Homebrew Magic Items

**Description:** A leather pauldron inscribed with runes alongside it. You can use the Pauldron to cast Absorb Elements a number of times equal to 1 + your Dexterity Modifier. It regains all charges on a Short Rest

### Totem of the Circus Bear

**Owner:** Nalath Mountainbreaker

**Description:** A carved bear totem made from the bones of a fallen friend. As a Bonus Action, you can summon a spectral Polar Bear to do 2 Claw Attacks on a target within 5 feet of you. You can use this item a number of times equal to your Proficiency Bonus, and the charges reset after a Long Rest

### Ring of “Don’t You Know Who I Am?”

**Owner:** Kendal Inagwyn

**Description:** A ring with a large ornate stone inlaid on the top. As a Bonus Action, you can show the ring to someone and cause them to make a DC 15 Charisma Saving Throw or become Charmed by you, believing you to be the most important hero in all of the land.

## Arc IX: The Snowstorm and The Songbird

### Hatebad’s Grace

**Owner:** Wendrid Hatebad

**Description:** A magical Warhammer forged by the best Hatebad blacksmiths, and enchanted by the Dinferni. This Warhammer is comically long, especially for a Dwarf. The base damage die of this +1 Warhammer is 1d10, with a Versatile die of 1d12 as well as Reach. Additionally, two creatures within 5 feet of your original target can be struck with the extreme length of the Warhammer. The second target takes 1d8 Bludgeoning damage, and the third takes 1d6 Bludgeoning damage.

### Gloves of Sticky Fingers

**Owner:** Robin Lovejoy

**Description:** A pair of enchanted gloves won in a card game early on in your career. These gloves give you Advantage on Sleight of Hand and Thieve’s Tools checks. Additionally, once per day, the gloves can be used to cast the Knock spell, but you can move the pound sound that is created by the spells up to 500 feet away from you.

## Arc X: The King is Dead

### Caryll Runes

**Owner:** Donovan Alaric

**Description:** One of your few souvenirs from your time spent in The Nightmare Plane. At the beginning of each day you can choose one rune to carve on your person. Each rune has its own effect described below. The Rune you choose takes effect immediately unless stated otherwise and lasts until the next day.

Rune Options:

* *Tough Metamorphosis:* Gain Advantage on Strength Saving Throws and Ability Checks
* *Quickened Metamorphosis:* Gain Advantage on Dexterity Saving Throws and Ability Checks
* *Hearty Metamorphosis:* Gain Advantage on Constitution Saving Throws and Ability Checks
* *Learned Metamorphosis:* Gain Advantage on Intelligence Saving Throws and Ability Checks
* *Understanding Metamorphosis:* Gain Advantage on Wisdom Saving Throws and Ability Checks
* *Charming Metamorphosis:* Gain Advantage on Charisma Saving Throws and Ability Checks
* *Arcane Lake:* Gain Resistance to Acid, Cold, Fire, Force, Lightning or Thunder damage. (Choose 3)
* *Divine Lake:* Gain Resistance to Necrotic, Psychic, and Radiant damage
* *Martial Lake:* Gain Resistance to Bludgeoning, Piercing and Slashing damage

### Helping Hand

**Owner:** Lucas Alaric

**Description:** A glove given to you by one of the servants of Dispater as a gift. This glove feels like sandpaper to the touch, and when you touch someone with the glove they must make a DC 15 Wisdom saving throw or become charmed by you. A creature charmed in this way remembers everything they are told, but not that is was you who told them. The glove has 3 charges and when the charges are used up, the glove cannot be used again until the next day.

### Fan of “You Wouldn’t Believe What I Just Heard”

**Owner:** Penny Lovejoy

**Description:** A beautiful fan with your family crest on it. While holding this fan you may flutter the fan near your mouth and say a rumor to your target. The target must make a Wisdom saving throw with a DC = 10 + proficiency bonus + Charisma Modifier. If the target fails they don’t remember who told them the rumor, but take every opportunity to spread the rumor for the next hour. If the target succeeds, they remember you said the rumor, but still spread it for the next hour. The fan starts with 3 charges, which reset at dawn. If the fan ever reaches 0 charges, the user must make a DC 17 Wisdom save or believe every rumor they are told for the next hour.

## Arc XI: Uncover the Upnorth

### Divine Bow

**Owner:** Avriel

**Description:** An Angelic Longbow with an infinite range, which can be charged as an Action, giving you a +3 bonus to Attack and Damage rolls and gaining an extra 3d8 Radiant damage.

### Earthmaul Club

**Owner:** Steer Bulllock

**Description:** A large Stone Greatclub. As an Action, you can send a ball of Fire or Lightning in a straight line. Any creature in its path makes a DC 15 Dexterity Saving Throw, dealing 2d12 Fire or Lightning damage and bouncing off walls. Once it hits three targets, the ball of energy fades away. The club has 4 charges that replenish a Long Rest.

### Phantom Claws

**Owner:** Ghoula G

**Description:** A set of bracelets that enhance your natural claws. As an action, you can use a charge to also take the Dodge Action as part of your Attack. The claws have 3 charges that replenish after a Long Rest. You also regain one charge on a Short Rest.

### Guardian Orbitars

**Owner:** Oswald Q Phennet

**Description:** A small orb paired with 2 shields. When you pick up the orb and have it in your possession, the shield hover within your space. As a Reaction made when you are attacked, you can twist the orb to give yourself a +2 bonus to your Armor Class. As a Reaction when forced to make a Dexterity or Constitution Saving Throw, you can give yourself a +2 bonus to the save. Additionally, as a Bonus Action, you can turn the shields into standing platforms, putting one 5 feet above you, and the second one 10 feet. On each of your turns you can use You Bonus Action to manipulate the shields again.

## Arc XIII: Escaping the Ember Keep

### Hidden Blades of Recovery

**Owner:** Archer Lovejoy

**Description:** Hidden Blades that deal 1d6 Piercing damage on a hit. They are enchanted by the Dinferni to never leave your person. They will return to your person after one minute of they are ever removed. They have been modified to fire the blades and can do so as a Bonus Action on your attack after landing the other attacks during your turn.

### Ring of Shared Trauma

**Owner:** Kendal Inagwyn

**Description:** A much smaller and simpler silver band to replace your old ring. Now, you can twist the ring as an Action, causing all creatures within a 15 foot circle must make a DC 18 Wisdom save or become Frightened of you as you share the true madness in your mind. You can also choose to Charm the creatures as you make them see the world as you do.