Frostbite's Vengeance
Weapon (longsword)
A giant snow leopard wreaked havoc over the hamlet Aurvang killing anyone that approached the mountains. The villagers came to name the beast Frostbite and lived in fear of its fury. Coming to their aid, renowned Caelian ranger Joriaul promised to hunt Frostbite and bring an end to his terror.
While harvesting the hide, Joriaul noticed Frostbite's spine had a strange blue glow and was made of solid ice. He carefully removed the spine and made way to the Five Cantons to craft a keepsake of his greatest kill.
Frostbite's Vengeance
Weapon
Legendary Requires Attunement
You gain a +1 bonus to attack and damage rolls made with this longsword. The blade is made of unmelting ice and deals an extra 1d6 cold damage on hit.
Awakened
When a character awakens this item, apply the following changes to the item's traits.
You gain a +2 bonus to attack and damage rolls made with this longsword.
Cold damage on hit increases to 2d6.
When you critically hit with Frostbite's Vengeance, the target is frozen solid and considered paralyzed until the end of their next turn.
Exalted
When a character exalts this item, apply the following changes to the item's traits.
You gain a +3 bonus to attack and damage rolls made with this longsword.
Cold damage on hit increases to 2d8.
Frostbite's Fury (2/day): As an action, you plunge Frostbite's Vengeance into the ground at your feet. When you do, up to five frozen spikes explode from the ground nearby. Choose up to five different targets who currently stand on the ground, within 60 feet of you. Targets effected must succeed on a DC18 Dexterity Saving Throw or take 3d8 cold damage and become restrained until the end of their next turn, as a frozen spike erupts from below and impales them.
Type |
Damage |
Damage |
Range |
Martial Melee |
1d8 / 1d10 |
Slashing |
|
Goblet of the Soulthief
Wondrous item, requires attunement by a creature with a spellcasting ability or pact magic
This silver goblet is inlaid with multiple amethysts and radiates an unclean aura. Upon closer examination, subtle engravings covered in grim imagery reveal a devil prince, known only as the Soulthief, once drank from this unholy cup.
Goblet of the Soulthief
Wondrous Item
Legendary Requires Attunement
While attuned to Goblet of the Soul Thief you can speak, read and write infernal and gain the following abilities.
Soul Harvest. As an action, while within 10-feet of a humanoid creature that died less than 1-minute ago, harvest the creature's soul. The opaque soul floats into the goblet before becoming trapped and causing the goblet to bubble as if a hot liquid was inside. The goblet can hold up to 5 souls.
Drink Deep. As an action, drink from the goblet of the soul thief. If the goblet contains souls, gain an amount of temporary hit points equal to 1d6 per soul, and the soul is expended. When drinking deep, you must drink the full contents of the goblet, consuming all souls in the process.
Awakened
When a character awakens this item, apply the following changes to the item's traits.
Increase the temporary hit points gained from Drink Deep to 1d8 per soul.
Beyond the Grave. As an action, you can expend a number of souls to cast the following spells, using your spell save DC: speak with dead (2 souls), animate dead (3 souls), raise dead (5 souls).
Exalted
When a character exalts this item, apply the following changes to the item's traits.
Goblet of the Soul Thief can now hold up to 6 souls.
Summon Devil. As an action, expend a number of souls to summon a devil from the list below. Any devil you summon with Goblet of the Soul Thief is friendly to you and your allies for the duration. The devil obeys any verbal commands you issue and returns to their home plane 10-minutes after being summoned. You can only have one devil summoned at a time.
Available Devils: Imp (2 souls), Spined Devil (3 souls), Bearded Devil (4 souls), Barbed Devil (6 souls)
Jotakent's Demise
Weapon (battleaxe)
Crafted from the broken claw of the Primal Deity Ødger, the Storm Claw following his victory over the Elemental Lords. Jotakent's Demise earns it name from the Storm Giant commander Jotakent, who fought valiantly but was unable to stand before the strength of the Storm Claw.
Jotakent's Demise
Weapon
Legendary Requires Attunement
You gain a +1 bonus to attack and damage rolls made with this battleaxe. Jotakent's Demise has a thrown property with a range of 20/60. Immediately after an attack, the weapon flies back to your hand.
Awakened
When a character awakens this item, apply the following changes to the item's traits.
Increase the bonus to attack and damage rolls made with Jotakent's Demise to +2
Storm Claw. When Jotakent's Demise is thrown, deal 1d6 bonus lightning damage to the target.
Gain Immunity to Lightning and Thunder damage.
Exalted
When a character exalts this item, apply the following changes to the item's traits.
Increase the bonus to attack and damage rolls made with Jotakent's Demise to +3
Increase the damage dealt from Storm Claw to 2d6.
Of Strength and Storm. When you are hit by a spell attack, roll a d10. If you roll an 8 or higher, Jotakent's Demise cancels the spell causing it to miss. On your next turn you can cast the spell Lightning Bolt at 3rd level as a bonus action. Lightning Bolt DC16.
Type |
Damage |
Damage |
Range |
Martial Melee |
1d8 |
Slashing |
20/60 |
Lights End
Weapon (greataxe)
Named after the sixth and deepest layer of sin, the legendary artifact Lights End is a devilish gift created by
Vyse Tyranal, the Fallen Elf from the fallen remains of a worthy pit fiend. Infused with the pit fiends might, this greataxe serves as a symbol of its wielder’s worth among the domineering society from which it came. Currently, six Lights End artifacts exist, one for each of the six layers of sin, with each claimed by an archduke or archduchess chosen by the Lord Below.
Lights End
Weapon
Legendary Requires Attunement
Lights End Dormant
When the Lights End is in its dormant state, you gain the following benefits:
You gain a +1 bonus to attack and damage rolls made with this weapon.
You can speak, read, and write Infernal.
Infernal Bindings (1/day). As an action, choose one creature you can see within 60 feet of you. Until the end of your next turn, infernal bindings attach themselves to the creature. When you or a creature of your choice hits the cursed creature with an attack, you can cause the cursed creature to become vulnerable to the attack's damage and then infernal bindings ends. You can make this decision after you see whether an attack roll succeeds or fails.
Lights End Awakened
When Lights End reaches an awakened state, you gain the following benefits:
The weapon's bonus to attack and damage rolls increases to +2.
You can now use your Infernal Bindings trait as a bonus action, instead of an action.
Fear Aura. After you hit a creature with this weapon, you can choose to radiate an aura of fear until the end of your next turn. Creatures of your choice that start its turn within 20 feet of you must make a DC 15 Wisdom saving throw. On a failed save, the creature is frightened of you until the beginning of its next turn. If a creature's saving throw is successful, the creature is immune to your Fear Aura for the next 24 hours.
Lights End Exalted
When Lights End reaches an exalted state, you gain the following benefits:
The weapon's bonus to attack and damage rolls increases to +3.
You can use Infernal Bindings trait twice a day.
The DC of your fear aura increases to 17.
Devil's Lash. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 fire damage from the hit.
Type |
Damage |
Damage |
Range |
Martial Melee |
1d12 |
Slashing |
|
Many Faced Wayfarer
Wondrous item
Only those most devoted to trickster god
Natsuko, the Wayfarer are rewarded with the Many-Faced Wayfarer. A devotee will often wake by their campfire, with the porcelain mask resembling the face of a fox lying close by. Wayfarers abandon attachment, spending their lives traveling across kingdoms to help resolve conflicts, and freeing those facing governmental tyranny. Many take great pride in “tricking” or playing pranks on those in power, letting the common folk see that the king is merely a mortal. To be one with the Wayfarer is to follow the road, wherever it may lead.
Many Faced Wayfarer
Wondrous Item
Legendary Requires Attunement
Many Faced Wayfarer Dormant
While wearing the Many Faced Wayfarer in its dormant state, you gain the following benefits:
You gain a +1 bonus to savings throws.
As an action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
Many Faced Wayfarer Awakened
When the Many Faced Wayfarer reach an awakened state, you gain the following benefits:
The bonus to saving throws increases to +2
Trickster (1/day). As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see, while creating a perfect visual illusion of yourself in the space you left behind. The illusion lasts for 1 minute, but ends early if you are unconscious or dismiss it as a bonus action. As a bonus action on subsequent turns, you can move the illusion up to 30 feet to an unoccupied space you can see that is within 120 feet of you, and you can choose to teleport, swapping places with the illusion.
When both you and your illusion are within 5 feet of a creature that can see the illusion, you have Advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Many Faced Wayfarer Exalted
When the Many Faced Wayfarer reach an exalted state, you gain the following benefits:
The bonus to saving throws increases to +3.
Improved Trickster. When you use your Trickster feature, you can choose to summon three perfect illusions of yourself, one that appears in the space you left behind after teleporting, with the remainder appearing in unoccupied spaces that you can see within 120 feet of you. As a bonus action on subsequent turns, you can move all illusions a combined total of 30 feet to unoccupied spaces you can see that is within 120 feet of you, and you can choose to teleport to any illusion, swapping places with the illusion.
While you have an active perfect illusion from your Trickster feature, targets of your enhantment spells are not granted advantage on their saving throw if they are in combat with you or your allies.
Marvelous Mechahat
Wondrous item
Once the prized possession of the legendary robotics tinker Theodore Sparks, this well-crafted top hat was a common sight at tinker conventions, sticking up above the crowds. Sadly, Theodore Sparks was extremely clumsy and known to comically slip and fall at the worst times. His clumsiness would bring about his demise, as during a robotics lecture, the tinker would accidentally slip and fall into an opened power core. As he fell, his hat toppled off, landing nearby. In remembrance of the beloved tinker, Theodore’s tophat would be displayed in the School of Vales. Not long after, students began to report hearing Theodore Sparks speaking to them from beyond the grave, typically near his famed tophat.
Marvelous Mechahat
Wondrous Item
Legendary Requires Attunement
Sentience. Rowdy and rambunctious, the Marvelous Mechahat is a sentient chaotic neutral hat with an Intelligence of 15, Wisdom of 11, and a Charisma of 17. It has hearing and darkvision out to a range of 60 feet. The Marvelous Mechahat communicates telepathically with its wielder and can speak, read and understand Common. It can also speak with a construct if it has an intelligence higher than 5, using telepathy to involve its wielder in the conversation.
Deploy Mech. You learn how to deploy and pilot a mech which serves as a controlled mount for you. See the Deployed Mech statblock for the mech's statistics. As an action, you deploy the mech into an unoccupied space within 10 feet of you.
If you are not piloting the mech, it goes unconscious until you mount it. The mech disappears to refuel after 8 hours, if it drops to 0 hit points or if you dismiss it with an action. Once you deploy your mech, you can't do so again until you finish a long rest.
Mech Upgrades. When you deploy your mech it appears with one of the Mech Upgrades from the Mech Upgrade list. You can choose which upgrade is equipped each time you deploy your mech.
Marvelous Mechahat Awakened
When a character awakens Marvelous Mechahat, apply the following changes to the item's traits.
Mech Upgrades II. When you deploy your mech it appears with two of the Mech Upgrades from the Mech Upgrade list. You can choose which upgrade is equipped each time you deploy your mech.
By Land, Sea or Air. When you deploy your mech, you can choose to deploy the land, sea or air model and gain the following benefits.
Air Model. Mech gains a flying speed of 30 feet.
Land Model. Mech gains a climbing speed equal to its walking speed and can move up, down and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Sea Model. Mech gains a swim speed of 30 feet. You can breathe underwater while piloting the mech.
Marvelous Mechahat Exalted
When the character exalts Marvelous Mechahat, apply the following changes to the item's traits.
Auto Pilot. Your deployed mech learns the auto-pilot feature which you can activate as a free action. While in auto-pilot, your mech serves as an independent mount.
Mech Upgrades III. When you deploy your mech it appears with three of the Mech Upgrades from the Mech Upgrade list. You can choose which upgrade is equipped each time you deploy your mech.
Mech Upgrades
Armored Mech
The Mech can force an attack targeted at you to target it instead.
Combat Repairs
If the mending spell is cast on the Mech, it regains 2d6 hit points.
Nimble Mech
If the Mech is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Runner Mech
The Mech has its speed increased by 20 feet. This additional speed also applies to movement gained from the By Land, Sea or Air trait.
Seatbelt Mech
You can mount or dismount your Mech by spending 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws to avoid falling off the Mech.
Sentient Mech
The Mech can add your proficiency bonus to its Intelligence, Wisdom and Charisma saving throws. In addition, the Mech can speak, read and write all the languages you know.
Large construct,
Armor Class: 15
Hit Points: 10 + 5 times your character level (the deployed mech has a number of Hit Dice [d8s] equal to your character level)
Speed:
30 ft
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands the languages you speak
Immutable Form
The mech is immune to any spell or effect that would alter its form.
Actions
Slam
Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (2d4 + your character level) bludgeoning damage
Mask of Oniborne
Wondrous item
The Mask of Oniborne is a demonic mask crafted to resemble an oni. The mask serves as a prison for Gozu the Night Terror, an Oni that preyed upon the people of Lyzandril until it was tricked by a Wayfarer of the trickster god Natsuko.
Mask of Oniborne
Wondrous Item
Legendary Requires Attunement
Mask of Oniborne Dormant
While wearing the Mask of Oniborne in its dormant state, you gain the following benefits:
While wearing the Mask of Oniborne you have advantage on Charisma (Intimidation) checks.
Inspire Fear. When a creature within 30 feet of you that you can see takes damage from an attack, as a reaction you can force the creature to make a Wisdom saving throw (save DC 13). On a failure, the creature takes 1d8 psychic damage and is frightened of you until the end of your next turn. You can use this property a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Mask of Oniborne Awakened
When the Mask of Oniborne reach an awakened state, you gain the following benefits:
The save DC of your Inspire Fear feature increases to 15 and the damage increases to 2d6.
Change Size As an action, you can cast the enlarge/reduce spell from the mask on yourself, with a duration of 10 minutes. While concentrating on this spell, you have advantage on constitution saving throws to maintain your concentration. You can't use this property again until you finish a long rest.
Mask of Oniborne Exalted
When the Mask of Oniborne reach an exalted state, you gain the following benefits:
The save DC of your Inspire Fear feature increases to 17.
While you are under the effect of the enlarge/reduce spell cast from the mask, your regain 5 hit points at the start of your turn.
Unending Hunger. When you reduce a creature to 0 hit points with an attack, you can choose to consume a portion of its corpse. You gain temporary hit points equal to your character level. You can't use this property again until you finish a long rest.
Sentience. Mask of Oniborne is a sentient lawful evil artifact with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet. The artifact communicates telepathically with its wielder and can speak, read, and understand Common, and Giant.
Personality. A fearsome oni named Gozu lives within Mask of Oniborne. The legendary artifact desires only to taste human flesh and pushes its wielder to partake in sampling humanoids slain in combat.
Pactbearer's Skull
Wondrous item, requires attunement by a Warlock
This ivory mask has been fashioned into the likeness of a human skull and secured with heavy leather straps that when worn covers the wearers face while leaving the bottom jaw exposed.
Covered in infernal runes, this mask has transitioned from warlock to warlock throughout the ages. Its style, shape, and abilties are ever shifting to fit the whims of the current warlock's patron. Not much is known of the origin of the mask. A warlock will never willingly part once attuned to the artifact choosing death over losing its power.
Pactbearer's Skull
Wondrous Item
Legendary Requires Attunement
You gain a +1 bonus to spell attack rolls. You also gain the ability to cast one of your 1st level warlock spells without expending a spell slot. Once you have cast a spell in this way, you can't do so again until you finish a long rest.
Awakened
When a character awakens this item, apply the following changes to the item's traits.
You gain a +2 bonus to spell attack rolls.
You score a critical hit with spell attack rolls on a d20 roll of 19 or 20.
The level of spell you can cast without expending a spell slot increases to 3rd level. If the spell is lower than 3rd level, it is cast at 3rd level.
Exalted
When a character exalts this item, apply the following changes to the item's traits.
You gain a +3 bonus to spell attack rolls.
When you cast a warlock spell, you can grant yourself advantage on any attack rolls for the spell. You can use this ability twice per long rest. Additionally, you can instead expend a use of this ability when you cast a spell that requires a saving throw to force the target(s) to roll with disadvantage.
Salthiel's Anguish
Weapon (greatsword)
This mighty great sword was once the weapon of an angel who shared the weapon's name. The blade retains a commanding aura of holy light, but minor aspects of the appearance can only be described as disturbing. Eternal writing along the edge seems correct, but anyone who can read the language sees the words become blasphemous halfway to the sword's tip.
Salthiel was once a favored angel in service of Rezmir, standing at his right hand, carrying out true law and defending the faithful against depredations. Salthiel's influence grew, and many of Rezmir's worshipers prayed not to the winged lion but to an angel for aid. It is unknown if this worship caused Salthiel to grow arrogant, or perhaps another unknown force manipulated the angel, but regardless Salthiel sought to replace Rezmir atop Zion Mountain. Easily defeating the angel, with great sadness, Rezmir banished Salthiel, his choir of light hurling the fallen angel down to The Below. Salthiel's sword was separated from him as he fell and came to rest somewhere upon Erenel.
Salthiel's Anguish
Weapon
Legendary Requires Attunement
You gain a +1 bonus to attack and damage rolls made with this great sword. As an action, cause the blade to glow in radiant or necrotic energy. Salthiel's Anguish deals 1d6 radiant or necrotic damage depending on which glow is active.
Awakened
When a character awakens this item, apply the following changes to the item's traits.
You gain a +2 bonus to attack and damage rolls made with this great sword.
Radiant/necrotic damage increases to 2d6.
Torn between (1/day). You can cast either Cure Wounds or Inflict Wounds at 3rd level. Your spellcasting ability modifier is Intelligence, Wisdom or Charisma (your choice).
Exalted
When a character exalts this item, apply the following changes to the item's traits.
You gain a +3 bonus to attack and damage rolls made with this great sword.
Torn between (2/day). You can use your torn between feature twice a day regaining both uses after a long rest.
Once per long rest you may cast either Heal or Harm at 6th level. Your spellcasting ability modifier is Intelligence, Wisdom or Charisma (your choice).
Type |
Damage |
Damage |
Range |
Martial Melee |
2d6 |
Slashing |
|
Scaleseared Fury
Weapon (greatsword)
This enormous great sword is designed from the remains of the Grenchester Armies shattered longswords following the infamous grim field massacre. As the Mad Sorcerer Morthos Dray’s draconic army marched into the Illuminated Kingdom, the Grenchester Army was caught unaware by Dray’s red dragon ally, Volestrasz. After laying waste to the Grenchester Army, Volestrasz collected the shattered tips of the army’s longswords, fusing them together into a single blade with his breath weapon as a gift for the draconic army’s commander, the rage fueled Adrex Scalesear.
Following Morthos Dray’s eventual defeat by the Illuminated Kingdom, Scaleseared Fury was lost on the battlefield. Rumors swirl that the legendary weapon has found its way into Volestrasz’s treasure hoard as the most cherished artifact in his collection.
Scaleseared Fury
Weapon
Legendary Requires Attunement
Scaleseared Fury Dormant
While Scaleseared Fury is in a dormant state, you gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra 1d6 fire damage.
In addition, if you fail a Charisma (Intimidation), you can use your reaction to reroll the check. Once this reaction is used, it can't be used again until the next dawn.
Scaleseared Fury Awakened
When Scaleseared Fury reaches an awakened state, you gain the following benefits:
The weapon's bonus to attack and damage rolls increases to +2.
The extra fire damage dealt by the weapon increases to 2d6.
Dragon Breath. As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn.
Scaleseared Fury Exalted
When Scaleseared Fury, reaches an exalted state, you gain the following benefits:
The weapon's bonus to attack and damage rolls increases to +3.
The extra fire damage dealt by the weapon increases to 3d6.
Your dragon's breath feature changes to a 60 foot cone that deals 12d6 fire damage and the save DC increases to 17.
As an action, you can raise Scaleseared Fury into the sky and cast the Summon Draconic Spirit spell at 5th level without requiring concentration. The dragon spirit must be chromatic. Once this action is used, it can't be used again until the next dawn.
Type |
Damage |
Damage |
Range |
Martial Melee |
2d6 |
Slashing |
|
Spire of Twilight
Weapon (quarterstaff)
The Spire of Twilight was crafted from one of Aymara the Foremother’s fallen branches by the Midnight Eyrie. This was done by request of the Luniwyn, the Silver Maiden, during a particularly troubling lunar cycle.
As Luniwyn stood vigilant in the night sky, shining with the silver light of the stars and forcing back the unending void, her vision expanded. Blessed with All Sight, Luniwyn saw her eventual death and the need for another to one day ascend and join the plight shared by the sun and stars. Only one truly able and willing to stare back at cosmic horror may unlock the Spire of Twilight’s full power.
Spire of Twilight
Weapon
Legendary Requires Attunement
Dormant
While wielding Spire of Twilight in its dormant state, you gain the following benefits:
You gain a +1 bonus to spell attack rolls.
Illuminate. As an action, this staff sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This light ends after 1-hour or if you dismiss it as an action. Your spell save DC increases by 1 against creature within range of this light.
Awakened
When Spire of Twilight reaches an awakened state, you gain the following benefits:
The bonus to spell attack rolls. increases to +2.
Cascade. The staff has 8 charges, and it regains 1d4 + 2 expended charges daily at dawn. While wielding the staff, as a bonus action, you can expend 1 charge to cascade star light on a creature you can see within 60 feet of you. The creature emits dim light in a 20-foot-radius and gains cascade until the end of your next turn. If you or a creature of your choice hit the target with an attack, the target takes an additional 2d6 radiant damage and the cascade is consumed. If the cascade is on an ally and a spell is cast on the ally to regain health, they regain an extra 1d6 hit points and the cascade is consumed.
Lunar Rush. As a bonus action, you turn into a flash of starlight and teleport next to a creature within 60 feet of you that is affected by Cascade.
Exalted
When Spire of Twilight reaches an exalted state, you gain the following benefits:
The bonus to spell attack rolls. increases to +3.
The spell save DC for your Illuminate increases to +2.
The staff has 12 charges, and it regains 1d6 + 2 expended charges daily at dawn.
The damage from cascade increases to 2d8 and the healing increases to 2d6.
Type |
Damage |
Damage |
Range |
Simple Melee |
1d6 / 1d8 |
Bludgeoning |
|
Staff of the Four Seasons
Weapon (quarterstaff)
Tiren, the archdruid, took a branch from the fading treant. He admired the quality of the bark, wood, and leaves before turning back to his old companion. The archdruid didn't say a word, but it was evident that he was thanking the dying treant for its generosity. With the slightest of gestures, he picked a thorn from a nearby shrub and placed it point-first into the branch's bark.
In an instant, the branch sprouted vines and thorns from the point he touched, covering the branch and amassing all at one end. It took only a moment, but what was once fading had been born anew.
Staff of the Four Seasons
Staff of the Four Seasons
Weapon
Legendary Requires Attunement
This magical staff changes with the seasons. You can spend 10 minutes concentrating on the staff to change it to a different season. It remains in this new form for the next 8 hours before reverting to the current season again.
The staff has 6 charges. While holding it, you can expend 1 or more of its charges to cast one of the following spells from it as an action (depending on the season) using your spell attack modifier and/or spell save DC:
Winter. Darkvision (1 charge)
Spring. Guiding bolt (2 charges)
Summer. Burning hands (1 charge)
Autumn. Pass without a trace (2 charges)
Awakened
When a character awakens this item, apply the following changes to the item's traits.
The staff grows to 8 charges in total. While holding it, you can expend 1 or more of its charges to cast one of the following spells from it as an action (depending on the season) using your spell attack modifier and/or spell save DC:
Winter. Ray of sickness (1 charge), darkvision (1 charge), sleet storm (3 charges)
Spring. Guiding bolt (2 charges), moonbeam (2 charges), plant growth (3 charges)
Summer. Burning hands (1 charge), spike growth (2 charges), fireball (3 charges)
Autumn. Inflict wounds (1 charge), pass without a trace (2 charges), vampiric touch (3 charges)
Exalted
When a character exalts this item, apply the following changes to the item's traits.
The staff grows to 10 charges in total. While holding it, you can expend 1 or more of its charges to cast one of the following spells from it as an action (depending on the season) using your spell attack modifier and/or spell save DC:
Winter. Ray of sickness (1 charge), darkvision (1 charge), sleet storm (3 charges), conjure elemental air (5 charges)
Spring. Guiding bolt (2 charges), moonbeam (2 charges), plant growth (3 charges), conjure elemental water (5 charges)
Summer. Burning hands (1 charge), spike growth (2 charges), fireball (3 charges), conjure elemental fire (5 charges)
Autumn. Inflict wounds (1 charge), pass without a trace (2 charges), vampiric touch (3 charges), conjure elemental earth (5 charges)
Type |
Damage |
Damage |
Range |
Simple Melee |
1d6 / 1d8 |
Bludgeoning |
|
Thundercrack Rifle
Weapon (heavy sniper)
This heavy sniper rifle is a unique firearm which crackles with thunderous energy. Thanks to a modified breech loading wheel lock which fires thru a tesla module elongated barrel, the Thundercrack Rifle fires with extreme precision and incredible range.
After each shot, electricity polarizes your skin with enough electrical discharge to let you know you're alive!
Thundercrack Rifle
Weapon
Legendary Requires Attunement
You gain a +1 bonus to attack and damage rolls made with the Thundercrack Rifle. If you cause a misfire, you can instead choose to take 1d4 lightning damage and unjam the weapon with a bonus action instead of an action. Due to the inner workings of the weapon, no further modifications can be made by class features.
Misfire. When you roll an attack roll and the dice roll, before modifiers, is equal to or lower than the weapon’s misfire score, the weapon jams. A jammed weapon cannot be used until you use your action to fix the weapon’s malfunction.
Firearm Ammunition. The ammunition used from a firearm is destroyed upon use. All firearm unless stated otherwise use bullets.
Awakened
When a character awakens this item, apply the following changes to the item's traits.
Increase the bonus to attack and damage rolls made with the Thundercrack Rifle to +2
Overdrive. As a bonus action, you cause the Tesla Module to overdrive. Thundercrack Rifle's weapon damage changes to Lightning while Overdrive is active. Overdrive lasts for 1-minute or until you choose to cancel the effect with a bonus action. You can use Overdrive a number of times per day equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Static Arc. When a creature takes a minimum of 17 damage from the Thundercrack Rifle in one round, they can't take reactions until the start of their next turn.
Exalted
When a character exalts this item, apply the following changes to the item's traits.
Increase the bonus to attack and damage rolls made with Thundercrack Rifle to +3
Boom Shot. Before firing the Thundercrack Rifle, you can announce a Boom Shot. When you hit a target with a ranged attack made from the Thundercrack Rifle during a Boom Shot, all creatures within 5-feet of the target must make a DC17 Dexterity saving throw or take the same damage dealt to the target and are pushed 5 feet away.
Type |
Damage |
Damage |
Range |
Martial Ranged |
2d12 |
Piercing |
Ammunition (240/800 ft), heavy, loading, two-handed, misfire 2 |
Unnameable's Tome
Wondrous item, legendary (requires attunement by a wizard)
Long ago, a mysterious order of scholars believed it's possible to wield the power of the unspeakable through the Rite of Nullification, a ritual that silences the mind prior to consuming eldritch scripture. Now all that remains from their endeavors is a grotesque tome filled with unintelligible markings written in black ichor. Strangely, holding onto the book fills its owner with hope for their future.
Unnameable's Tome
Wondrous Item
Legendary requires attunement by a wizard
Requires Attunement
Unnameable's Tome Dormant
When the Unnameable's Tome is in its dormant state, you gain the following benefits:
You gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
You can use this wondrous item as both a spellcasting focus and as a spellbook.
Telepathic Link. As an action, you can form a telepathic connection between yourself and a creature within 30 feet of you. You and the chosen creature can speak telepathically with one another while you are within 1 mile of each other. This telepathic connection lasts for 10-minutes, until you are incapacitated or die, or form a telepathic link with a different creature. Creatures with Intelligence scores of 4 or less aren't affected by telepathic link.
Unnameable's Tome Awakened
When the Unnameable's Tome reaches an awakened state, you gain the following benefits:
The bonus to spell attack rolls and saving throw DCs increases to +2.
You gain resistance to psychic damage.
Otherworldly Appendage. You can modify your spells to warp into a tentacle that extends from the pages of the Unnameable's Tome. When you hit a creature with a ranged spell attack, you can push the creature up to 10 feet away from you in a straight line. If the spell targets more than one creature, choose one creature to push with otherworldly appendage.
Unnameable's Tome Exalted
When the Unnameable's Tome reaches an exalted state, you gain the following benefits:
The bonus to spell attack rolls and saving throw DCs increases to +3.
The distance you push creatures with your Otherworldly Appendage increases to 20 feet.
Voices Beyond. As an action, you emit a horrifying screech in a 60 foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 4d8 psychic damage and become stunned for 1-minute. A creature can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success.
Wail of the Revenant King
Weapon (scythe)
For thousands of years, before the Great Sacrifice, the Olothine Elves ruled what is now known as the Nevermore Expanse. Vis'quey, their first king, was a powerful and respected warrior king. The Olothine did not believe in hereditary leadership. Instead, they thought their king would return as a specter after death and choose his replacement. Vis’quey eventually passed from old age, laid to rest with his favored weapon, the scythe Wail.
Centuries would pass without a word from Vis'quey. The Elf Thryil, a lesser born with great ambition, summoned enough courage to journey into Vis'quey's tomb, learning Vis'quey's soul was trapped inside his scythe. A deal was made between Thyril and Vis'quey, and in return for being free, Vis'quey would choose Thyril as his replacement. For 300 years, Thryil ruled the Olothine people until his inevitable death. The lesserborn turned king would be buried alongside the scythe Wail upon his death, which again consumed the soul of its wielder. Thryil, still trapped in Wail, seeks to escape his fate, forever bound inside the legendary artifact.
Wail of the Revenant King
Wail of the Revenant King
Weapon
Varies Requires Attunement
Wail of the Revenant King may be wielded as either a two-handed Scythe or split in the center shaft to form two sickles. As an action, you may change how you wield the weapon by assembling or deassembling Wail. You gain a +1 bonus to attack and damage rolls made with Wail in either form.
When wielding as a Scythe, use the following weapon stats.
Damage: 1d12 slashing Properties: Heavy, Two-handed
When wielding as two one-handed sickles, use the following weapon stats.
Damage: 1d8 slashing Properties: Light
Sentience
Wail of the Revenant King is a sentient weapon of lawful neutral alignment, with an Intelligence of 16, a Wisdom of 16, and a Charisma of 14. It has hearing and darkvision out to a range of 60 feet. The weapon communicates telepathically with its wielder and can speak, read and understand Olo'thi (Ancient Elvish).
Wail is inhabited by the spirit of Thyril, the Olothine Elf King. Outside of a brutally honest personality and desire to be freed from the weapon, the Dungeon Master should mold Thyril's personality to fit the campaign. If the character who claims Wail chooses to release Thyril's spirit, Wail of the Revenant King is no longer sentient upon his soul's departure. If Thyril's spirit has left Wail and the character dies while attuned, their soul becomes trapped inside Wail.
Awakened
When a character awakens this item, apply the following changes to the item's traits.
Increase the bonus to attack and damage rolls made with Wail of the Revenant King to +2
Vengeance: When you hit with Wail against a creature already damaged by Wail this turn, deal an extra 1d6 slashing damage to the creature.
When you score a critical hit with Wail, the target must make a DC13 Wisdom saving throw or become frightened of you for 1-minute. On a success, they are immune to being frightened by this effect for the next 24 hours.
Exalted
When a character exalts this item, apply the following changes to the item's traits.
Increase the bonus to attack and damage rolls made with Wail of the Revenant King to +3
Increase the damage dealt from Vengeance to 1d8.
Increase the DC to resist being frightened from a critical hit to 17.
Revenant Fury: Once per long rest as an action, you assume the form of a dark shadow. While in this form you gain resistance to acid, cold, fire, lightning, thunder, bludgeoning, piercing and slashing damage. You also gain advantage on all melee attacks you make with Wail while under the effects of Revenant Fury. To assume this form, you must sacrifice 3 Hit Dice at the end of each of your turns. If you consume your last hit dice and stay in Revenant Fury, at the end of your turn your soul is absorbed by Wail. If you fall unconscious while in Revenant Fury, you revert to your normal form.
Witches Brim
Wondrous item, requires attunement by a spellcaster
This tall, pointed purple hat is wrapped in an olive sash tied with two thorn-stemmed roses. While the purple hat looks worn from centuries of use, the roses remain a vibrant red. Written along the olive sash in elegant calligraphy, the name of the witch’s current familiar.
While some witches are related to hags and evil creatures of the night, not all live in the shadows in exchange for power. In the Northern Wildwood, the Coven of Alluring Flora is famous for forming lifelong friendships with their familiars. This loyalty strengthens over time and allows a familiar to better serve its master by borrowing its power.
Witches Brim
Wondrous Item
Legendary Requires Attunement
Witches Brim Dormant
While wearing the Witches Brim in its dormant state, you gain the following benefits:
While wearing the Witches Brim, as an action you can cast the find familiar spell. You can use this property twice, and you regain any expended uses when you finish a long rest.
Your familiar takes its turn immediately before or after your turn each round (your choice). Once on each of your turns, as a bonus action, you can mentally command your familiar to use its reaction to take the Attack action.
Your familiar can use your spell attack bonus for its attack rolls and its weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
While perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Witches Brim Awakened
When a character awakens the Witches Brim, you gain the following benefits:
Your familiar can add your proficiency bonus to its Armor Class, saving throws, and damage rolls.
You can add three times your character level to your familiars hit point maximum.
When you are targeted by a melee attack while your familiar is within 5 feet of you, as a reaction, you can swap places, and your familiar becomes the target instead.
Witches Brim Exalted
When the character exalts the Witches Brim, you gain the following benefits:
You can use your familiar to deliver spells that have ranges other than touch. Your familiar must be within 100 feet of you, and use its reaction to deliver the spell when you cast it.
Hex of Eternal Love. When a creature reduces your familiar to 0 hit points, you can curse the creature as punishment. For 1 hour, the creature has disadvantage on attack rolls, ability checks and saving throws. If you cast find familiar, the curse immediately ends. A cursed creature can make a DC 17 Wisdom saving throw at the end of each of its turns, ending the curse on itself on a success.
Wraps of Four Elements
Wondrous item
The Wraps of the Four Elements are thick strips of fabric torn from the robes of the ancient elementalist-monk Chokuzoku, whose harmonization of the four elemental planes led to his spiritual enlightenment. Now, disciples who master the tradition of bending the four elements are granted two strips of infused fabrics to wrap their hands and feet.
Wraps of Four Elements
Wondrous Item
Legendary Requires Attunement
Wraps of Four Elements Dormant
While wearing the Wraps of Four Elements in its dormant state, you gain the following benefits:
You gain a +1 bonus to attack and damage rolls made with your unarmed strike.
Elemental Strikes. As a bonus action, you infuse your unarmed strikes with the power of the elements for 10-minutes. Choose an element which provides a damage type: air (lightning), earth (poison), fire (fire), and water (cold). Your unarmed strike damage type changes to the damage type of the chosen element, instead of the bludgeoning damage normal for an unarmed strike. This trait can't be used again until you finish a long rest, or until you score a critical hit with an unarmed strike against a hostile creature.
Wraps of Four Elements Awakened
When the Wraps of Four Elements reach an awakened state, you gain the following benefits:
The bonus to attack and damage rolls with your unarmed strike increases to +2.
Elemental Resistance. While your elemental strikes trait is active, you gain resistance to the damage type associated with your chosen element.
While your elemental strikes trait is active, the first time you hit with an unarmed strike on your turn, the target takes an additional 1d6 damage.
Wraps of Four Elements Exalted
When the Wraps of Four Elements reach an exalted state, you gain the following benefits:
The bonus to attack and damage rolls with your unarmed strike increases to +3.
Primordial Ascendance (1/day). As an action, for 10-minutes, you ascend into a powerful elemental being, bound by the might of the elemental planes. Choose one of the following elements: air (lightning), earth (poison), fire (fire), and water (cold). You gain the Elemental Strikes and Elemental Resistance associated with your chosen element and an additional benefit shown below.
Primordial Ascendance (Air). You gain a flying speed equal to your movement speed.
Primordial Ascendance (Earth). You gain a +2 bonus to your AC.
Primordial Ascendance (Fire). At the end of your turn, creatures within 5 feet of you take fire damage equal to your proficiency bonus.
Primordial Ascendance (Water). Your movement doesn't provoke attacks of opportunity.
Wrath, Hatred Incarnate
Weapon (greatsword)
The primal deity Hrólfr’s rage following the Great Sacrifice guided the Ancient Wolf into the Trance. Here, the Ancient Wolf hoped to carve out a new existence away from the other primal deities that betrayed their creator. Unfortunately for the denizens of the Trance, Hrólfr’s intense rage and sorrow filled the fey with hatred, causing them to lash out against one another.
To quell Hrólfr’s fury, the mighty centaur warrior Sodok Taran ventured into the Ancient Wolf’s Kingdom of Embers. Catching Hrólfr by surprise, Sodok Taran drove his greatsword through the Ancient Wolf’s maw and deep into the soil, silencing his tormented howls and pinning Hrólfr to the ground. The Ancient Wolf’s wrath consumed the greatsword for centuries, soaking its hilt with fury.
As fate would have it, a young Caelian warrior lay severely wounded and near death following the betrayal of his clan. Hrólfr reached out, promising to save the warrior by filling his soul with anger if the warrior would return the favor. A pact was made that would eventually lead the Caelian warrior, Magnus Darkshield, to free Hrólfr by pulling the greatsword from his mouth. In return, Hrólfr would aid Magnus into ascending as the Warlord’s Alliance leader.
Wrath, Hatred Incarnate
Weapon
Legendary Requires Attunement
You gain a +1 bonus to attack and damage rolls made with this greatsword. As a bonus action, you can speak a command word, causing flames to erupt from the blade. These flames shed bright light in a 20-foot radius and dim light for an additional 20 feet. While the greatsword is ablaze, it deals an additional 1d6 fire damage on hit. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the greatsword.
Awakened
When a character awakens this item, apply the following changes to the item's traits.
You gain a +2 bonus to attack and damage rolls made with this great sword.
The fire damage dealt increases to 2d6.
When you make an attack while the greatsword is ablaze and roll a natural 20, a Fireball (level 3, DC14) centered on your target explodes. The Fireball blossoms out in a 20-foot radius damaging everyone in the blast, excluding yourself. The fireball spreads around corners and ignites flammable objects in the area that aren't being worn or carried.
Exalted
When a character exalts this item, apply the following changes to the item's traits.
You gain a +3 bonus to attack and damage rolls made with this great sword.
If you drop to 0 hit points while the greatsword is ablaze, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature the DC increases by 8. When you finish a long rest the DC resets to 10.
Type |
Damage |
Damage |
Range |
Martial Melee |
2d6 |
Slashing |
|
Wyrmfang Daggers
Weapon (twin daggers)
As part of their initiation in joining the Dragon Fang, a thieves guild sponsored by an ascendant dragon, an initiate must defeat a
Landwyrm and extract two of its fangs. A primitive cousin of modern-day dragons, the wingless landwyrms remain an inferior enemy of dragonkind and ruthlessly hunt dragon nests, sacrificing themselves if necessary to destroy unhatched eggs.
Slaying a landwyrm serves as an act of respect to the ascendant dragon and proves the skill required to join the Dragon Fang. After removing two fangs from the landwyrm, the Dragon Fang’s weapon master crafts the Wyrmfang Daggers for the initiate, welcoming them into the guild with a powerful magic item granting a unique fighting style to its wielder.
Wyrmfang Daggers
Weapon
Legendary Requires Attunement
While wielding Wyrmfang Daggers, you gain a +1 bonus to attack and damage rolls made with this magic weapon. You hold one dagger in each hand and fight with two-weapon fighting. Both daggers are linked together by a chain that magically extends allowing your weapon attacks to benefit from reach. In addition, immediately after you make a ranged weapon attack with Wyrmfang Daggers, the dagger returns to your hand as you pull it back in with the chain.
Finesse
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Reach
This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
Wyrmfang Daggers Awakened
When the Wyrmfang Daggers reach an awakened state, you gain the following benefits:
The weapon's bonus to attack and damage rolls increases to +2.
When you hit with an attack using this weapon, the target takes an extra 1d6 acid damage.
Acidic Spittle. Whenever you critically hit on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 acid damage.
Wyrmfang Daggers Exalted
When the Wyrmfang Daggers reach an exalted state, you gain the following benefits:
The weapon's bonus to attack and damage rolls increases to +3.
The extra acid damage dealt by the weapon increases to 2d6.
When you make a ranged attack with Wyrmfang Daggers, you can choose to pull yourself using the extendable chain as part of the action used to attack. If the attack hits, you pull yourself to an unoccupied space of your choice within 5 feet of the target. If the attack misses, you pull yourself to where the DM determines the dagger lands. In either case, you do not provoke attacks of opportunity while moving in this way.
Type |
Damage |
Damage |
Range |
Simple Melee |
1d4 |
Piercing |
20/60 |
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