Magic Items

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

# Magic Items

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

## Amulet of Reincarnation

*Wondrous Item, very rare (requires attunement)*

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

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

## Amulet of Shaped Magic

*Wondrous item, rare (requires attunement)*

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

## Belt of Non-Standard Teleportation

*Wondrous item, uncommon (requires attunement)*

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

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

## Blade of No Escape

*Weapon (any weapon), uncommon (requires attunement)*

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

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

## Bracers of Conduction

*Wondrous Item, rare (requires attunement)*

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

The bracers regains
1d3 expended charges daily at dawn.

## Charm Bracelet

*Wondrous Item, very rare (requires attunement)*

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

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

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

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

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

**Charm of the Coin:** A golden charm in the shape of a standard
gold coin. When removed from the charm, the coin functions as a standard gold
coin. It becomes non-magical.

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

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

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

## Cleaver of Stolen Senses

*Weapon (shortsword), rare (requires attunement)*

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

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

## Cleaving Blade

*Weapon (any slashing weapon), uncommon*

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

## Cloak of Nature’s Shroud

*Wondrous item, uncommon*

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

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

## Contingency Amulet

*Wondrous item, rare*

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

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

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

## Crown of Röegdradst

*Wondrous item, legendary (requires attunement)*

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

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

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

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

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

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

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

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

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

## Crusader’s War Paint

*Wondrous item, uncommon*

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

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

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

## Culdreth’s Femur

*Weapon (staff), legendary (requires attunement by a*
sorcerer)

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

**1.** The spell’s damage changes to fire.

**2.** The spell’s damage changes to acid.

**3.** The spell’s damage changes to lightning.

**4.** The spell’s damage changes to poison.

**5.** The spell’s damage changes to cold.

**6.** The spell’s damage changes to necrotic.

**7.** The spell’s damage changes to radiant.

**8.** The spell’s damage changes to force.

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

## Dagger of Doubt

*Weapon (dagger), rare (requires attunement)*

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

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

## Devourer’s Diadem

*Wondrous item, rare (requires attunement)*

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

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

## Glove of Spatial Distortion

*Wondrous item, rare (requires attunement)*

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

## Glove of the Uldra Savant

*Wondrous item, rare (requires attunement)*

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

## Goggles of Exchange

*Wondrous Item, very rare (requires attunement)*

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

## Goggles of Revealing

*Wondrous Item, rare (requires attunement)*

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

The goggles regain
4 expended charges daily at dawn.

## Inner Strength

*Wondrous item, rare (requires attunement by a monk)*

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

## Jailer’s Keychain

*Wondrous item, uncommon*

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

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

## Lantern of Clear Mind

*Wondrous item, rare*

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

## Mirror of False Faces

Wondrous item,
uncommon (requires attunement)

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

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

## Orb of Perception

*Wondrous Item, very rare (requires attunement)*

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

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

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

## Puzzle Sword

*Weapon (longsword), very*
rare (requires attunement)

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

## Quick Draw Weapon

*Weapon (any), uncommon (requires attunement)*

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

## Quicksilver Dagger

*Weapon (dagger), uncommon (requires attunement)*

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

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

## Ring of the Court Jester

*Ring, rare* (requires
attunement)

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

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

## Ring of Purity

*Ring, common*

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

## Ring of Shielding

*Ring, uncommon (requires*
attunement)

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

## Spectral Weapon

*Weapon (any), rare*
(requires attunement)

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

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

## Sword of Horn Severing

*Weapon (any sword), uncommon*
(requires attunement)

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

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

## Wand of Conductivity

*Weapon (wand), very rare*
(requires attunement by a sorcerer, warlock, or wizard)

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

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

## Warforged Lightning Pack

*Wondrous Item, uncommon*

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

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

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

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

# Magic Items – Kaien’s Choice

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

## Boots of the Cheetah

*Wondrous item, very rare*

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

## Branch of the Grasping Oak

*Weapon (spear), common (requires attunement)*

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

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

## Cap of Curious Escape

*Wondrous Item, legendary (requires attunement)*

The hat in semi-sentient, seeking to protect
its wearer by any means. When you are targeted by an attack or spell, the DM
rolls 1d100. The hat then casts a spell on you based on the result, with a spell save DC of 17, potentially causing the the attack/spell to miss you.

  01-05
  06-20
  21-35
  36-55
  56-85
  86-100

If a spell cast this way has a duration, its
duration becomes 1 minute, with the hat maintaining concentration as needed. If
the spell has a destination that must be chosen, you choose the destination. The
spell continues even if the hat is removed. This ability cannot be used again
for 1 hour.

## Carrion Crown

*Wondrous Item, legendary*
(requires attunement)

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

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

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

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

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

## Chieftain’s Axe

*Weapon (battleaxe), rare (requires attunement)*

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

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

## Crown of Fangs

*Wondrous item, legendary (requires attunement by a druid)*

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

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

## Crown of the Sahuagan

*Wondrous item, very rare (requires attunement)*

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

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

## Death’s Embrace

*Armour (plate), legendary*
(requires attunement)

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

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

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

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

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

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

## Deuce’s Sword

*Weapon (scimitar), uncommon (requires attunement)*

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

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

## Elemental Weapon

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

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

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

## Fragment of Seurai

*Weapon (rod), legendary (requires attunement by a*
sorcerer, warlock, or wizard)

You have advantage on saving throws against
charm effects while you hold this staff.

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

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

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

The rod regains
1d3 expended charges daily at dawn.

## Gloves of Muted Magic

*Wondrous Item, rare (requires attunement)*

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

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

## Heart of Elements

*Wondrous item, uncommon (requires attunement)*

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

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

The amulet regains
1d4 expended charges daily at dawn.

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

## Ika Byōki

*Weapon (longsword), rare (requires attunement)*

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

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

## Imix’ Kissed Armour

*Armour (any), very rare*
(requires attunement)

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

## Mirrorsheen Armour

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

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

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

## Queen’s Boots

*Wondrous item, very rare*

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

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

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

## Second Quarter

*Weapon (rapier), legendary (requires attunement)*

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

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

## Spear of Thought Made Real

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

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

## Staff of the Crumbling Mountain

*Weapon (staff), very rare (requires attunement by a*
sorcerer, warlock, or wizard)

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

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

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

## Staff of Wan

*Weapon (staff), legendary (requires attunement by a*
sorcerer, warlock, or wizard)

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

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

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

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

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

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

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

## Sword of Essence Trapping

*Weapon (longsword), very rare (requires attunement)*

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

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

## Warforged Axe

*Weapon (battleaxe), common*

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

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

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

## Wraith-Father

*Weapon (hammer), legendary (requires attunement)*

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

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

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

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

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

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

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

## Zagig’s Wand of Miniaturization

*Weapon (wand), very rare (requires attunement by a*
sorcerer, warlock, or wizard)

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

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

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

# Magic Items - Tales of Maj’Eyal

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

## Avarel’s Second Eye

*Weapon (longbow), very rare (requires attunement)*

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

## Blade of the Executioner

*Weapon (any axe), uncommon*
(requires attunement)

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

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

## Boots of the Current

*Wondrous item, uncommon*

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

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

## Cloak of Lucid Dreaming

*Wondrous item, rare*
(requires attunement)

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

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

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

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

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

## Cuirass of the Dark Lord

*Armour (breastplate),*
legendary (requires attunement)

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

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

## Dagger of the Past

*Weapon (dagger), rare (requires attunement)*

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

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

## Dagger of Potential Futures

*Weapon (dagger), rare*
(requires attunement)

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

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

## Face of Fear

*Wondrous item, rare*
(requires attunement)

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

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

## Lantern of Darkness Absorption

*Wondrous item, rare*
(requires attunement)

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

## Mummy Wrappings

*Armour (cloth), very rare*
(requires attunement)

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

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

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

## Ring of Life Debt

*Ring, very rare (requires*
attunement)

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

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

## Shield of Sun Absorption

*Armour (shield), rare*

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

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

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

## Skin of Many

*Armour (hide), rare*
(requires attunement)

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

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

## Unrelenting Eye of Merkul

*Wondrous item, very rare (requires attunement)*

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

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