DMG. I get it,
they wanted to make it simple, but to me they made it way If an item is found out to be cursed the remove curse spell
to simple. I am not a fan of what they did to some things maybe casted as a ritual in order to attempt to cleanse the
such as adamantine, mithral, or a magic feature which is otherworldly influence that inhabits the item. Up to 2
magical item rarity. They tried to ram things into 5 other individuals may assist in this challenge. The DM
categories and it just does not work for me. I could have asks them each how they are going to assist, generally
just went back to something more 3.5e ish, but I decide to requiring a skill check based on their form of
instead keep a similar system, but add 3 new rarities. This contribution, with the DC of the check adjusted by how
is an attempt to make converting other editions items over helpful/impactful the DM feels the contribution would
and because I wanted to color code things and have a lot be.
more fun, shush I am a MMO / RPG player. For example, praying to a good aligned deity, may
Also to me it isn't a matter of what the general “public” require a Intelligence (Religion) check at an medium
consider to be rare, it is a matter of how rare something is difficulty, casting another remove curse spell may require
in the realm of magic. To common folk a healing potion is an Intelligence (Arcana) of easy difficulty and grabbing
a rare item, to an adventure they are fairly common. the item and forcing ones pure will into the item might
require a Charisma (Intimidation, or Persuasion) check of
MAGICAL ITEM RARITY hard difficulty. Advantage or disadvantage may be applied
Rarity Character Level Value based on how great or terrible the contribution was.
Fairly Common 1st or higher 50 – 100 gp
Common 1st or higher 101 – 500 gp REMOVE CRUSE CHECK
Uncommon 5th or higher 501 – 2,000 gp After all contribution are complete, the DM then rolls a
Rare 5th or higher 2,001 – 5,000 gp single, final remove curse success check with no modifier.
Epic 11th or higher 5,001 – 20,000 The base DC of the check is 10 + half the minimal
Ascended 11th or higher 20,001 – 50,000 gp character listed on the magical item rarity (minimal 1).
Legendary 17th or higher 50,001+ gp Each successful contribution decreases the DC by 3 and
each failed increases it by 1. Upon success the item's
VARIANT: IDENTIFY SLIGHTLY DIFFICULT cursed is removed, returning it to a normal state.
If you find identifying items to be a bit to easy consider Legendary Items that are cursed might require special
using the following variant. requirements in order to break the curse. The wish spell is
A short rest while studying over an item rewards you the only way to overcome the need of a remove curse
with basic knowledge of the weapon. You learn the challenge.
modifier of the weapon and you can feel if the item
grants you advantage on a saving throw or skill check.
Identify must be used to find out any other statistics of VARIANT: RITUALISTIC SUMMONING
a magical item. While going through this process of removing a curse
spirits, demons, or other nasty creatures might spawn as
VARIANT: IDENTIFYING CHECK the ritual is taking place, others must defend the others are
A lesser wizard is going to have a much more difficult the ritual is happening. Set the encounter to be equal to
time identifying a legendary weapon where as it is child the remaining members of the party.
splay for a archmage to identify a common item.
The DC for an Identify check is 10 + the Character
level of the item. 1st level is +2, 5th level is +4, 11th level is
+6 and 17th level is +8.
The player rolls their an Intelligence (Arcana) check to
identify the item. If if the characters level is one step
higher (Character is Identifying a item for a 1st level or
higher character) then a successful check refunds them the
spell slot for the identify spell.

3 CHAPTER 2 | MAGIC ITEMS


they are an expert at the check after perusing the book for
* Items with this mark are found in the Expanded Arms 2d4 hours.
and Armor PDF listed above. If you are a worshiper of Oghma (or any deity that has
the Knowledge domain, the time required is only 1d4
BANDS OF FORTUNE hours.
Wondrous item (wrist), uncommon (requires attunement by someone
with the lucky feat, or a halfling) BRUTE GAUNTLETS
Wondrous item (hands), uncommon
This gold armbands feature a opal in the center of it, and
allows lucky creatures to control their luck to be more in These pair of heavy black leather gauntlets are set with
their favor. You can activate this item by expending one of metal studs. They allow you to temporarily increase your
your luck rerolls as a free action. When you do you can physical might. These gauntlets have 3 charges, which
gain one of the following benefits, of your choice that renew each dawn. Spending 1 or more charges increases
lasts one round. You can only be under the benefit from your Strength score for 1 round. If the brute gauntlets are
one of the effects at a time. removed they loose all charges until a new dawn.
Attack: You gain +2 to an attack or damage roll 1 charge: +2 bonus
Defend: you gain +4 to your Armor Class. 2 charges: +3 bonus
Survive: you gain +4 to all saving throws. 3 charges: +4 bonus

BELT OF LIONS EMPOWER


Wondrous item (waist), common The brute gauntlets can be empowered to gain additional
charges. It cost 500 gold worth of materials to add up to 2
This belt features a lion on its buckle and grants its wearer additional charges to the gauntlets. Each additional charge
the ability to cast speak with animals once per day causes another metal stud to be placed on the gauntlet.
(restricted to felines only). The wearer also has advantage Apply the following addition to the item
on all Charisma checks when speaking with felines. 4 charges: +6 bonus
5 charges: +8 bonus
BELT OF TUMBLING
Wondrous item (waist), common
CLAWS OF THE LION
Weapon (spiked gauntlets)*, epic (requires attunement)
This thin leather belt grants its wearer advantage on
Dexterity (Acrobatic) checks when tumbling through an These pair of +2 spiked gauntlets resemble a pair of over
area threatened by an enemy. sized cat paws. The wearer of the gauntlets gain many
feline like features.
Improved Climbing. The wearer has advantage on
BEAR HELM Athletic checks related to climbing
Wondrous item (head), uncommon (requires attunement by a Pounce. If the wearer moves at least 20 feet straight
barbarian or creature with the rage feature) toward a creature and then hits it with it with the gauntlets
on the same turn, the target must succeed a Strength
This large helmet wrapped in the hide of a bear head, saving throw or be knocked prone. If the wearer has a bite
allows you to use your reaction to activate this item and attack, it can use it as a bonus action. The DC of the
half the damage dealt by a sneak attack or critical hit Strength saving throw is based on the users Strength
scored against you. You can activate this item after the modifier.
damage from the attack has been determined. Keen Smell. The wearer of the gauntlets has advantage
The bear helm regain its use at the next dawn. on Wisdom (Perception) checks that rely on smell.
DOMAIN STAFFS
BOOK OF ALL KNOWLEDGE Domain staffs allow its user to to cast domain spells once
Wondrous item, rare per day without the use of a spell slot. You can choose to
expend a spell slot to cast the spell as one level higher
A book of all knowledge is embossed on the worn, blue and even more following the rules for casting at a higher
leather cover with a holy symbol of Oghma. level. Each staff also features advance domain spells of
The book is said to contain all the knowledge of the 6th through 9th level, that can be casted in the same
world, but few mortals are capable of accessing all that manner. You can not use spells of a higher level then
information. Its pages are apparently infinite; no matter you can cast normally. Each staff falls under a different
how many you turn, more still remain unturned. Once per domain and requires the user to have access to that
day a creature can make a single knowledge check as if specific domain. You are required to use verbal and

CHAPTER 2 | MAGIC ITEMS 4


material components as normal, but somatic components slot of the same level to cast it as if it was one level higher
are not needed. Listed below are just a few domain staffs, and further levels following normal spellcasting rules.
it is easy to add any number of domain staffs based on • divine favor, shield of faith (1st level)
domains you allow in your games (it might take a bit of • magic weapon, spiritual weapon (2nd level)
work to find 6th through 9th level spells. When in doubt, • crusader's mantle, spirit guardians (3rd level)
just go with something that kinda makes sense). You use • freedom of movement, stoneskin (4th level)
your spellcasting ability for the DC and spell hit of the
• flame strike, hold monster (5th level)
spells.
• blade barrier (6th level)
• conjure celestial (7th level)
DOMAIN STAFF OF KNOWLEDGE • dominate monster (8th level)
Staff, Rare (Requires attunement by a creature that has the divine
• power word kill (9th level)
domain of Knowledge)

The domain staff of knowledge allows you to cast any of DROW HOUSE INSIGNIA
the following spells once per day and you can expend a Wondrous item (neck), rare (requires attunement by a drow)
spell slot of the same level to cast it as if it was one level
higher and further levels following normal spellcasting These metal tokens are normally worn on a chain or in a
rules. pouch tied around the neck, each bears a symbol of a
• command, identify (1st level) noble house from a particular drow city and requires a
• augury, suggestion (2nd level) secret command word to activate (DC 16 Intelligence
(Arcane) check). An insignia holds a single 3rd-level, two
• nondetection, speak with dead (3rd level)
2nd level, or three 1st-level spells. Those of powerful drow
• arcane eye, confusion (4th level) often have multiple abilities of various power levels.
• legend lore, scrying (5th level) Each insignia is slightly different, even those of the
• true seeing (6th level) same noble house, so it is possible that a person aware of
• project image (7th level) the unique shape of the a person's insignia can magically
• mind blank (8th level) locate that person.
• foresight (9th level)
DWARVEN FORGE GAUNTLET
DOMAIN STAFF OF LIFE Wondrous item (hands), epic (requires attunement by a dwarf)
Staff, Rare (Requires attunement by a creature that has the divine
domain of Life) This iron gauntlet extends to the elbow and has 3 rubies
set in the knuckles, is always cool to the wearer's touch.
The domain staff of life allows you to cast any of the When the wearer speaks the command word the gauntlet
following spells once per day and you can expend a spell glows as bright as a torch for 10 rounds. Anyone else
slot of the same level to cast it as if it was one level higher touched by the gauntlet takes 1d6+10 fire damage. The
and further levels following normal spellcasting rules. wearer of the gauntlet has resistance to fire damage while
the gauntlet is activated. Fire attacks that allow a Dexterity
• bless, cure wounds (1st level) saving throw for half damage deal the wearer no damage
• lesser restoration, spiritual weapon (2nd level) if he makes his save. This item renewed each day at dawn.
• beacon of hope, revivify (3rd level)
• death ward, guardian of faith (4th level) EMPOWER
• mass cure wounds, guardian of faith (5th level) The dwarven forged gauntlet can be empowered to deal
• heal (6th level) additional damage. It costs 4000 gold worth of materials
• regenerate (7th level) to per die to add up to an additional 2 die. Each additional
die sets another ruby on the gauntlet. This allows for
• holy aura (8th level)
2d6+10 and then 3d6+10 fire damage.
• mass heal (9th level)
GAUNTLET OF INFINITE BLADES
DOMAIN STAFF OF WAR Wondrous item (hands), epic (requires attunement)
Staff, Rare (Requires attunement by a creature that has the divine
domain of War) This sleek mithral braided gauntlet allows you to produce
a weapon at a moment's notice. You can use a free action
The domain staff of life allows you to cast any of the to activate this gauntlet and a dagger appears in your hand.
following spells once per day and you can expend a spell This ability functions as often as is needed, though the

5 CHAPTER 2 | MAGIC ITEMS


dagger disappears 3 rounds after it leaves the wielders As a standard action you can place the disk to your
hand. forehead and activate it for one hour. It does not count as
In addition, the gauntlet has 3 charges which renew an item worn on your head. At the end of an hour, the
each day at dawn. Spending 1 or more charges creates a medallion loses its magic and falls to the ground. If you
more potent dagger than normal, as described below. are a dragonborn or a kobold the duration increases by 1
hour.
1 charge: +1 punching dagger * Each of the 10 disks has a different benefit according
2 charges: +1 flame tongue punching dagger (as flame to its sheen, as given below.
tongue sword, but a punching dagger) * Black: Resistance to acid and advantage on Wisdom
3 charges: +1 punching dagger of venom (poison is (Animal Handling) checks when dealing with reptiles
already activated and stays this way even if an attack is Blue: Resistance to lighting and advantage on Charisma
successful) * (Deception) checks.
Green: Resistance to acid and advantage on Charisma
EMPOWER (Persuasion) checks with plant creatures.
The gauntlet of infinite blades can be empowered to gain Red: Resistance to fire and advantage on Wisdom saving
additional charges and to allow the summoning of more throws against illusion spells and effects.
powerful daggers. It costs 3000 gold worth of materials to White: Resistance to cold and advantage on Dexterity
add up to 2 additional charges. Each additional charge (Acrobatics) checks.
allows for a new more deadly dagger to become Brass: Resistance to fire and advantage on Wisdom
summoned. (Animal Handling).
4 charges: +2 dagger of flaming return (This dagger Bronze: Resistance to lighting and advantage on Wisdom
returns to its owners hand after as a free action and has (Insight) checks.
the flame tongue property) Copper: Resistance to acid and advantage on Charisma
5 charges: +3 punching dagger of venom (poison is (Performance) checks.
already activated and stays this way even if an attack is Gold: Resistance to fire and advantage on Constitution
successful) * saving throws.
Silver: Resistance to cold and advantage on saving
HEALING SALVE throws to resist being knocked down, overrun, tripped, or
knocked prone.
Wondrous item, uncommon

This greasy, yellow, jellylike substance comes in a small jar. NECKLACE OF LOCATION (CURSED)
A single application speared across a wound will cure Wondrous item (neck), rare (requires attunement)
1d8+1 points of damage. A double application will apply
2d8+3 points of damage and a triple application will apply This necklace appears to give the ability to prevent any
3d8+5 points of damage. No matter how much salve is spell or power that would cause the wearer to be located
used, each application takes a standard action to apply. A and prevents spells suck as detect thoughts or telepathy.
single jar has enough jel for ten single applications. Whenever the necklace is attuned it gives those who are
using divination spells against the wear advantage and
MEDAL OF GALLANTRY projects the wearers thoughts to random people within a
100 foot radius.
Wondrous item (neck), rare (requires attunement)

This silver broach is shaped like the sun and provides its ROARING ARMOR
wearer advantage on Persuasion checks, however it Armor (breastplate), epic (requires attunement)
imposes disadvantage on Deception checks.
Three times per day, you can activate the medal and use It is said that twelve sets of roaring armor have ever been
sanctuary on your self. If you attack while protected by crafted. This +2 breastplate is decorated with silver elven
this effect you have disadvantage on all attacks for the runes on the front and are carved with a bear or dragon
next hour, but sanctuary remains in place for its duration. head on the back.
Any nonmagical arrow, bolt, sling bullet, or similar
MEDALLIONS OF IO missile that strikes the wearer of the armor for 10 or
fewer points of damage is automatically turned back by
Wondrous item, uncommon
the armor to strike the creature that fired it. (the damage is
re-rolled against the attacker and the wearer suffers no
This unremarkable coin-sized disk is made of an alloy of
damage from the attack.
precious and base metals. The exact mixture produces
Because the bear or dragon head roars whenever danger
metals that corresponds to one of the 10 standard dragon
approaches from the rare, the wearer gains the uncanny
varieties.

CHAPTER 2 | MAGIC ITEMS 6


dodge class feature (rogue), even when the attack is
behind him where he could not normally see. This +1 rapier creates music as it moves through the air.
While holding the songblade a bard gains advantage on
SCIMITAR OF THE FOOL (CURSED) Performance checks and while being attuned to the blade
Weapon (scimitar), uncommon (requires attunement) a bard gains one additional use of their bardic inspiration.
The blade is scored in a beautiful, intricate pattern, and air
This +1 scimitar gives the creature that carries it a 1d4 moving across this magical etching generates the music of
penalty to Wisdom saving throws. A remove curse ritual the songblade. The blade's musical qualities do not function
removes this penalty. underwater, in a vacuum, or in other environments where
air can not pass freely pass the blade.
SKYWARD SHIELD THE SPITEFUL IMP
Shield (shield), epic (requires attunement)
Shield (buckler), ascended (requires attunement)
This +2 shield grants its wielder special protection from
above. The wielder can lift the shield skywards and utter a This +2 buckler features is forged in the face of a
its command word to project a wall of force that has a 20- grinning imp.
foot radius and hovers 5 feet above the wielder. The wall Once per day this buckler can be commanded to spit
hovers above the wielder and travels wherever they travel flaming venomous spittle at an enemy as a ranged magical
passing through walls with ease. It remains active for 10 attack. This attack has a range of 30 feet, +8 to hit, deals
rounds or until the wielder loses concentration. 2d10 fire damage, and 2d10 poison damage. The target
The wielder must keep their arm raised while the wall is must make a DC 16 Constitution saving throw or be
active, so they gain no benefit to AC from the shield while poisoned. While poisoned the target has disadvantage Str,
the wall of force is present. Dex, and Constitution saves and ability checks. The
spiteful imp also possesses the unusual tendency to titter
in evil mirth whenever it defects an opponent's weapon,
SNAKEBLOOD AMULET disquieting but harmless quality.
Wondrous item (neck), common (requires attunement)

This small amulet made of ivory resembles a snake fang.


TROJAN POTION
While wearing this amulet you have advantage on saves Potion, uncommon
against ingested poisons.
In addition, the amulet has 3 charges, which renew at This potion renders the character drinking it sterile for
dawn. Spending 1 charge or more charges enhances the one month. It has no effect on offspring already
amulet's protective qualities as described below. conceived.
1 charge: You gain advantage on saving throws against
all poisons and take half damage from poisons. VANGUARD OF ENIMITY (CURSED)
2 charges: You and up to three allies within 10 feet of Armor (full plate), uncommon
you gain advantage on saving throws against poisons for 3
rounds. This fine suit appears to be a +1 full plate. However upon
3 charges: You gain immunity to poisons for 3 rounds. donning this armor the wearer suffer a -5 penalty to
Charisma checks, and all unfriendly characters within 300
SOFTHAND GLOVES feet gain +2 to their attack rolls against the character.
Wondrous item (hands), uncommon If the armor has the calm emotions spell cast on it, it
functions as a normal +1 full plate for that day.
These cloth gloves are made of a stretchy material that
allows them to fit over the hands of dragonborn or
kobold. While wearing the gloves your skin, hair, eyes lose
overtly draconic features such as scales, horns, slit pupils,
and so forth. You resemble an ordinary a human if a
dragon born or a halfling if a kobold. While wearing these
gloves you lose any claw attacks you might have. Your
hands appear ordinary, the gloves themselves are no
longer visible once worn, but blend into the wearers skin.

SONGBLADE
Weapon (rapier), rare (requires attunement by a bard)

7 CHAPTER 2 | MAGIC ITEMS


MAGIC ITEM SETS TRAPPINGS OF THE BEAST
3 piece, epic
ELVENKIN ARMAMENTS Created by a crafty arch-druid, the trappings of the beast
2 piece set, epic were given out to powerful druids who stalk the lands in
order to protect the wild. Ancient lore reveals that another
Crafted by Corellon Larethian to be used by his clerics and item was created by this powerful arch-druid the spear of
other worshipers, the elvenkin armaments are designed to the wild. It is said that if all 3 pieces of the trappings of the
strike fear into enemies of his people. Elves act bitterly beast are collected, the spirit of the arch-druid can be
toward any non-elf, who wields either of these items, and summoned to reveal the location of one of the spears of
will attempt to buy them off, never resorting to violence the wild.
to obtain them. If the wielder is a worshiper of Corellon
Larethian, even non-elf, they treat them as kindred spirits COLLECTION BENEFITS
and know that Corellon has blessed them to use the While wielding all three pieces of the trappings of the
armaments. beast you are able to wild shape into a more powerful
creature.
COLLECTION BENEFITS 3 piece: You gain advantage on handle animal checks.
While wielding both the bow and its quiver the wielder of In addition you are treated are able to wild shape into a
the elvenkin armaments gain superior attacking range. creatures that are 1 CR higher then your current level level
2 piece (Elf or worshiper of Corellon Larethian): allows.
The bows range increments increase to 225/ 900 While wearing all three pieces of the trappings of the
When both items are wielded together only the bow beast, only the armor of the beast requires attunement.
requires attunement.
ARMOR OF THE BEAST
ELVENKIN BOW Armor (studded leather), epic (requires attunement by a druid)
Weapon (bow), epic (requires attunement)
This +1 studded leather armor grants you one additional
This +1 compound longbow is made from a gleaming use of wild shape per day. This extra use stacks with other
white wood and horn. The string shimmers like silver and sources that grant you additional uses.
the bow hums when drawn, as if the wood had been
tuned for magical purposes. MANTLE OF THE BEAST
In the hands of a cleric of Corellon Larethian, this bow
Wondrous item (shoulders), epic (requires attunement by a druid)
gains the gains the seeking quality and any critical hit with
any arrow fired by the bow renders the target shaken for 5
The mantle of the beast is a heavy cloak made of rough,
rounds (DC 14 Wisdom save negates)
gray fur that allows you to wild shape as a free action.
While wild shaped, your natural weapons gain a +1 bonus
ELVENKIN QUIVER to attack and damage.
Wondrous item, epic (requires attunement)
EMPOWER
A elvenkin quiver holds up to 50 arrows. Any nonmagical The mantle of the beast can be empowered to increase
arrow drawn forth from the quiver functions as a +1 the bonus to attack and damage. It costs 4000 gold worth
arrow (as long as it was held in the quiver for at least 1 of materials per +1 added up to a +3 in total.
hour). This magic fades after 1 round.
If you are an elf or a worshiper of Corellon Larethian, RING OF THE BEAST
however, any nonmagical arrow drawn from the quiver
functions instead as a +1 orc bane arrow, and on a critical Wondrous item (ring), epic (requires attunement by a druid)
hit permanently blinds any living target (DC 14
Constitution save negates). You learn the conjure animals spell. You can cast this spell
Orc bane deals an additional die of damage to orcs and even when wild shaped. Whenever you use this spell you
half orcs. increase the challenge rating by 1 increment when
summoning one beast. This is in addition to any increase
by casting it at a higher level.

PLOT HOOK
Player level 17+

7 CHAPTER 2 | VESTIGES CHAPTER 3 | ITEM SETS 8


When a player acquires all 3 pieces of the trapping of the MURDERS GLOVES
beast. They spirit of an ancient archdruid reaches out to Wondrous item (hand), rare (requires attunement to a rogue)
them to find the spear of the wild, which is located inside
the Feywild, in the possession of a corrupted fey creature These thin deer skin leather gloves are dyed black and
possibly an ancient disposed feylord. seem well worn. Whenever the wearer delivers their sneak
attack, the wearer can choose to turn invisible (as per the
WHISPERS IN THE DARK invisibility spell) for 1 round. These gloves function 3
4 piece set, rare- epic times a day and regain all uses at dawn.
The whisper in the dark set, enhances the abilities of a
rogue to become and even deadlier. Some pieces can ROGUE'S VEST
benefit others as well, but many of the abilities only work Armor (leather), epic (requires attunement)
for a rogue.
This slick-looking black vest is made of supple well-
COLLECTION BENEFITS worked leather. Upon donning the vest, the wearer
Whisper in the dark offer anyone wearing them the ability immediately senses that their footsteps are lighter and
to become stealthier and increases the rogues ability to do more fluid, and his ability to leap out of the way of
damage. danger is enhanced.
2 piece: You gain proficiency in stealth checks, if you When worn the vest grants its wearer an additional 1d4
already have proficiency in stealth checks you gain on Dexterity (Stealth) checks and on Dexterity saving
expertise instead. throws. In addition if the wearer has the sneak attack class
4 piece: You can use your sneak attack feature a second feature, their sneak attack damage increases by 1d6.
time each turn, but at half damage.
When all 4 pieces are wielded together only the Rogues
Vest and Agony require attunement.

AGONY
Weapon (Dagger), rare (requires attunement)

This +1 punching dagger, has kris blade and an ornate


skulls set in its pommel. As an action you can choose an
enemy that you can see. Until that creature dies or one
hour has elapsed you know can feel exactly where the
target goes. You do not suffer penalties to attacking this
creature even if they are invisible.
If the target dies while marked, soul becomes trapped
inside your blade healing you for 3 of your hit dice and
you are able to ask 3 questions a day and it answer
truthfully. As a free action you can release the soul to pass
to the afterlife or if you are evil enough, you can barter
with a devil for the soul. If you kill another target you can
choose if you want to trap the new soul and let the other
go or hold onto the old soul.

LOCKPICKING RING
Wondrous item (finger), rare (requires proficiency with lockpicking
tools)

This ring is made of up tiny prongs, wires and other small


devices that spring to life on command. The ring grants its
wearer an additional 1d4 to Dexterity (Lockpicking tools)
and the ability to use knock once per day if the wearer
touches a portal they wish to open. Recharges at dawn
everyday.

9 CHAPTER 3 | ITEM SETS


VESTIGES MYOHO MURAMASA
Weapon (katana), vestige (requires attunement by a non-good
alignment creature)
HONJO MASAMUNE
Weapon (katana), vestige (requires attunement by a good alignment This adamantine* katana features a randomized wave-like
creature) hamon and a fish-belly shape on the tang. You gain +1 to
attack and damage rolls while wielding this weapon.
This flawless mithril* katana features magnificent notare Whenever myoho muramasa is drawn it must draw
hamon. You gain +1 to attack and damage rolls while blood from a creature in 1d4 rounds before it will force its
wielding this weapon. user DC 20 Wisdom save to cut himself dealing 1d8
Whenever honjo masamune would kill a target, it instead slashing damage. The blade can not be sheathed without a
casts spare the dying on the target if the target is not evil successful save or dealing damage to a creature.
alignment or if the wielder of the sword does not wish to Sentience. Myoho muramasa is a sentient chaotic neutral
kill the target. The target remains unconscious for 24 item with an Intelligence of 10, Wisdom of 16 and a
hours unless the wielder awakens them sooner. Charisma of 16. It has hearing and darkvision out to a
Sentience. Hanjo masamune is a sentient neutral good range of 120 feet.
item with an Intelligence of 16, Wisdom of 15 and a Myoho muramasa communicates by transmitting its
Charisma of 14. It has hearing and normal vision out to a emotions to the wielder.
range of 120 feet. Personality. Myoho muramasa is normally calm, until
Hanjo masamune communicates by transmitting its drawn and then it enters a bloodlust that must be sated.
emotions to the wielder. Hyoho's mission is to be the greatest and most powerful
Personality. Hanjo masamune is a calm and peaceful weapon in existence and it believes it and its master is
blade, it instills confidence in its wielder. Hanjo's mission superior to all others.
is to serve its master, but more over to protect the Curse. While attuned to myoho muramasa you can not
innocent of the lands from evil. A wielder who turns to attune to another weapon. If you do you take 4d10+16
evil or commits an evil act, without repenting becomes the points of psychic damage.
target of the blades ire, it will seek out a new master to
help redeem its previous master in death. AWAKENED
When a character awakens Myoho muramasa, apply the
AWAKENED following changes to the item's traits:
When a character awakens hanjo masamune, apply the • Increase the bonus to attack and to damage rolls to +2
following changes to the item's traits: • The DC to resist Muramasa's bloodlust decreases to 16
• Increase the bonus to attack and to damage rolls to +2 • When you draw Myoho muramasa, you can enter a
• You gain the Combat Reflex trait. bloodlust state, where your attacks deal an extra 2
• You gain the ability to cast spiritual guardians (in the points of damage and on a successful hit you heal for
shape of ancient samurais who wielded the blade 1d10+2 hit points once per turn
before you) once per day. You do not have to maintain • You learn the Power Attack trait
concentration for this spell, it lasts 10 minutes. The
DC for this spells attacks are 14.
EXALTED
• You can add your Charisma modifier to your initiative When a character exalts the hanjo masamune, apply the
roll as well as your Dexterity. following changes to the item's traits:
• Increase the bonus to attack and to damage rolls to +3
EXALTED
• The DC to resist Muramasa's bloodlust decreases to 12
When a character exalts the hanjo masamune, apply the
following changes to the item's traits: • Your bloodlust state causes you to deal 3 points of
damage and successful hit heals you for 2d6+4 hit
• Increase the bonus to attack and to damage rolls to +3
points.
• Spiritual guardians DC increases to 16.
• Iaijutsu: You gain the ability to draw your weapon from
your from its scabbard in a fluid motion to attack an
enemy. You can use this ability once per short rest.
When you do you deal 1(+ Proficiency bonus)d8s in
damage or d10 if you are wielding the katana in two
hands.

CHAPTER 4 | VESTIGES 10
SPEAR OF THE WILD
Weapon (spear), vestige (requires attunement by a druid)

This spear has a head of gleaming iron and a shaft of


dark, heavy wood. Ivy vines carved into the shaft provided
textured grip. You gain +1 to attack and damage rolls
while wielding this weapon.
You gain +2 to Intelligence (Nature) and Wisdom
(Survival) checks.

AWAKENED
When a character awakens the spear of the wild, apply the
following changes to the item's traits:
• Increase the bonus to attack and to damage rolls to +2
• Increase bonus to Nature and Survival checks to +3
• Whenever you score a critical hit with this weapon you
may cast polymorph on the creature at no cost. (DC
(13 + your Wisdom modifier) negates this effect). This
effect functions three times per day.
• You gain the Track trait.**

EXALTED
When a character exalts the spear of the wild, apply the
following changes to the item's traits:
• Increase the bonus to attack and to damage rolls to +3
• Increase bonus to Nature and Survival checks to +4
• You gain the Mobility trait**

TRAITS
** Tracking and Mobility traits apply to you while you are
wild shaped

Traits can be found in my Training Downtime and Traits


booklet.
Mithril and Adamantine can be found in Not Enough
Magical Items I unless you want to use the DMG version

11 CHAPTER 4 | VESTIGES
SPECIAL MATERIALS
CHITIN
Armor material (metal), common

Chitin is harvested from giant beetles and is less durable


then dragonhide, but has its own advantages. Chitin is less
restrictive than metal, even though it weighs the same.
The maximum Dexterity bonus of an armor made with
chitin is 1 greater than that of the same type of armor
made from steal. Breastplate, half-plate, plate and shields
can be made of chitin (though a shield does not gain any
benefit inherently. Druids who can wear medium or heavy
armor can wear chitin armor as it does not contain metal.
Chitin has half the hardness and hit points as steel.
DARK STEEL
Metal material, epic

Darksteel is silvery in hue when polished or cut. The


process for making this steel involves meteroic iron
tempered with special oils.
Armor made from darksteel grant acid resistance.
Weapons forged of darkesteel inflict 1d4 points of
lighting damage. This is cumulative with any enchants that
might grant lightning damage.
Darksteel has 10 hardness and has 30 hit points per
inch.

GLASTEEL
Metal material, epic

Glassteel is created through unique alchemical processes


that require extensive metallurgy and glassblowing
knowledge.
Arms and armor crafted from glassteel are hard to see
at a distance greater then 30 feet (disadvantage on spot
checks).
Armor made of glassteel increase the max Dexterity
bonus they allow by 1 and remove strength requirements
for heavy armor.
Arms made of glassteel deal 1 additional point of
damage for a one-hander and 2 additional points of
damage for a two-hander. Weapons with the heavy
property lose it.
Glassteel has a hardness of 20 and 40 hit points per
inch.

CHAPTER 5 | SPECIAL MATERIALS 12

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