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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.
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
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.
SONGBLADE
Weapon (rapier), rare (requires attunement by a bard)
PLOT HOOK
Player level 17+
AGONY
Weapon (Dagger), rare (requires attunement)
LOCKPICKING RING
Wondrous item (finger), rare (requires proficiency with lockpicking
tools)
CHAPTER 4 | VESTIGES 10
SPEAR OF THE WILD
Weapon (spear), vestige (requires attunement by a druid)
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
11 CHAPTER 4 | VESTIGES
SPECIAL MATERIALS
CHITIN
Armor material (metal), common
GLASTEEL
Metal material, epic