Hydrica
Rhythm Maker's Drum
Source: Tasha's Cauldron of EverythingWondrous item, rare (requires attunement by a bard)
While holding this drum, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
A I am so lonely player has disadvantage on Constitution checks and saving throws, and their movement speed decreases by 5 feet.
The DM rolls 1d4 or chooses one of the following depending on the source of this condition. The player gains disadvantage on
- Athletics checks on a 1,
- Acrobatics checks on a 2,
- Stealth on a 3.
- On a 4, the DM rerolls the first d4, as well as an additional d4, following the above rules.
At the end of a long rest, if the item is still not with them, thee player may attempt a DC 12 Constitution saving throw at the end of each long rest, on a failed save they gain a level of exhaustion.
- You have your instrument back and they have apologies for the slight, or
- You are incapacitated
A Twist of Fate.
Hieronymo
Instrument of The Bards - Reapers Drum
Wondrous Item, rare (requires attunement by a bard)An instrument of this type is made mostly of bone, be it laminated or carved, it has 3 small diamonds embedded in it and contains 6 charges. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
Once attuned, the owner innately learns a sorrowful melody that they feel compelled to play every evening at dusk for at least 10 minutes, doing so restores 1d4(+1 if playing for 1 hour or longer) charges but causes 1d6+2 dancing ghostly couples to appear within a 20ft radius of the caster for the duration. the couples are illusory and ignore any attempt at interaction. Once complete the spirits applaud the performance and vanish. If the attuned is unable or unwilling to play for any reason, they takes 2d4(+1 per charge under 6) psychic damage, wherever they are, and lose attunement with the instrument.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until dusk. The spells use your spell-casting ability and spell save DC.
fly, invisibility, levitate, protection from evil and good
In addition, the following spells may may be cast any number of times by expending the required charges.
- 1, 2 or 3 charges, depending on level, healing word or cure wounds
- 2 charges silence or speak with dead
- 3 charges animate dead or mass healing word
- 4 charges revivify(but doing so causes one of the diamonds to turn black and the instrument to permanently loose 1 charge) and dispel magic
A I am so lonely player has disadvantage on Constitution checks and saving throws, and their movement speed decreases by 5 feet.
The DM rolls 1d4 or chooses one of the following depending on the source of this condition. The player gains disadvantage on
- Athletics checks on a 1,
- Acrobatics checks on a 2,
- Stealth on a 3.
- On a 4, the DM rerolls the first d4, as well as an additional d4, following the above rules.
At the end of a long rest, if the item is still not with them, thee player may attempt a DC 12 Constitution saving throw at the end of each long rest, on a failed save they gain a level of exhaustion.
- You have your instrument back and they have apologies for the slight, or
- You are incapacitated
Hell Hound Cloak
This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the Polymorph spell, but you can use a bonus action to revert to your normal form.
The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only Remove Curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.
Hell Hound
- Armor Class 15 (Natural Armor)
- Hit Points 45
- Speed 50 ft.
- STR 17 (+3)
- DEX 12 (+1)
- CON 14 (+2)
- INT 6 (-2)
- WIS 13 (+1)
- CHA 6 (-2)
- Skills Perception +5
- Damage Immunities Fire
- Senses Darkvision 60 Ft., passive Perception 15
- Languages Understands Infernal But Can't Speak It
Traits
- Keen Hearing and Smell: The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Pack Tactics: The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.
- Fire Breath (Recharge 5-6): The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
Wraps of unarmed prowlness
Wondrous Item, varies
While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +1 bonus to the attack and damage rolls of your unarmed strikes
Living Gloves
Wondrous item, uncommon (requires attunement)
These symbiotic gloves — made of thin chitin and sinew — pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin.
While attuned to these gloves, you gain one of the following proficiencies (your choice when you attune to the gloves):
- Sleight of Hand
- Thieves' tools
- One kind of artisan's tools of your choice
- One kind of musical instrument of your choice
When you make an ability check using the chosen proficiency, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Symbiotic Nature. The gloves can't be removed from you while you're attuned to them, and you can't voluntarily end your attunement to them. If you're targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.
Tome of Leadership and Influence
Source: Dungeon Master's Guide
Wondrous item, very rare
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Lemmog
+2 Battle Axe
Tooth of Chaos - Also known as the Slaad’s Last Word.
Wondrous Item, Rare.Special. Attunement to this item can only be achieved by replacing one of the user’s teeth with the wondrous item forever, by forcefully removing it and then jamming it in there. Once integrated, the item can be used without expending attunement slots. The item can then only be removed with the use of a wish spell or other powerful magic. Death also makes the tooth go loose, making its users attractive to bandits and cutthroats. The Tooth of Chaos has three charges and it regains all of them daily at sunrise. Using your bonus action, you may activate it, causing one of the following effects of your choice:
However, whenever you activate this item you must roll on the Wild Magic table (page 104, PH), as the item’s chaotic nature is revealed.
Choose Effects
- You immediately regain 3d8+4 Hit Points, as the healing powers of the Slaad surge through your veins.
- You cast fear (DC 13), as the roar of a frenzied Grey Slaad escapes your throat.
- You gain resistance to acid, cold, fire, lighting and thunder until the beginning of your next turn, as your skins turns grey and rough.
Armor of Safeguarding
Source: Bigby Presents - Glory of the GiantsFull Plate Armor (Heavy), Very Rare (Requires Attunement)
Set in the center of this armor’s chest is a citrine engraved with the shield rune.
While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level.
Invoking the Rune. As an action, you can invoke the armor’s rune to cast the Beacon of Hope spell with it; the spell has a duration of 1 minute and doesn’t require concentration. Once the rune has been invoked, it can’t be invoked again until the next dawn.
Shield of the Forest
- You gain proficiency with shields if you did not have it already. • You can use the shield as a spellcasting focus for your bard spells.
- While holding this shield, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your bard spells.
- You can use your spell save DC as the DC for the shield’s Cymbal Clash property.
The Ring of Want
Artifact (requires attunement)
In the days of an age long forgotten, this ring was used by a monarch to assume complete control over their realm. In an act of desperation, their enemies seized the ring and flung it through time and space with the power of lost magic. Somehow, it found itself in the possession of Rachefus, Queen Madeline’s court wizard, who then gave it to her so that she could pursue her plan to become the true ruler of Richester.
When you attuned to this ring, you must succeed a DC18 Wisdom Saving Throw or take 8d10 Psychic damage and become Lawful Evil or half as much on a successful save.
This does not affect characters that are already Lawful Evil.
While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it.
When all three charges are expended, you cannot use this ability again.
While attuned to this ring, you gain effects of the spell Glibness.
Random Properties.
- 1 minor beneficial property.
- While attuned to the artifact, you gain proficiency in one skill of the DM's choice (Religion).
- 2 minor detrimental properties.
- While attuned to the artifact, you emit a sour stench noticeable from up to 10 feet away.
- While attuned to the artifact, you can't smell.
- 1 major detrimental property.
- When you first attune to the artifact, it gives you a quest determined by the DM (Will work this out as will probably be a hook for Season 3). You must complete this quest as if affected by the Geas spell. Once you complete the quest, you are no longer affected by this property.
Ring of the Reckless
Wondrous item, rare
While wearing this ring, you thrive on the adrenaline brought on by the fear of death and in return it protects you and allows you to fight on through the pain. As long as there are 3 or more hostile creatures within 10 feet of you, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Greataxe of Vengeance
You can use an action to speak a command word and gain resistance to all damage until the start of your next turn as you enter a defensive stance. While in this defensive stance, you absorb some of the kinetic energy of attacks against you. The first time you deal damage with this weapon on your next turn, you unleash this absorbed energy. Add bonus force damage to the attack equal to the amount of damage you have taken from enemies since your last turn (maximum of 20). Once you have used this feature, you can't use it again until the next dawn.
Butcher's Axe
Battleaxe, uncommonThis large cleaver is made of jagged, shredded shards of metal that have been smelted together to form a vicious blade. Once per day, you can use your bonus action to launch an ethereal meat hook at a creature within 30 feet. Make a ranged weapon attack against that creature with a +5 bonus to hit. On a hit, the creature takes 1d8 force damage and must make a DC 13 Strength saving throw. On a failed save, the creature is pulled up to 25 feet towards you in a straight line. On a success, the creature is not moved.
Greataxe of Vengeance and Chaos
Ekham
Eyes of the Eagle
Wondrous Item, uncommon (requires attunement)These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Rod of the Pact Keeper
Rod, uncommon (requires attunement by a warlock)
While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
Elven Chain
Armor (chain shirt), rareYou gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.
Mindguard Crown
Wondrous Item, Very Rare (Requires Attunement)
While you wear this adamantine crown, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.
While you wear this adamantine crown, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.
Song of Odeon
Wondrous item, LegendaryThe Song of Odeon is a parchment bearing a bardic tale of the God of Toil and his underworld. Anyone who is proficient in Performance can recite a verse of the song as an action, granting its effect. The performer can continue to sing as a bonus action for up to 1 minute, repeating the same verse or adding new verses to the song for additional effects. When the song is performed this way, it loses effect until the next dawn.There are different verses available in the song, depending on which choices were made during the bands’ time in Hammertown.
Available verses
Liberator of the Deep. This verse about how Laduguer freed his kin from the mind flayers. While sung, allies within 30 feet of the performer add 1d6 psychic damage to the first melee attack they make each turn. This verse is gained by learning about Laduguer’s past.
King of Stone. This verse is about Laduguer and his never-ending stubbornness. While sung, allies within 30 feet of the performer can’t be knocked down. This verse is gained by meeting Laduguer.
Light and Darkness. This verse is about hope. While sung, allies within 30 feet of the performer can see in magical darkness as if it were dim light. This verse is gained if the characters healed Laduguer’s frozen heart.
Book of Exalted Deeds
Wondrous item, artifact (requires attunement by a creature of good alignment)
The definitive treatise on all that is good in the multiverse, the fabled Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book’s various authors filled the pages with their own vision of true virtue, providing guidance for defeating evil.
The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring light to a darkened world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose.
A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits. Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read from the book takes 24d6 radiant damage. This damage ignores resistance and immunity, and can’t be reduced or avoided by any means. A creature reduced to 0 hit points by this damage disappears in a blinding flash and is destroyed, leaving its possessions behind.
Benefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the book.
Random Properties. The Book of Exalted Deeds has the following random properties:
- 2 minor beneficial properties
- After you spend the requisite amount of time reading and studying the book, you can’t be charmed or frightened.
- After you spend the requisite amount of time reading and studying the book, you gain a +1 bonus to Armor Class.
- 2 major beneficial properties
Increased Wisdom. After you spend the requisite amount of time reading and studying the book, your Wisdom score increases by 2, to a maximum of 24. You can’t gain this benefit from the book more than once.
Enlightened Magic. Once you’ve read and studied the book, any spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher.
Halo. Once you’ve read and studied the book, you gain a protective halo. This halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to interact with good creatures and Charisma (Intimidation) checks made to interact with evil creatures. In addition, fiends and undead within the halo’s bright light make attack rolls against you with disadvantage.
Destroying the Book. It is rumored that the Book of Exalted Deeds can’t be destroyed as long as good exists in the multiverse. However, drowning the book in the River Styx removes all writing and imagery from its pages and renders the book powerless for 1d100 years.
Wondrous item, artifact (requires attunement by a creature of good alignment)
The definitive treatise on all that is good in the multiverse, the fabled Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book’s various authors filled the pages with their own vision of true virtue, providing guidance for defeating evil.
The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring light to a darkened world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose.
A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits. Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read from the book takes 24d6 radiant damage. This damage ignores resistance and immunity, and can’t be reduced or avoided by any means. A creature reduced to 0 hit points by this damage disappears in a blinding flash and is destroyed, leaving its possessions behind.
Benefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the book.
Random Properties. The Book of Exalted Deeds has the following random properties:
- 2 minor beneficial properties
- After you spend the requisite amount of time reading and studying the book, you can’t be charmed or frightened.
- After you spend the requisite amount of time reading and studying the book, you gain a +1 bonus to Armor Class.
- 2 major beneficial properties
Increased Wisdom. After you spend the requisite amount of time reading and studying the book, your Wisdom score increases by 2, to a maximum of 24. You can’t gain this benefit from the book more than once.
Enlightened Magic. Once you’ve read and studied the book, any spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher.
Halo. Once you’ve read and studied the book, you gain a protective halo. This halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to interact with good creatures and Charisma (Intimidation) checks made to interact with evil creatures. In addition, fiends and undead within the halo’s bright light make attack rolls against you with disadvantage.
Destroying the Book. It is rumored that the Book of Exalted Deeds can’t be destroyed as long as good exists in the multiverse. However, drowning the book in the River Styx removes all writing and imagery from its pages and renders the book powerless for 1d100 years.
War Tambourine
Weapon (tambourine), rare (requires attunement)
This tambourine has a steel frame with razor sharp clappers and a drum head magically treated to resist damage. It’s a musical instrument and a +2 magic weapon, which weighs 1 lb and deals 1d4 slashing damage. It has the finesse, light, and thrown (range 20/60) properties.
Parry. When you are hit by an attack, you can use your reaction to add 2 to your AC against that attack.
You can use this ability three times, and regain all expended uses when you finish a long rest.
Spellcasting. You can use the tambourine to cast the following spells without requiring components (spell save DC 16): - cause fear,
- compelled duel,
- heroism, and
- heroes’ feast.
Once you have cast a spell in this way, you can’t cast that spell again until you finish a long rest.
Heroes’ feast can only be cast once every 7 days.
This tambourine has a steel frame with razor sharp clappers and a drum head magically treated to resist damage. It’s a musical instrument and a +2 magic weapon, which weighs 1 lb and deals 1d4 slashing damage. It has the finesse, light, and thrown (range 20/60) properties.
Parry. When you are hit by an attack, you can use your reaction to add 2 to your AC against that attack.
You can use this ability three times, and regain all expended uses when you finish a long rest.
Spellcasting. You can use the tambourine to cast the following spells without requiring components (spell save DC 16):
- cause fear,
- compelled duel,
- heroism, and
- heroes’ feast.
Heroes’ feast can only be cast once every 7 days.
Corset of Chaotic Glamour (Rare)
Description: Enchanted corset that enhances charisma and unpredictability.
· +2 to AC
· Advantage on Charisma saving throws
· Once per day, cast Confusion as an action
Description: Enchanted corset that enhances charisma and unpredictability.
· +2 to AC
· Advantage on Charisma saving throws
· Once per day, cast Confusion as an action
Gribble
Rock God
Wondrous items
By selecting The Guitar of Breaking you find held in its strings an emerald green guitar pick, The Pick of Destiny
Guitar of Breaking
Wondrous item, common (minor)
The Guitar of Breaking looks like a normal guitar, but is actually capable of repairing itself when smashed on the stage after performing. The guitar functions as a greatclub. When you hit with an attack using this guitar, the target is subjected to the thunderous smite spell (DC = 12). The guitar is then smashed into pieces.
If the pieces are kept within 5 feet of each other at the end of an hour after the guitar was smashed, the guitar repairs itself.
The Pick of Destiny
Wondrous item (a pick), rare (requires attunement by a creature proficient in any stringed instrument)
The Pick of Destiny is emerald green guitar pick carved in the shape of a ram’s head. It appears to be carved from a tooth.
Skill Boost. While using this item on a stringed instrument, you gain a +2 bonus to your Charisma (Deception, Performance, and Persuasion) checks.
Sound Mirage. As an action, you may use the pick on a stringed instrument to cast the hallucinatory terrain spell. When you cast the spell in this way, it has a spell save DC of 16. This ability can only be used once, and this pick regains use of this effect at dawn.Rock Off. Every time you enter a bar, tavern, or arena roll 1d100. If you roll a 58, a human commoner with proficiency with a lute will challenge you to a rock off. If you lose, you must do whatever the commoner wishes of you for as long as he wants, you lose the pick, all of your money, and your main instrument. If you win, the commoner does what ever you want for as long as you want.
Slippery Sandals
Also known as Mercury’s Slippers.
Wondrous Item, Uncommon. Requires Attunement.
Origins: A gnome working for the thieves’ guild.
These strangely colourful shoes look out of place most of the time, as if their owner just run away from a circus or a parade. They are covered in exotic plumes and it is said that wearing them grants unnatural speed to the wearer. Many owners find themselves suddenly attracted to running away instead of fighting while wearing these shoes.
As long as you are attuned to these shoes your base walking speed increases by ten feet. You have advantage on all acrobatics checks made to escape a grapple.
Hydrica
Wondrous Item, Uncommon. Requires Attunement.
Origins: A gnome working for the thieves’ guild.
These strangely colourful shoes look out of place most of the time, as if their owner just run away from a circus or a parade. They are covered in exotic plumes and it is said that wearing them grants unnatural speed to the wearer. Many owners find themselves suddenly attracted to running away instead of fighting while wearing these shoes.
As long as you are attuned to these shoes your base walking speed increases by ten feet. You have advantage on all acrobatics checks made to escape a grapple.
Armor of Fire Resistance
You have resistance to fire damage while you wear this armour.
Curse.
This armour is cursed and the wearer is vulnerable to cold damage.
The armour can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armour ends, and it detaches from you (Yes you will end up naked!).
Robe of Useful Items
Wondrous item, uncommon
This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
- Dagger
- Bullseye lantern (filled and lit)
- Steel mirror
- 10-foot pole
- Hempen rope (50 feet, coiled)
- Sack
In addition one each of the following patches:
- Iron door (up to 10 feet wide and 10 feet high , barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
- 2 mastiffs (see the Monster Manual for statistics)
- Wooden ladder (24 feet long)
- Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
- Bag of 100 gp
- 4 potions of healing
This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
- Dagger
- Bullseye lantern (filled and lit)
- Steel mirror
- 10-foot pole
- Hempen rope (50 feet, coiled)
- Sack
- Iron door (up to 10 feet wide and 10 feet high , barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
- 2 mastiffs (see the Monster Manual for statistics)
- Wooden ladder (24 feet long)
- Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
- Bag of 100 gp
- 4 potions of healing
Netherworld Wand
Wand, rareA wand circled by black and white stripes with a red tip that was once owned by Chitinguts. The wand holds 6 charges and regains 1d3 charges each nightfall. While holding it, you can use an action to cast the fear spell from it by expending one charge. You can also use an action and expend two charges to transform the wand into either a snake or a giant constrictor snake that follows your mental commands. It transforms back into a wand after 1 hour or until you use a bonus action to end it early.
Constrictor Snake
Large Beast, Unaligned
Armor Class 12
Hit Points 13
Speed 30 ft., swim 30 ft.
STR 15 (+2)
DEX 14 (+2)
CON 12 (+1)
INT 1 (-5)
WIS 10 (+0)
CHA 3 (-4)
Senses Blindsight 10 ft., Passive Perception 10
Languages --
Challenge 1/4
Proficiency Bonus +2
Armor Class 12
Hit Points 13
Speed 30 ft., swim 30 ft.
STR 15 (+2)
DEX 14 (+2)
CON 12 (+1)
INT 1 (-5)
WIS 10 (+0)
CHA 3 (-4)
Senses Blindsight 10 ft., Passive Perception 10
Languages --
Challenge 1/4
Proficiency Bonus +2
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Giant Constrictor Snake
Huge Beast, Unaligned
Armor Class 12
Hit Points 60
Speed 30 ft., swim 30 ft.
STR 19 (+4)
DEX 14 (+2)
CON 12 (+1)
INT 1 (-5)
WIS 10 (+0)
CHA 3 (-4)
Skills Perception +2
Senses Blindsight 10 ft., Passive Perception 12
Languages --
Challenge 2
Proficiency Bonus +2
Armor Class 12
Hit Points 60
Speed 30 ft., swim 30 ft.
STR 19 (+4)
DEX 14 (+2)
CON 12 (+1)
INT 1 (-5)
WIS 10 (+0)
CHA 3 (-4)
Skills Perception +2
Senses Blindsight 10 ft., Passive Perception 12
Languages --
Challenge 2
Proficiency Bonus +2
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Bo
Reforged Glamoured Studded Leather
This Armour was reforged by the artisans of Hawksmoor Manor, incorporating Feywild and Shadowfell planar energy into the studs that adorn the leather. This has given it the following enchantments:
Eyes of the Night: The Wearer of this Armour can see through the deepest gloom. You have darkvision out to a range of 150 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
Seeing Double: The armour projects illusions at random when enemies are within 10 feet of you, making you harder to see properly and predict. Melee attacks against you from within this range have disadvantage to hit.
Illusory Guise: While wearing this armor, you gain a +3 bonus to Armor Class and a +1 bonus to Saving Throws. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.
Fey Resonance: The armor subtly shifts in colour and pattern with your emotional state or performance, glowing brighter during moments of intensity, music, or magic.
Studded Cendrianne Ukelele
Wondrous item, rare (requires Attunement)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. While only seven types of these instruments are recognised to exist, each named after a legendary bard college, an eighth was created for the Bard College at the city of Cendriane, which was tragically destroyed when the city was sacked during the Eladrin/Drow war, along with the entire Feydark city. As such, the Cendriane Ukulele is considered, at least by some, to be the Eighth Instrument of the Bards, and each is considered one of the last surviving parts of Cendriane culture.
A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 4d4 psychic damage.
You can use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Greater Invisibility, Wall of Thorns, Pass without Trace, Mass Cure Wounds. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
This instrument was modified by a master Arcanist to include magically enchanted studs, each enhanced with wild magic. On a successful hit, the instrument releases a small wild magic surge into the target. Studies have also shown that there is a psychological injury to being hit with a ukuleleBroom of flying
Wondrous item, uncommon
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
Studded Cendrianne Ukelele
Wondrous item, rare (requires Attunement)Broom of flying
Wondrous item, uncommon
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
Slippers of spider climbing
Wondrous item, uncommon (requires attunement)
Instrument of illusions
Wondrous item, common (requires attunement)
While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.
While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.
Flint Keith
Dancer’s Razor-Ribbons
Ioun Stone of Mastery
Wondrous Item, legendary (requires attunement)An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Mastery. Your proficiency bonus increases by 1 while this pale green prism orbits your head.
Boots of Musical Movement
Other Items
Wolf tattoo
Mark of the Archer (or Crossbowman)
Hawk Lock Tattoo
- As a bonus action, you can empower the tattoo for 1 minute, causing the tattoo to shift down from your scalp and form a mask around your eyes, absorbing glare.
- For the duration, your vision is enhanced, granting you bonuses on ranged attacks against targets at least 20 feet away. While you are in bright light, you gain +1 to attack and damage rolls.
- While in dim light you gain +1 to attack rolls.
- At the end of the duration, the tattoo returns to your scalp.
Wand of pyrotechnics
Wand, commonThis wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a Point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
The wand regains 1d6 +1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. This item is found in the Xanathar’s Guide to Everything.
This wand is adorned with silver sparkles and red and gold stripes. Each burst of light is a paean to botanical beauty; choose from a peony, chrysanthemum, or willow formation every time the wand is used.
Additionally, this wand is unbreakable. Special means must be used to destroy it. This is a minor property from the What Minor Property Does It Have? Table in page 143 in the Dungeon Masters Guide.
Pearl of power
Wondrous Item, uncommon (requires attunement by a Spellcaster)While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can’t be used again until the next dawn. This item is found in the Dungeon
Master’s Guide.
This pearl fits snugly in the palm of your hand. As you attune to the pearl, it gives off a warm honey-colored glow.
You feel safe holding it; the pearl pulses staccato-like in times of danger, granting you a +2 bonus to initiative if you are not incapacitated. This is a minor property from the What Minor Property Does It Have? Table in page 143 in the Dungeon Master’s Guide. When not in use, it sits inside a little obsidian-black box lined with deep purple velvet.
Oil of slipperiness
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
The label on the container states that the oil is “100% organic.”
Potion of fire breath
Potion, uncommonAfter drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.
This potion’s orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Spell scroll of calm emotions
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Composer’s Pitch Pipe
Wondrous Item, Very Rare (Requires Attunement)Harmonious. Attuning to this item takes only 1 minute.
A pitch pipe in the shape of a metal pocket watch that was worn by King Richmond. On the face of the pitch pipe are fourteen tones for a musical scale, starting at C and ending at B. When in use, the tones on the face of the pipe glow with magical light.
The pitch pipe has 4 charges and regains 1d4 charges at dawn. You can expend a charge to use one of the following properties:
- Key of Strength. A deep, fortifying note emanates from the pitch pipe. As an action, up to three target creatures that you can see within 30ft. become suffused with strength, granting them +1 to AC and 4 temporary Hit Points.
- Key of Glory. A winding, melodious note emanates from the pitch pipe. As an action, one target you can see within 30ft makes a DC 14 Wisdom saving throw or becomes Charmed for 8 hours. While charmed this creature regards you as an honored guest and is willing to offer you shelter, food, or minor financial assistance. On a successful save, the target is aware that you tried to affect them with magic.
- Key of Contemplation. A long, low note emanates from the pitch pipe. As an action, you benefit from the effects of See Invisibility for one minute.
- Key of Bravery. A loud, brassy note emanates from the pitch pipe. As a reaction when an ally is attacked with a melee attack within 15ft. of you, the attacking creature rolls with disadvantage. Additionally, the next attack roll against that creature is made at advantage.
- Key of Benediction. A sweet, soothing note emanates from the pitch pipe. As an action, you cast Unseen Servant from the pitch pipe.
- Key of Grace. A hopeful, calming note emanates from the pitch pipe. As an action, up to two target creatures you touch regain 2d8 hit points. If the targets were frightened, that condition ends.
Homing Whistle of the Lyric Grove
Pipes of Haunting
Wondrous Item, uncommonYou must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Vicious Ax of the Dwarvish Lords
This is a simple Magical Ax. When you score a critical hit, deal an extra 7 damage.Plus 1 to hit (not damage)
Wand of the War Mage
Wand, varies (requires attunement by a Spellcaster)While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.
Staff of Distortion
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)- blur (2 charges),
- mirror image (2 charges),
- haste (3 charges),
- slow (3 charges).
Overgrowth Armor
Light or medium armor, rare (requires attunement)This armor is covered in rough bark and wrapped in thick roots. You can use an action to speak a command word and cause roots surrounding this armor to implant themselves in the ground around you for up to 1 minute. This ability only works if used outdoors or if the floor is made of a soft material. You can end this rooted status as a bonus action on any subsequent turn. Once this feature has been used, it cannot be used again until the next dawn.
While rooted you gain the following traits:
- You are considered grappled and cannot be moved against your will.
- Your AC can't be less than 16.
- At the start of your turn, as long as you have at least 1 hit point, you regain 1d4 hit points.
Fisherman’s Quarterstaff
Quarterstaff, very rare (requires attunement)You gain a +2 bonus to attack and damage rolls made with this magic weapon. As a bonus action, you can transform this weapon into a fishing rod or back into a quarterstaff. While in its fishing rod mode, this weapon loses its +2 bonus to attack and damage rolls, but gains access to a few additional properties. When one of these properties is used, it can’t be used again until the next dawn.
Net. You can use an action to conjure a large net over a 10 foot square area within 30 feet. Each creatures within this area must succeed on a DC 17 Dexterity saving throw or be trapped under the net. A trapped creature is considered restrained. This net has no effect on creatures that are Huge or larger. A creature can use its action to make a DC 17 Strength check, freeing itself or another creature within its reach on a success. Dealing 15 slashing damage to the net (AC 10) also frees a creature and destroys the net.
Fish. Whenever you hit a creature with the fishing rod, you can use your bonus action to attempt to curse its weapon. That creature must succeed on a DC 17 Charisma saving throw or have its weapon transformed into a fish of appropriate size until the end of its next turn. While the creature’s weapon is a fish, it deals 1d4 + Strength modifier bludgeoning damage and is not considered magical for the purpose of overcoming resistances.
Hook. You can use your action to launch a large hook attached to a powerful fishing line at a creature within 30 feet. Make an attack roll against the creature with a +10 bonus to hit. On a hit, the creature takes 1d8 piercing damage and becomes impaled by the hook. It remains hooked until a creature uses its action to remove the hook or cut the line, or until you transform your weapon back into a quarterstaff. While you have a creature hooked, it cannot move more than 30 feet away from you and you can use your bonus action to try to pull it 10 feet closer to you. The creature must make a Strength saving throw versus against 8 + your Strength modifier + your proficiency bonus, being pulled on a failed save.
The Blade of Nerastrim
a +1 Longsword.Old Members
Yomi
The Pale Violin
The Pale Violin appears to be made of polished white wood and sounds eerie the longer you listen to it. However, upon first becoming attuned, or using a spell such as identify, you will find out it is really in fact, a horrific, practically insectile creature, bloated with the blood of those it has consumed. The secret to its power is a sliver of power from an ancient being (DM discretion, default is Hastur (The King in Yellow). If a spell such as detect evil and good is cast, the violin will be identified as evil. This item has 10 charges and it regains 1d6 + 2 expended charges daily at dawn.
Mind Pierce. As an action, the violin can be played and it reaches into the minds of those its wielder determines to be enemies within 30 feet of the user. Each target within range must make a DC 19 Intelligence saving throw. On a failed save, the targets take 6d10 psychic damage. On a successful save, they take half as much. This effect may be used 3 times, and this item regains all expended uses at dawn.
Soul Absorption. Whenever you kill a non-undead, non-construct creature, you may absorb their soul into the violin which gives you a burst of energy. You gain a number of temporary hit points equal to the CR or level of the creature (minimum of one).
Spells. While holding the item, you can use an action to expend some of its charges to cast one of the following spells from it. Spells cast this way have a spell save DC of 19. Confusion (4 charges), dream (5 charges), feeblemind (8 charges), hypnotic pattern (3 charges), phantasmal force (2 charges), phantasmal killer (4 charges), or power word kill (9 charges).
Gloves of the Hermit
Wondrous item, uncommon (requires attunement)
While attuned to these gloves crafted of raw animal hide, you gain proficiency in Survival. If you are already proficient, you gain expertise. Additionally, you can use your bonus action to conjure a swarm of small woodland creatures such as squirrels, ferrets, or mice for one minute. These creatures follow you and attack your targets. Whenever you take the attack action on your turn, make an additional attack with a +4 bonus to the attack roll. On a hit, the target takes 1d4 + 1 piercing damage from the creatures as they bite relentlessly. After one minute these summoned creatures disappear. Once you have used this feature, it can’t be used again until the next dawn.
While attuned to these gloves crafted of raw animal hide, you gain proficiency in Survival. If you are already proficient, you gain expertise.
Cloak of the Renowned Champion
Wondrous item, rare (requires attunement)This tattered cloak is beautifully crafted, but has become tattered from years of use in battle being passed on from hero to hero. You gain a +1 bonus to your AC while wearing this cloak. You can use your reaction to add your Charisma modifier to the saving throw of an ally within 90 feet that can hear you. Once you have used this feature, you can't do so again until you finish a short or long rest.
Book of Vile Darkness
Wondrous item, artifact (requires attunement)
The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil's thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to even glimpse the scrawled pages invites madness.
Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every example of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs.
Other practitioners of evil have held the book and added their own input to its catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn. or covered so completely with ink, blood, and scratches that the original text can't be divined.
Nature can't abide the book's presence. Ordinary plants wither in its presence, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough.
A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify the book's contents, provided that those modifications advance evil and expand the lore already contained within.
Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature's alignment changes to neutral evil.
The Book of Vile Darkness remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears. If you die while attuned to the book, an entity of great evil claims your soul. You can't be restored to life by any means while your soul remains imprisoned.
Random Properties. The Book of Vile Darkness has the following random properties:
- 3 minor beneficial properties
- While attuned to the artifact, you are immune to disease.
- While attuned to the artifact, you can't be charmed or frightened.
- While attuned to the artifact, you gain a +1 bonus to Armor Class.
- 1 major beneficial property
- While attuned to the artifact, you regain 1d6 hit points at the start of your turn if you have at least 1 hit point.
- 3 minor detrimental properties
- While attuned to the artifact, you are deafened when you are more than 10 feet away from it.
- While attuned to the artifact, you are blinded when you are more than 10 feet away from it.
- While attuned to the artifact, your weight drops by 1d4 x 5 pounds.
- 2 major detrimental properties
- Before using one of the artifact's properties as an action, you must use a bonus action to draw blood, either from yourself or from a willing or incapacitated creature within your reach, using a piercing or slashing melee weapon. The subject takes 1d4 damage of the appropriate type.
- When you become attuned to the artifact, there is a 10 percent chance that you attract the attention of a god that sends an avatar to wrest the artifact from you. The avatar has the same alignment as its creator and the statistics of an Empyrean (see the Monster Manual). Once it obtains the artifact, the avatar vanishes.
Adjusted Ability Scores. After you spend the requisite amount of time reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can't adjust your ability scores again.
Mark of Darkness. After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. An evil rune might appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma (Persuasion) checks made to interact with evil creatures and Charisma (Intimidation) checks made to interact with non-evil creatures.
Command Evil. While you are attuned to the book and holding it, you can use an action to cast the Dominate Monster spell on an evil target (save DC 18). You can't use this property again until the next dawn.
Dark Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check.
Dark Speech. While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite word from its pages in a foul language known as Dark Speech. Each time you do so, you take 1d12 psychic damage, and each non-evil creature within 15 feet of you takes 3d6 psychic damage.
Destroying the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome.
If a solar tears the book in two, the book is destroyed for 1d100 years, after which it reforms in some dark corner of the multiverse.
A creature attuned to the book for one hundred years can unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a blinding flash of radiance. However, as long as evil exists in the multiverse, the book reforms 1d10 x 100 years later.
If all evil in the multiverse is wiped out, the book turns to dust and is forever destroyed.
Wondrous item, artifact (requires attunement)
The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil's thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to even glimpse the scrawled pages invites madness.
Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every example of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs.
Other practitioners of evil have held the book and added their own input to its catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn. or covered so completely with ink, blood, and scratches that the original text can't be divined.
Nature can't abide the book's presence. Ordinary plants wither in its presence, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough.
A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify the book's contents, provided that those modifications advance evil and expand the lore already contained within.
Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature's alignment changes to neutral evil.
The Book of Vile Darkness remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears. If you die while attuned to the book, an entity of great evil claims your soul. You can't be restored to life by any means while your soul remains imprisoned.
Random Properties. The Book of Vile Darkness has the following random properties:
- 3 minor beneficial properties
- While attuned to the artifact, you are immune to disease.
- While attuned to the artifact, you can't be charmed or frightened.
- While attuned to the artifact, you gain a +1 bonus to Armor Class.
- 1 major beneficial property
- While attuned to the artifact, you regain 1d6 hit points at the start of your turn if you have at least 1 hit point.
- 3 minor detrimental properties
- While attuned to the artifact, you are deafened when you are more than 10 feet away from it.
- While attuned to the artifact, you are blinded when you are more than 10 feet away from it.
- While attuned to the artifact, your weight drops by 1d4 x 5 pounds.
- 2 major detrimental properties
- Before using one of the artifact's properties as an action, you must use a bonus action to draw blood, either from yourself or from a willing or incapacitated creature within your reach, using a piercing or slashing melee weapon. The subject takes 1d4 damage of the appropriate type.
- When you become attuned to the artifact, there is a 10 percent chance that you attract the attention of a god that sends an avatar to wrest the artifact from you. The avatar has the same alignment as its creator and the statistics of an Empyrean (see the Monster Manual). Once it obtains the artifact, the avatar vanishes.
Mark of Darkness. After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. An evil rune might appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma (Persuasion) checks made to interact with evil creatures and Charisma (Intimidation) checks made to interact with non-evil creatures.
Command Evil. While you are attuned to the book and holding it, you can use an action to cast the Dominate Monster spell on an evil target (save DC 18). You can't use this property again until the next dawn.
Dark Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check.
Dark Speech. While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite word from its pages in a foul language known as Dark Speech. Each time you do so, you take 1d12 psychic damage, and each non-evil creature within 15 feet of you takes 3d6 psychic damage.
Destroying the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome.
If a solar tears the book in two, the book is destroyed for 1d100 years, after which it reforms in some dark corner of the multiverse.
A creature attuned to the book for one hundred years can unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a blinding flash of radiance. However, as long as evil exists in the multiverse, the book reforms 1d10 x 100 years later.
If all evil in the multiverse is wiped out, the book turns to dust and is forever destroyed.
Silme
Instrument of The Bards - Reapers Flute
Wondrous Item, rare (requires attunement by a bard)An instrument of this type is made mostly of bone, be it laminated or carved, it has 3 small diamonds embedded in it and contains 6 charges. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
Once attuned, the owner innately learns a sorrowful melody that they feel compelled to play every evening at dusk for at least 10 minutes, doing so restores 1d4(+1 if playing for 1 hour or longer) charges but causes 1d6+2 dancing ghostly couples to appear within a 20ft radius of the caster for the duration. the couples are illusory and ignore any attempt at interaction. Once complete the spirits applaud the performance and vanish. If the attuned is unable or unwilling to play for any reason, they takes 2d4(+1 per charge under 6) psychic damage, wherever they are, and lose attunement with the instrument.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until dusk. The spells use your spell-casting ability and spell save DC.
fly, invisibility, levitate, protection from evil and good
In addition, the following spells may may be cast any number of times by expending the required charges.
- 1, 2 or 3 charges, depending on level, healing word or cure wounds
- 2 charges silence or speak with dead
- 3 charges animate dead or mass healing word
- 4 charges revivify (but doing so causes one of the diamonds to turn black and the instrument to permanently loose 1 charge) and dispel magic
Robe of the Archmagi - White
Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created.
- A white robe was made for good.
- A Gray for neutral, and
- A Black for evil.
You can't attune to a robe of the archmagi that doesn't correspond to your alignment.
You gain these benefits while wearing the robe:
- If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
- You have advantage on saving throws against spells and other magical effects.
- Your spell save DC and spell attack bonus each increase by 2.
- A white robe was made for good.
- A Gray for neutral, and
- A Black for evil.
You gain these benefits while wearing the robe:
- If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
- You have advantage on saving throws against spells and other magical effects.
- Your spell save DC and spell attack bonus each increase by 2.
Clodagh
Living Dress of Scintillating Colors
This dress is formed from black chitin, beneath which veins pulse and red sinews glisten
To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
This dress has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the dress sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the dress's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
The dress requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the dress (round up) or take 1 level of exhaustion.
Horrid Mouth Harp
Wondrous item, rare (requires Attunement)This instrument of discord is absolutely horrible. Simply the worst. The sound of its horrid tune can fill any who hear it with dread.
Wicked Tune. This magical instrument has 10 charges. As a reaction to a creature within 30 feet of you making an ability check, attack roll, or saving throw and before the results of the roll have been announced, you may expend a charge to impose disadvantage on that roll.
A I am so lonely player has disadvantage on Constitution checks and saving throws, and their movement speed decreases by 5 feet.
The DM rolls 1d4 or chooses one of the following depending on the source of this condition. The player gains disadvantage on
- Athletics checks on a 1,
- Acrobatics checks on a 2,
- Stealth on a 3.
- On a 4, the DM rerolls the first d4, as well as an additional d4, following the above rules.
At the end of a long rest, if the item is still not with them, thee player may attempt a DC 12 Constitution saving throw at the end of each long rest, on a failed save they gain a level of exhaustion.
- You have your instrument back and they have apologies for the slight, or
- You are incapacitated
Bardo
Living Armor
This armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
The armour requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armour (round up) or take 1 level of exhaustion.
Instrument of the Bards - Cli lyre
Wondrous item, rare (requires attunement by a bard)An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, Wind Wall
A I am so lonely player has disadvantage on Constitution checks and saving throws, and their movement speed decreases by 5 feet.
The DM rolls 1d4 or chooses one of the following depending on the source of this condition. The player gains disadvantage on
- Athletics checks on a 1,
- Acrobatics checks on a 2,
- Stealth on a 3.
- On a 4, the DM rerolls the first d4, as well as an additional d4, following the above rules.
At the end of a long rest, if the item is still not with them, thee player may attempt a DC 12 Constitution saving throw at the end of each long rest, on a failed save they gain a level of exhaustion.
- You have your instrument back and they have apologies for the slight, or
- You are incapacitated
Xlixi
Ruidium Armour
This magic armour has a dull, rusty color or has veins of ruidium running through it. While you wear this armour, you gain the following benefits:
You have resistance to psychic damage.
You can breathe water.
You gain a swimming speed equal to your walking speed.
If Ruidium Is Destroyed.
If the Apotheon is killed or redeemed, all of the ruidium in Exandria is destroyed instantly, and Ruidium Armor becomes +1 Armor.
The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you (Yes you will end up naked!).
Instrument of the Bards - Death's Lyre
Wondrous item, very rare (requires attunement by a bard)Death's Cords. This instrument has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at midnight. If you expend the last charge, roll a d20. On a 1, the instrument becaumes a nonmagical lyre, on a 20 it regains all charges.
While playing this instrument, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell attack bonus and save DC: chill touch (1 charge), cause fear (1 charge) ray of enfeeblement (2 charges), blindness/deafness (2 charges), bestow curse (3 charges), or animate dead (3 charges).
A I am so lonely player has disadvantage on Constitution checks and saving throws, and their movement speed decreases by 5 feet.
The DM rolls 1d4 or chooses one of the following depending on the source of this condition. The player gains disadvantage on
- Athletics checks on a 1,
- Acrobatics checks on a 2,
- Stealth on a 3.
- On a 4, the DM rerolls the first d4, as well as an additional d4, following the above rules.
At the end of a long rest, if the item is still not with them, thee player may attempt a DC 12 Constitution saving throw at the end of each long rest, on a failed save they gain a level of exhaustion.
- You have your instrument back and they have apologies for the slight, or
- You are incapacitated
Grey Bag of Tricks
Sister
Armor Of Weightlessness
This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges).
This armor regains 1d4 + 1 expended charges daily at dawn.
Immith Chargoba
Horn of Conjuration - Gregg’s bugle
Wondrous item, uncommon (requires attunement by a creature proficient with a wind instrument)A horn of conjuring is a powerful magical horn, superior to an ordinary horn in every way.
The horn can be used as a spellcasting focus.
You can use an action to play the horn and cast one of its spells. Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Your spellcasting ability is Charisma if you don’t already have one.
You can play the horn while casting a spell that causes any of its targets to be deafened on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a verbal or a material component.
Spells: find steed, sending, thunderwave, create food and water (sausage rolls and tea only), summon shadowspawn
Hunter's Coat
Armor (leather), very rare (requires attunement)You gain a +1 bonus to AC while wearing this armor.
The coat has 3 charges. When you hit a creature with an attack and that creature doesn't have all its hit points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The coat regains 1d3 expended charges daily at dawn.
Comments
Post a Comment