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Thunderblade:

Storm Giant Shortsword (Requires attunement)


Medium creatures with STR 18 or greater may wield this 8 long sword with both hands
as though it were a greatsword. This sword deals 2d8 slashing damage and 1d6 lightning
damage. When you score a critical hit, the sword casts Thunderwave at level 1 and is
only sculpted around you, unless you know how to sculpt spells.

Lightning Rod: If you are the target of a spell or weapon that deals lightning damage
that requires you to perform a Dexterity save to avoid the spells effects, you have
disadvantage on the save.

Kapelkes Ring: Fey Ring
Wearer gains +10 movement and +1 to dexterity skill checks and saving throws. Casts
Cure Wounds once per day at a level equal to the wearers level.

Feather Chain Mail: Heavy Armor
AC 16. Does not affect stealth. Wearer takes half damage from falling.

Wearer gains +10 movement and +1 to dexterity skill checks and saving throws.

Wearer gains advantage when targeted by spells cast by druids, fey, and plants.

Bow of Quaal: Fey Longbow
+2 to hit. 2d6+4 to damage. When scoring a critical attack, Slow is cast on the target and
on one other target within 5 of the primary target. The magic of this bow prevents it
from being used to harm Fey.

Spitfire: Light Crossbow (Requires attunement)
+3 to attack. 1d6 piercing damage and 2d8 fire damage.

The Spitfire also has 3 charges that recharge 1 at dawn. As an action, you may spend
one charge and cast Firebolt at 3rd level.

Ring of the Dancing Flame: Ring (Requires attunement)
Fire Shield (warm shield only) is permanently cast on wearer of the ring until the ring is
removed.

Dwarven Axe of Mauling: Dwarven Greataxe (Requires attunement)
+2 to attack. Deals 1d12 slashing and 1d6 bludgeoning damage.

As an action, you may cast Earthquake once a day.

As an action, you may summon an earth elemental to fight for you for 1 hour a day. The
elemental is friendly to you and your companions, and it acts on your turn. You can use
a bonus action to command how the creature moves and what action it takes on its next
turn, or to give it general orders, such as to attack your enemies. In the absence of such
orders, the elemental follows behind you until the hour ends.

Obsidian Plate Armor: Heavy Armor
AC 18. You regain full health on a short rest, however its weight reduces your speed by
5 and you gain -1 to dexterity-based saving throws and skill checks.

Bow of Balladrine: Hobbit Shortbow
This bow is too small for medium creatures to wield effectively. Medium creatures gain -
1 to attack. Small races gain +2 to attack. 1d6 piercing and +4 bludgeoning damage.

4 times a day, instead of dealing damage, you can choose to knock your target prone.
On a successful attack, your target must succeed in a DC16 dexterity saving throw. On a
fail, the target is knocked prone. Critical attacks against medium or smaller targets also
require the target to succeed in a DC16 dexterity save or be knocked prone in addition
to receiving double damage. Critical attacks against larger targets must make this same
save or be knocked prone but do not receive double damage.

Tidalblade: Shortsword (Requires attunement)
+3 to attack. 3d6+2 slashing damage.

As an action, you can cast Tidalwave once a day.

As an action you may summon a water elemental to fight for the user for 1 hour a day.
The elemental is friendly to you and your companions, and it acts on your turn. You can
use a bonus action to command how the creature moves and what action it takes on its
next turn, or to give it general orders, such as to attack your enemies. In the absence of
such orders, the elemental follows behind you until the hour ends.

Blowgun of the Amazons: Blowgun
This blowgun deals 3d8 cold damage and your targets speed is reduced by 10 until your
next turn. Poison cant be applied to this blowguns ammunition.

Guardian Sword: Longsword (Requires attunement)
+2 to hit (+4 if Lawful Good). 1d8 slashing damage.

A lawful good user of this sword strikes with an additional 1d8 radiant damage with
each attack.

Curse: This sword cannot be used for evil. If you are evil and you attune yourself to this
sword, you are cursed. As long as you remain cursed, you are unwilling to part with the
sword, keeping it on your person at all times. While attuned to this weapon, you have
disadvantage on attack rolls made with weapons other than this one.

In addition, whenever you successfully attack an enemy with this sword, the amount of
damage you deal them is also dealt to you as radiant damage and ignores radiant
damage invulnerability and resistance.

Shield of Righteousness: Shield (Requires attunement)
+1 AC. For the lawful good bearer of this shield: Whenever an undead or evil-aligned
creature successfully critical damages you, Fear is cast on that creature (DC= 12+ your
Wisdom or Charisma modifier).

Archon Armor: Plate Armor (Requires attunement)
AC 18. When wearer attacks successfully, the armor makes a separate attack at the
same enemy. The armor has the wearers wisdom modifier added to its attack and
damage rolls. Damage is 3d4 radiant damage (Good-aligned), slashing damage (neutral-
aligned) or necrotic damage (evil-aligned).

For the Good-aligned: Wearer is resistant to necrotic damage, but vulnerable to cold
damage.

For the Evil-aligned: Wearer is resistant to radiant damage, but vulnerable to fire
damage.

Crossbow of Balance: Heavy Crossbow
+2 to attack. 1d10 piercing damage.

For the Good-aligned user: Each successful attack deals 1d4 additional radiant damage.

Bow of Bakal: Elvish Longbow
+3 to attack. 1d8+2 piercing damage. Range: 200/600.

Axe of Chaos: Greataxe (Requires attunement)
Every time this axe is used to attack, roll 1d6. On an even number, user gains +4 to
attack and +8 damage. On an odd number, user gains -4 to attack and -8 damage.

Helm of Asymmetry: Plate helmet (Requires attunement)
When in combat, your AC is equal to the highest AC of the combatants within 20. If you
have the highest AC, all combatants within 20 gain the same AC. These effects cease
when the helmet is removed or the wearer is unconscious or asleep.






Chakram of Entropy: Chakram
1lb. Finesse, light, thrown (range 20/60).

+2 to attack. After making a successful attack roll, roll 1d4+1. The die roll is equal to the
number of chakrams thrown at the target. Each chakram deals 1d4 slashing damage.
The chakram will teleport back to the owners hand after the attack while its copies
disappear.

Soul Stealer: Long sword (Requires attunement)
+2 to hit (+4 if Evil). 1d8 slashing damage.

When you kill a living creature (minimum Intelligence of 9) with this sword, the sword
gains +1 necrotic damage, up to a maximum of +12 necrotic damage. At dawn, the
sword loses its necrotic damage, but it can be regained by killing more creatures.

If the user of this sword casts Detect Evil or Detect Undead, they will only detect this
sword.

Ebony Plate of the Void: Shield (Requires attunement)
+1AC. When you are successfully attacked, the attacker suffers 1d4 necrotic damage.

For evil users only: The attacker suffers 2d4 necrotic damage.

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