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Magic Items Volume One

Items for Sorcerers, Warlocks and Wizards


Made For Dungeons and Dragons Fifth Edition

A Free Fan-Made Supplement


Version 7.0
By lratemollusk

Credits Contact Information


Based on the original D&D game created by: Email: lratemollusk@gmail.com
E. Gary Gygax and Dave Arneson
with Brian Blume, Rob Kuntz, James Ward, and Don Kaye. Skype: Trilbystarcraft
Supplement Desig n er: lratemollusk. Reddit: Iratemollusk
ProofReader/ Test Dummy: james/Undeadastronaut. Feel free to Email or PM m e for anything
Art: T/1e gnome is from the official Wizards Of The Coast you need. or add me on s kype if you jus t
Website under the Players handbook Art gallery listed as want to chat about TTRPGs and how they
"Race: Gnome" the page base for the items is taken from are the coolest thing in the multiverse.
the free handout '·Player's Companion" and slightly
modified.
S pecial Mention To: The Reddit user Smyris for his
Monster Manual post for inspiring me to mimic the official
artsty/e instead ofjust posting a text wall. as well as for
releasing his monster manual art resources which came
in handy. Thanks to my weekly Se players Blade. C/iris.
James and Max for putting up with all my shit.

This is a free supple ment by lrare moJlusk. If someone is charging for it you got ripped off.
Section 1: Wands
Items are NOT in Alphabetical Order following spells from it:
light (1 charge) or Dayhght (4 charges)
Wand Of Shadows The Wand regains ld4+1 charges daily at dawn.
Wand, legendary (Requires attunement by c1 Warlock)
You gain a +3 bonus to spell attack rolls made with this Wand of The Illusionist
magic Wand. To attune to this wand, the Warlock needs to Wand, rare (Requires c?ttunement by a Sorcerer, Warlock or
completely submerge it in their own blood for 24 hours. Wizard)
You must be attuned to this wand to use it. This Wand has 8 This wand has 7 cha1ges. You must be attuned to this wand
charges. While holding it, you can use an action to expend 1 to use it. While holding it, you can use an action to expend 1
charge to cast the Darkness spell. You can also use an action or more of its charges to cast one of the following spells from
to expend 1 charge and conjure a subservient shadow it, using your spell save DC: Minor !!fusion(! charge). Color
(CR 1/ 2). See the monster manual for the creature's Spray (1 Charge). !lluso1y Scnpr (1 charge). Disguise Self
statistics. The Shadow is friendly to you and your (2 charges). f(ypnotic Pattem (4 charges)
companions, and it acts on your turn. You can use a bonus The Wand regains 1d4+1 charges daily at dawn.
action to command how the creature moves and what action
it takes on its turn or to give it general orders such as to Wand of Divination
attack your enemies. Any shadows you conjure disappear in Wand, rare
unison one hour after the first s hadow you conjured This wand has 5 charges. While holding it, you can use an
appeared. Th e Wand regains 1d6+2 charges daily at action to expend 1 or more of its charges to cast one of the
midnight. following spells from it: Cla1iv oyance (2 charges) or SC1yli1g
(5 c/wgcs) The Wand regains 1d6+1 charges daily at dawn.
Wand Of Utility If you expend the last charge, roll 1 d20, on a 1 the wand loses
Wand, uncommon its magic and is rendered useless.
Th e Wand has 7 charges. While holding it, you can use an
action to expend 1 or more of its charges to cast one of the Wand of Brimstone
following spells from it: Create Bonfire (1 charge). Dancing Wand, very rare (Reqwi·es attunem ent by c1 Druid, Sorcerer,
light(! charge). Mending(! charge). Prest1digation Wc1!iock or Wizard)
(1 charge). Alann (2 charges). Arcane l ock (J charges) You have resistance to Fire Damage while holding this wand.
Th e Wand regains 1d6+1 charges daily at dawn. You must be attuned to this wand to use it. This wand has 10
charges. While holding it, you can use an action to expend 1
Wand Ofldentincation or more of its charges to cast one of the following spells from
Wand, rare it, using your spell save DC: Bunnilg Hands(! cha1"{je). Create
This wand has 3 charges. While holding it, you can use an Bonfire (1 cha1ge). Agannazer's Scorcher (2 cha1ges). Me/f's
action to expend 1 charge to cast the Identify spell from it. Mliwte Meteors (J charges). Flieba/I (J cha1ges). Vflal/ of Flame
Th e wand regains 1d3 charge daily at dawn. (4 c/1arges)
The Wand regains 1d6+4 charges daily at dawn. Ifyou
Wand of Basic Spell Storing expend the last charge, roll ld20, on a 1 the wand loses its
Wand, uncommon magic and is rendered useless.
This wand stores s pells cast into it, holding them until the
wielder uses them. Th e Wand can s tore up to 3 levels worth Wand of The Four Elements
of spells at a time. Any creature can cast a spell of 1st Vfland, very rare (Reqwi·es attunement by a Sorcerer, Warlock
through 3rd level into the wand by touching the wand as the or WiZc?rd}
spell is cast. The spell has no effect, other than to be stored You gain a +2 bonus to spell attack rolls and made with this
in the wand. If the wand can't hold the spell, the spell is magic Wand. This wand has 4 charges. While holding it, you
expended without e ffect. The level of the slot used to cast the can use an action to expend 1 or more of its charge s to cast
s pell determines how much space it uses. While wielding this one of the following spells from it, using your spell save DC:
wand, you can cast any spell stored in it. Th e spell uses the Agannazer's Scorc/1er (! c!wge). Dusr Devil (1 cha1ge).
slot level, spell save DC, spell attack bonus, and spellcasting Maxlimllian's Ea11hen Grasp (1 cha1ge). Snilloc's Snowball
ability modifier of the original caster, but is otherwise treated Swann(! cha1ge)
as ifyou cast the spell. The spell cast from the wand is no The Wand regains its charges daily at dawn.
longer stored in it, freeing up space.
Wand of Tundra
Wand of Major Spell Storing Wcwd, very rare (Reqwi·es attunem ent by c1 Druid, Sorcerer,
Wcwd, very rare (Requires c?f/unement) Wc1rlock or WiZc?rd}
This wand stores spells cast into it, holding them until the You have resistance to Cold Damage while holding this wand.
wielder uses them. You must be attuned to this wand to use it. You must be attuned to this wand to use it. This wand has 10
The Wand can store up to 7 levels worth of spells at a time. charges. While holding it, you can use an action to expend 1
Any creature can cast a spell of 1st through 7th le vel into or more of its charges to cast one of the following spells from
the wand by touching the wand as the spell is cast. The it, using your spell save DC: Fog Cloud ( I cha1ge), fee Kmfe
spell has no e ffect, other than to be stored in the wand. If the (1 charge). Sm/foe's Snowball Swarm (2 cha1ges). fee Storm
wand can't hold the spell, the spell is expended without effect. (4 charges). Vflall Of fee (4 charges). Cone OfCold (5 charges)
The level of the slot used to cast the spell determines how The Wand regains 1d6+4 charges daily at dawn. Ifyou
much space it uses. While wielding this wand, you can cast expe nd the last charge, roll 1d20, on a 1 the wand loses its
any spell stored in it. The spell uses the slot level, spell save magic and is rendered useless.
DC, spell attack bonus, and spellcasting ability modifier of
the original caster, but is otherwise treated as ifyou cast the Wand Of The Archwitch
spell. The spell cast from the wand is no longer stored in it, Wcwd, legendary (Requires attunem ent by a female Sorcere1;
freeing up space. Wc1rlock or lf1izc1rd)
You gain a +3 bonus to your spell attack rolls and spell save
DC on spells cast with this magic Wand. As an action you can
Wand of Illumination cause fou r 5 foot Jong spiked tentacles to sprout from the tip
Wand, rare of the wand and attack a creature you can see within 5 ft.
This wand has 5 charges. While holding it, you can use an Each tentacle makes a m elee attack roll with a bonus of +8.
action to expend 1 or more of its charges to cast one of the On a hit the tentacle deals 1d6 piercing damage and the

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target must make a Constitution save at your DC. On a failure The Blood Twig
the creature takes 2d6 poison damage, or half on a success. Wcwd, c1rtitact (Requires attunement by c? W!'Zc?rt:O
This Wand has 20 charges. While holding it you can use an This wand looks like a mere twig from a tree roughly eight
action lo expend 1 or more charges to cast one of the inches in length that has been broken off and soaked in blood
following spells from it:
to cause its bark to take on a slight red hue. Despite how
Fog Cloud (!charge). Ray ofSickness(! charge). W!'rch bolt simple it appears those that gaze upon it cannot help but feel
(J charge) Spider C/Jinb (2 charges). Web (2 charges) a unexplainable sense of dread, as though they can feel the
Counterspell (3 charges). Blight. (4 charges). PoJ.ymo1ph dark magics that swell within it just waiting to be unleashed
(4 charges). insect Plague (5 charges) by the right hands. The archmage Edmund Fensworth was
The Wand regains ld8 charges daily at dawn. taking part in desperate experimentation to create new
weapons o f warfare in an attempt to save his nation, almost
The Wand Of Mudas all o f which involved obtaining power by utilizing the souls of
Wand, artifact (Requires c?ttunement by a Sorcerer or 111i'iz.1rt:O humanoids killed during the seemingly endless war that had
This ridiculous looking wand is cove red in an inte rlocked engulfed his home. Th ese expe riments produced several
fabulous pink and dark blue stripe pattern that wraps around doze n elite weapons of war; one of which was an unassuming
the fourteen itches o f it's shaft, breaking off only when the blood stained wand made from the twig of an ancient tree
staff abruptly ends with a large squishy golden star that has which was made for his oldest daughter; but she tragically
the same reactive properties, texture and appearance as a died before being able to use it. After her death, it's location
star made of foam. While its frankly ridic ulous visage makes was lost, an occurrence the few people who kne w about its
it appear as a simple prop wand made for the spoiled child o f existence found deeply troubling, for if it was lost,it could be
a wealthy noble, it is in fact an indestructable artifact of found by the wrong person, and if it was a particularly
unfathomable power: It still makes you look stupid though. m alicious pe rson who found it, they would be a major threat
to the stability of the plane.
Random Properties. Th e Wand Of Mudas has the following
random properties: Attunement. To attune to this wand the wizard merely needs
· 2 minor beneficial propedies to focus on it as usual, but at the end of the hour; the wizard
• J major benefic1~1! property must cut their palm open and smear their blood across the
· 2 minor detnincntalproperties s urface of the wand.
• I major derninental propedy
Random Properties. The Blood Twig has the following
Magic Weapon. The Wand o f Mudas is a m agic wand that random prope rties:
func tions as an arcane focus and grants a +3 bonus to the • 2 minor beneficial prope11ies
attuned spellcaster's Spell attack bonus and spell save DC • I m ajor beneficial p10perty
while casting with this item. • 2 minor detninental p10pel1ies
• I major detrimental property
Child's Toy. While wielding this wand visibly you have
advantage on Persuasion and performance checks with s mall Blood Cloak. While you are holding this wand, you can use
children and disadvantage on all intimidation checks with y our reaction, you can cause a sudden thick burst of blood to
e ve ryone. s hoot o ut of the tip of the wand and wrap around you like
armor: You gain a +3 bonus to armor class while wearing this
Compelled Quest. Wh en you attune to this item you are Blood Cloak, and it lasts until you choose to dis miss it. Other
give n a quest by the item using the Geas spell. This quest is to reactionary defense spells like s hield can stack with this
find its siblings through any m eans necessary. The item only ability.
sees one action as a failure s tate for this quest and that is
refusing a direct opportunity to obtain one of the other item s. Blood Burst. While you are holding this wand, you can use
For example if someone said to you "Kill your friends and I'll an action to ca use a massive s pike of blood 15 feet Jong by 5
give you the Robe o f Mudas" and you refused, it would feet wide to shoot from the tip o f the wand, sta bbing at
immediately count as fa ilure on your quest even though you enemies within range. Each target within range makes a
might inte nd to steal it from this individual later: ff you fail Dexterity saving throw; taking 3d8 Necrotic damage on a
this quest by violating s uch terms, you s uffer the effects of failure o r half on a s uccess.
violating a Geas s pell and the item immediately deattunes
from you. If it deattunes from you in this way you may never Spells. This wand has 8 charges. While holding it, you can
reattune to it. use an action and expe nd 1 or more of its charges to cast one
of the following spells (Save DC 19) from it:
Better Together. Ifyou are attuned to The rM!nd of Mudas, B/Ji1dness/Deafness (! charge) Crown ofmadness (1 charge).
The Robes ofMudas and The Hat of Mudas, you gain the Da1*11ess (I charge) Ray of Enfe eblement(/ charge) Aminate
following additional benefits from this item: Dead (2 charges). Bestow Curse (2 charges). Vampliic Touch
• You may cas t all s pells that involve a s pell attack roll as a (2 charges). Domli1ate Person (3 charges) Create Undead
bonus action ins tead of an action ifyou so desire. (4 charges) F1i1ger OfDeath (4 charges). or Power Word· Kill
• You gain an additional 2 of each ty pe of s pell slot. (5 charges)
• You can no longer deattune from this ite m or any other The wand regains 1d4+4 charges daily at dawn. While
ite m in this set once you are attuned to all three attuned to this wand an individual directly related to the
simultaneous ly. in tended original owner can cast each of the wand's spells
· You learn power word stun and power word kill ifyou using 2 fewer charges (min imum of 0)
didn't know the m already.
Destroying This Wand. To destroy Th e Blood Twig you need
Destroying The Wand. Th e wand is utterly indestructable To find the ancient tree it was taken from and fashion from its
unless the soul o f its original m aster Mudas wills it, OR if wood both a hammer and an anvil. You need to have the
someone attuned to all three of the ite ms in the set places all wooden hammer blessed, then simply place the wand on the
three items before themself and then kills them selves in s uch anvil, pour holy water over it and strike it with the hammer:
a way that the wound that kills the m covers the items in the The wand will liquidize and be destroyed completely. Using
person's blood. ff this occurs all three items will burs t into this m ethod without sourcing your wood from the correct tree
flam es as though the blood were oil and they will rapidly be will cause the wand to react in the same manner but it will
reduced to cinders. simply reappear elsewhere in the material plane completely
unharmed.

2
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Section 2: Staves (3 charges) M e/f's Minute Meteo1s (J charges). Ftie Shield
Items are NOT in Alphabetical Order
(4 charges) Immolation (5 charges) !nvestitme offlame
Staff Of The Defender (6 charges).
Staff, rare (Requli'es attunement hy c? Druid, Sorcerer, You regain 1d6+4 charges daily at dawn. Ifyou expend the
Warlock or WI"zc1rd) last charge, roll a c/20. On a 1, the s taff crumbles, turning to
You gain a + 1 bonus to your spell attack rolls and spell save water in the wielder's hand.
DC while attuned to this Staff. This Staff has 10 charges.
While holding it you can use an action to expend 1 or more Staff Of The Electromancer
charges to cast one of the following s pells from it, using your Staff, very rare (Requires attunement by a Druid, Sorcerer,
Spell save DC: Warlock or WI"zard)
fMtll of Sand (J charges) Wall of fMtte1; (J charges) fMt/J of You gain a +1 bonus to your spell attack rolls and spell save
Fli'e (4 charges) fMtll o f Force (5 charges) fMtll ofStone DC while attuned to this Staff. This bonus increases to +2
(5 charges) Wall of fee - 6th le vel (6 charges) when the spell you are casting is a Thunder or Lightning
You regain 1d6+4 charges daily at dawn. themed spell that deals th under or lightning damage such as
Thunde rwave or Lightning bolt. This Staff has 10 charges.
Staff Of The Magic School While holding it you can use an action to expend 1 or more
Staff, ve1y rare (Requires attunem ent hy a Druid, Sorcerer charges to cast one of the following spells from it, using your
Warlock or Wizc1rd) Spell save DC: Thunderclap (J charge). Thunderwave
You gain a +2 bonus to your spell attack rolls and spell save (J charge) Shatter (2 charges) Lig htning Bolt (J charges)
DC while attune d to this Staff. This bonus increases to a +3 Ston n Sphe1e (4 charges). fMtte1y Sphere (4 charges). fee
when casting s pells of the school of magic associated with Storm (4 charges) Cone ofCold (5 charges) Chain Lightning
this staff. The DM chooses the type of staff or determines it (6 charges)
randomly from the options below. You regain 1d6+4 charges daily at dawn. Ifyou expend the
last charge, roll a c/20. On a 1, the staff releases a loud crack
d8 Staff Type d8 Staff Type of thunder audible within 300 feet and turns into a torrent of
Staff of The Abjurator 5 Staff of The Evocator bright sparks which rapidly dissipate.
2 Staff of The Conjurator 6 Staff of The lllusionist
3 Staff of The Diviner 7 Staff of The Necromancer Staff Of Blastback
4 Staff of The Enchanter 8 Staff of The Transmule r Staff, ve1y rare
This magical staff functions as an arcane focus and a
quarters ta ff, but functionally serves no clear purpose for day
Staff Of The Geomancer
to day spellcasting. It serves only one purpose; acting as a
Staff, very m re (Requires c?ttunement hy a Druid, Sorcerer,
delaye d explosive. As an action you can adhere the base of
Wc1rlock or Wizc1rd)
the staff to any solid surface, then twist the two separate
You gain a +1 bonus to your spell attack rolls and spell save plates on top and push them down. Th e staff will begin
DC while attuned to this Staff. This bonus increases to +2 releasing a ticking noise audible within 20 feet. After this
when the spell you are casting is an earth themed spell that action is done, the staff will explode two turns or twelve
deals bludgeoning damage s uch as Earth Tremor or seconds from now on your place in the initiative order,
Erupting Earth. This Staff has 10 charges. While holding it everyone within 30 feet of the staff needs to m ake a DC 22
you can use an action to expend I or more charges to cast Dexte rity save or take Bell 0 fire damage or half on a s uccess.
one of the following spells from it, using your Spell save DC:
This blast can destroy up to twelve fee t of stone. S urfaces
Mold Ea11h ( J charge) Ea11h Tremor (J charge) Dust Devt! reinforced eithe r through rare metals or s ubs tances like lead
(2 charges) Earrhhind (2 charges) Ma:aim!ian's Earthen or simply by magic are determined by the DM on a case by
Grasp (2 charges) Erupt1i1g earth (J charges) fMtll ofSand case basis. The explosion destroys the staff.
(3 charges) lhmsmute Rock (5 charges) investiture ofStone
(6 charges) w/11d wli1d (! 0 charges)
You regain 1d6+4 charges daily at dawn. Ifyou expend the Staff Of The Enslaved Dragon
last charge, roll a d20. On a 1, the staff crumbles, turning to Stc1ff, /egendaty (Requires c?ttunement by an Evil spe!!Cc?ster)
sand in the wielder's hand. This staff contains the enslaved and corrupted soul of a
Young Red Dragon. You can use an action to throw this staff
onto the ground and speak the command phrase, causing it
Staff Of The Cryomancer to transform into a 'rbung Red Shadow Dragon. S ee the
Staff, ve1y rare (Requires c?ttunem ent hy a Druid, Sorcerer,
monster manual (P.85) for its sta ts. You can us e your bonus
Warlock or Wizard)
action to issue orders to the dragon, it understands your
You gain a +1 bonus to your spell attack rolls and spell save language and obeys all commands it is able to. If given no
DC while attuned to this Staff. This bonus increases to +2 orders the dragon will attack people hostile to you and defend
when the spell you are casting is a Water or Ice themed spell individuals you conside r frie nds. Any damage this dragon
that deals cold damage s uch as Ice Knife or Snilloc's takes is permanent and ne ver recovers by any means, and
Snowball Swarm. This Staff has 10 charges. While holding it once the dragon hits 0 HP it is destroyed fore ver, taking the
you can use an action to expend 1 or more charges to cast staff along with it. When ordered to or after an hour passes,
one of the following spells from it, us ing your Spell save DC: the dragon flies back to the user and transforms back into the
Ftvstbite ( ! charge) fee Kmfe (J charge) Sm!loc:S Snowball staff, falling at their feet. Once the dragon reassumes staff
form it cannot turn back into a dragon until a week has
Staff Of The Pyromancer passed.
Staff, ve1y rare (Requires attunement by a Druid, Sorcerer,
Warlock or WI"zard) Staff Of The Dragon Kin
You gain a +1 bonus to your spell attack rolls and spell save Staff, legendary (Requires attunement hy either a Draconic
DC while attuned to this Staff. This bonus increases to +2 Ancestry Sorcerer olthe Sc1me type as the s taffor a
when the spell you are casting is a fire theme d spell that deals Dragonborn who is either c1 Sorcerer, ifarlock or Wizard)
fire damage such as Create Bonfire or Aganazzar's Scorcher. You gain a +3 bonus to your spell attack rolls and spell save
This Staff has I 0 charges. While holding it you can use an DC while attuned to this Staff. Th e DM chooses the type of
action to expend 1 or more charges to cast one of the s taff or determines it randomly from the options below. Once
following spells from it, using your Spell save DC: Create pe r day the attuned wielde r of this staff can use an action to
Bonfire (J charge) Buming Hands (J charge) Aganazzar :S cause a burst of Adult dragon breath of the appropriate type
S corcher (2 charges), Flam1i1g Sphere (2 charges) Ftiebal/ to be expelled from the tip. S ee the monster manual for the

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details on these breath weapons. You also gain resistance to Random Properties. Th e Staff Of the Dragon Lord has the
the dragon's element Type while attuned to this staff. If you following random properties:
already possess a natural resistance to this element, you gain • 2 minor be11elicial properties
immunity to it instead. The appropriate elements for each • J major be11elicial property
staff are also listed in the table below. • 2 m li1or detrim e11tal p rop e1ties
• 1 m ajor detnrne11ta l prop erly

Staff Of The Astrogator If the staff is attuned to an individual who has bee n gifted the
Stc1/f, /egenda1y (Requires attunement bya Wizard) staff by its c reator Pashar himself, the negative properties do
This staff grants a +3 to the user's Spell attack bonus and not affect them.
Spell Save DC.
Dragon's Rage. As an action, you can extend the staff and
This staff is aligned to a specific plane of existence. This cause a burst of Dragon's breath to fly out of the mouth of the
plane is chosen by the DM. As an action you can create a skull on top of the staff. Everyone within range must succeed
dimensional gate that connects the plane of existence you are on a DC 23 Dexterity saving throw, taking 16dl 0 of the
currently on to the plane the staff is aligned with. This gate appropriate elem ent on a fail or half on a success. Roll on the
remains open for 24 hours and shuts if the staff is broken. table below to determine which breath weapon is used. Once
The staff cannot open gates to any other plane of existence this ability is used it cannot be used until the next dawn.
other than its aligned plane using this action and once you
have used this ability it can't be used again until 7 days have dlO Staff Type dlO Staff Type
passed. If the plane of existence this staff is connected to 1 Acid . I 20ft line. I Oft wide 6 Acid - 90ft cone

is ruled over by a powe rful enough magical being they might 2 Lightning · I 20ft line. I Oft wide 7 Lightning · 90ft cone
be able to sense its connection to their plane (at the DM's Fire - 9 0ft cone
3 Fire · I 20ft line. I Oft wide 8
discretion)
4 Cold - I 20ft line . I Oft wide 9 Cold - 90ft cone

5 Poison · I 20ft line, I Oft wide JO Poison . 90ft cone


Staff Of The Guardians
Staff, legenda1y (Requires attunem ent by c? Druid, Sorcerer, Lord Of The Dragons. As an action, you can use your staff to
f#Jrlock or Wizard) tear at the mind of a dragon within 120 ft, attempting to
Th e Staff Of The Guardians is a magic quarterstaff made of enslave it. The Dragon must pass a Wisdom saving throw or
a smooth shaft of iron that grants a +3 bonus to melee Attack become enslaved. The save DC depends on the type of
and damage rolls made with it. On a hit this s taff deals 2d6 dragon:
Bludgeoning damage. It also grants a +3 to the user's Spell
attack bonus and Spell Save DC. Ancient Dragon: DC 15 Young Dragon: DC 25
You can use an action to smash the e nd of this staff into the Adult Dragon: DC 20 Wyrmling: DC 30
ground, causing spirits to rise from the ground to fight for
you. Roll 3d6+5. You summon that many spirits. The spirits You may only use this ability on a dragon once. If they fail, you
use the berse rker statistics From the Monster Manual. They enslave them for twenty four hours, they will follow your
return to the earth after 1 hour or when they drop to 0 hit commands without question and die defending you. After the
points. Once you have used this ability it can't be used again 24 hours have elapsed, the dragon can reattempt the saving
until 7 days have passed. While the s pirits are present they throw. Ifyou manage to enslave them for 72 hours they
defend you and your companions and will follow any orde rs becom e yours forever. If a dragon passes the saving throw
they are given. Ifyou try and use this action from the staff they be come immune to this magic forever.
without being attuned to it, the s pirits rise as normal but
immediately attack you and those with you until they are Dragons Cry. As an action you can release a cry inaudible to
killed. humans but audible to dragons within 40 miles. This cry
sounds like a wyrmling screaming for help. While not forced
to, many dragons who hear this cry will com e to investigate it
Staff Of The Dragon Lord as they feel an inherent need to protect the young of their
Staff, Art1'fc1ct (Requires attunement by a Sorcerer, Wc11fock
s pecies. Once you have used this property it cannot be used
or Wizard)
again for 1 ho ur.
When the Old God Seraphiel created the various races of
Dragons, her first attempt was a failure, creating a seemingly Dragon's Mind. While attuned to this sta ff you gain the ability
viable egg that unfortunately peris hed while the wynnling to s peak, read and write Draconic and have advantage on all
was s till form ing. This egg petrifie d after pe rishing and was knowledge checks regarding information about dragons.
enshrined for its religious significance, where it rem ained for
several thousand years before disappearing from the te mple. Destroying The Staff. To destroy The Staff Of The Dragon
Eve ntually it found its way into the dark halls o f the evil God Lord is a difficult thing. It requires gathering Ancient Dragons
Pashar who broke the egg open and removed the s kull of the of the following colors: Blue, Red, Green, Black, White. Once
half forme d wy rmling. He use d the skull as the final piece of you have these dragons gathered you need to have them all
a dark artifact he was cra fting for a singular purpose: to use their breath wea pons on the sta ff in unison. While the
enslave dragons. Being a male volent and chaotic figure, staff is being bombarded by this attack, you need to hit it with
Pashar has intentionally take n this staff and given it to several a ninth level Disintegration spell. This is the only m ethod that
dark hearted individuals throughout history simply to relish will des troy the sta ff. When the staff is destroyed it leaves
in the chaos that inevitably follows in its wake. behind a rainbow colore d dragon egg that will hatch into a
Divine Dragon in 3d 100 y ears OR into a random dragon of
The Staff Of The Dragon Lord is a magic quarterstaff that any type in 4d6 years ifyou don't use Divine Dragons. If the
grants a +3 bonus to m elee Attack and damage rolls made person who went to the e ffort of destroying the sta ff takes the
with it. On a hit this s taff deals 2d6 Bludgeoning damage. It egg with the intent to raise the dragon, the dragon will have a
also grants a +4 to the wielde r's Spell attack bonus and Spell friendly disposition to them so long as they aren't abusive or
Save DC. neglectful towards it.

A t tunement. To a ttune to this Staff, you need to have struck


the killing blow on a dragon. If you have done so, you can
attune to this sta ff in the way you would any other m agical
item.

This is a free s upple me nt by lratemollusk. If someone is charging for it )UU go t ripped off.
Section 3: Clothes
Items are NOT in Alpliabetical Order Robes of The Apprentice
Wondrous item, rnre (Reqwi-es c?ttunement)
Clothes of Mage Armor T hese elegant light white robes are made of sm ooth cloth
Wondrous item, uncommon with thin sheets of go/cl leaf wrapped around thread soW11
This fine sec of clothes cue for a noble is designed to protect into the collar and cuffs of the robes. form ing runic symbols
its wearer if they come under attack. Wh en you take damage of magical power. You gain these benefits while wearing the
while wearing 1hese clothes, at the scare ofyour next turn lhis robe:
set of clothing casts the Mage Armor spell on you. It lasts for • If you aren't wearing a rmo1: your base Arm or Class is
the standard duration. After chis ability has been aclivated it 13 +Your dexterity modifier.
cannot be activated again until the next day. You m ay only • You gain advantage on saving throws agains t being
wear one set of m agic clothes at a time. While these clothes charmed.
can be worn under armor like regular clothes they cannol use
their magical abilities with armor or other sets of clothing Robes of The Magi
over them. Wondrous item, vety rc1re (Reqllli-es c?ftunement)
These elegant deep purple robes are made of smooth cloth
Clothes of Emergency Escape with thin sheets of go/cl leaf wrapped around thread sown
Wondrous item , rare into the collar and cuffs of the robes forming runic symbols
This fine set of clothes cut for a noble is designed to help rhe o f magical power with a solid gold belt buckler and choker.
wearer escape if they come under attack. Wh en you take You gain these benefits while wearing the robe:
damage while wearing these clothes. you can choose to ·Ifyou aren't wearing armo1: your base Armor Class is
immediately teleport to an unoccupied space you can see 14 +Your dexterity modifier.
within 180 feet. Once you use this ability these clothes lose • You gain advantage on saving throws against spells and
their magical e nergy and become a regular pair of fine magical effects.
clothes. You may only wear one set of magic clothes at a time.
While these clothes can be worn under armor like regular Robes of The Spider Whisperer
clothes they cannot use their magical abilities with armor or Wondrous item, vety rc1re (Requires attunement)
other sets of clothing over them. Th ese black robes are made of smooth cloth that clings like
a spider's web with silver threads woven into the fabric in the
Clothes of Duplication shape of a spider. You gain these benefits while wearing the
Wondrous ite1n, rc1re robe:
This fine set of clothes cut for a noble is desig ned to help the · Ifyou aren't wearing armo1; your base Armor Class is
wearer avoid being hit by unexpected attacks. Wh en you are 15 + Your dexterity modifier.
attacked while wearing these clothes, you can choose to • Spiders are not hostile to you unless they are hurt by you
immediately cast Mirror Image as a reaction. The spell or your companions.
effecrs the attack that triggered it and all s ubsequent attacks • You have advantage on Anim al Handling checks towards
for the duration and lasts for one minute. Once you use this spiders, and sp iders have disadvantage on saving throws
ability 1hey cannot be used this way until the next dawn. You against being charmed by you.
may only wear one set of magic clothes at a time. While these • You gain resistance to poison damage.
cloches can be worn under armor like regular clothes they
cannot use lheir magical abilities with armor or other sets Robes of The Shade
of clothing over them. Wondrous item, Legendary (Reqwi-es attunement)
These black robes are made of s mooth cloth. yet they are
Clothes of Blastback difficult to accurately pin down with the eye, as the ends of
Wondrous item, rare the robes seem to drift away into the wind like a fading
This fine set of clothes cut for a noble is designed to help the shadow. You gain these be nefits while wearing the robe:
wearer avoid being hit by unexpected attacks. When you a re • ff you a ren't wearing armo1; your base Armor Class is
attacked while wearing these clothes, you can use your 15 + Your dexlerity modifier.
reaction fO ca use everyone within 10 feet of you to pass a • You have advantage on all stealth checks, and while in
DC I 5 Strength saving throw or be knocked back 15 feet. If complete da rkness have a passive stealth score of 20.
the person attacking you who caused you to use your reaction • You can as an action use these robes to cast Greater
fails this throw they get knocked back and their attack misses. !nvisib1!i1y on yourself. Once you use this ability you can 't
Once you use this ability they cannot be used this way until use it again until the next dawn.
the next dawn. You m ay only wear one set of magic clothes at • While engulfed in complele darkness you can use an
a time. Wh ile these clothes can be worn under armor like action to teleport to another point also covered in
regular clothes they cannot use their magical abilities with complete darkness you can see within 120 feet. Once you
armor or other sets of clothing over them. use this ability you can't use it again until the next dawn.

Rags Of The Silent Urchin Cloak ofDragon Scales


Wondrous item, very rare (Requires attunement)
Wondrous item, Legendary (Reqwi-es attunement)
This sec of filthy cobbled together rags is enchanted to help
This cloak is made out of various different colors o f dragon
the wearer avoid being noticed in crowds. When at leasl five
Scales and bound together with magic. Roll 1d4+1 , that is
other people are within 10 feet ofy ou, you have advantage
how many different colors of sea/es are on the cloak. Your
on stealth checks to avoid being noticed and have a passive
DM can roll on the cable below or choose the colors
steallh score of I 5. This doesn't make you pass without being
personally. Th e scale color determines what type of
seen, but it does make you appear irrelevant in the eyes of
resistance you get. Red grants Fire resistance, Blue grants
most observers, allowing you to be noticed withoul being
Lightning Resistance, Green grams poison resistance, White
noticed. If someone manages to notice you while wearing
grants cold resis tance and black grants acid resistance.
these they can pass a DC 10 Arcana check to realize you are
While wearing this cloak you a /so gain advantage on saving
using magic to avoid being noticed. You may only wear one
throws against dragon breal/1 weapons.
set of magic clothes at a tim e. While these clothes can be
d6 Scale Color
worn under arm or like regular clothes they cannot use rheir
Red 4 Black
m agical abilities with armor or other sets of clothing over
them. 2 Blue 5 White
3 Green 6 Rerol/

5
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The Hat OfMudas someone attuned to all three of the items in the set places all
Wondrous item, c1rt1fc1ct (Reqwi·es attunem ent by a Sorcerer three items before themself and then kills themselves in s uch
or Wizard) a way that the wound that kills them covers the items in the
This ridiculous looking pointed wizard's hat is a deep purple person's blood. ff this occurs all three items will burst into
with fabulous sparkly silver stars adorning its surface. ft is flames as though the blood were oil and they will rapidly be
topped with a large dramatic looking foam star built to match re duced to cinders.
the one on top of The Wand Of Mudas. While its frankly
ridiculous visage makes it appear as a simple costume piece The Robes Of Mudas
made for the spoiled child of a wealthy noble, it is in fact an Wondrous item, c1rt1fc1ct (Reqwi·es attunement by c1 Sorcerer
indestructable artifact of unfathomable powe1: ft still makes or Wizard)
you look stupid though. These flamboyant bright purple wizard's robes, while still
being the most conservative and "respectable" are still both
Random Properties. The Hat Of Mudas has the following trnusual and fabulous. Th e collar, and cuffs of these robes are
random prope rties: covered in dramatic pink ruffles with tiny silver stars worked
• 2 mti1or beneficial properties into them, and across the back of the robes is a massive five
• / major beneficial properly pointed star whose material visibly s ticks up about half an
• 2 minor det1imental properties inch off the rest of the fabric that comprises these robes.
• / major detnn1ental properly You gain the following be nefits while wearing the robe:
• ff you aren't wearing armor, your base Armor Class is
Random Protection. Each morning the DM rolls an evenly 15 +your dexte rity modifie1:
numbered dice. On an even, The Hat grants the user • You have advantage on saving throws against spells and
imm unity to Radiant damage and vulnerability to Necrotic other magical effects
damage and on an odd The Hat grants the user immunity to
necrotic da m age and vulnerability to Radiant damage. The Random Prop erties. The Robes Of Mudas has the following
player never knows what the DM rolled. random properties:
• 2 minor beneficial prope11ies
Child's Prop. While wearing this hat visibly you have • I major beneficial properly
advantage on P ersuasion and performance checks with small • 2 m inor det1imental properties
children and disadvantage on all intimidation checks with • / major detnn1entalproperly
e veryone.
Fabulous Robes. While wearing these robes you have
Ridiculous Escape. While wearing this hat, as an action you advantage on Persuasion and performance checks with small
can turn invisible. When you do so, an illusion of your hat children and disadvantage on all intimidation checks with
bobbing along in the air nrns off in a direction you will it to in everyone. fn addition, these robes flawlessly hide your
an attempt to convince people you have fle d in that direction. physique making even the most ripped body builder appear
The illusion uses your s pell save DC on checks to see through physically fragile and unthreatening.
it. The invisibility functions as though you had cast the
Greater Invisibility spell and lasts 12 hours. Once you have Compelle d Quest. Wh en you attune to this item you are
used this ability it cannot be used until the next dawn. given a q uest by the item using the Geas spell. This quest is to
find its siblings through any means necessary. The item only
Compelle d Quest. When you attune to this item you are sees one action as a failure state for this quest and that is
given a quest by the item using the Geas spell. This quest is to refusing a direct opportunity to obtain one of the other items.
find its siblings through any means necessary. The item only For example if som eone said to you "Kill your friends and T'll
sees one action as a failure state for this quest and that is give you the Wand o f Mudas" and you refused, it would
refusing a direct opportunity to obtain one of the other items. immediately count as failure on your quest even though you
For example if someone said to you "Kill your friends and T'Jl might intend to steal it from this individual later. ff you fail
give you the Robe of Mudas" and you refused, it would this quest by violating such terms, you suffer the effects of
immediately count as fa ilure on your quest even though you violating a Geas spell and the item immediately deattunes
might intend to steal it from this individual late1: ff you fail from you. If it deattunes from you in this way you may never
this quest by violating such terms, you suffer the effects of reattune to it.
violating a Geas s pell and the item immediately dea ttunes
from you. If it dea ttunes from you in this way you may never B etter Together. Ifyou are attuned to The /!0ind olMudas,
reattune to it. The Robes ol Mudas and The Hat ol Mudas , you gain the
following additional be nefits from this item:
Free Loot. Once eve1y week you can remove the hat from the • Ifyou aren't wearing armor, your base Armor Class is
top ofyour head and pull from it a random common item or 17 +your dexterity modifie1:
trinket as determined by the DM. This could be something • You gain immunity to the spells Power Word: Stun and
useful like a ladder or something useless like a piece of burnt Power Word: Kill
toast. • Your spell save DC and spell attack bonus each increase
by2.
B etter Together. If you are attuned to The /!0ind olMudas, • Wh en you hit someone with a combat can trip, roll an
The Robes olMudas and The Hat ol Mudas , you gain the additional 1d12 worth of Radiant damage. This damage
following additional be ne fits from this item: is optional.
• Th e Random Protection trait instead grants permanent
immunity to both Radiant and Necrotic damage. Destroying The Robes. Th e Robes are utte rly indestructable
• You gain imm unity to being Charmed and Frightened. unless the soul of its original master Mudas wills it, OR if
• Once every week you can remove the hat from the top of someone attuned to all three of the items in the set places all
your head and pull from it a random uncommon magical three items before themself and then kills themselves in such
item. a way that the wound that kills them covers the ite ms in the
• You can no longer deattune from this item or any other person's blood. If this occurs all three items will burst into
item in this set once you are attuned to all three flames as though the blood were oil and they will rapidly be
simultaneously. reduced to cinders.

Destroying The Hat. The hat is utterly indestructable


unless the soul of its original master Mudas wills it, OR if

This is a free supplement by lratemollusk. If someone is charging for it )UU got ripped off.
Section 4: Other Items
Items are NOT in Alphabetical Order The Rat's Tail
Ring, Ait1fc1ct (Requires c1ttunem ent by a Spellcc1stet)
Maxwell's Silver Hammer
Wond1Vus item, Legendary (Requires attunement by a The Rat's Tail is a simple ornate S ignet Ring made out of
Spe/lcastet) solid platinum with six small black diamonds framing a s mall
Maxwell's Silver Hammer is an ornate smiths hamme r ma de symbol of a rat. Made for the loyal mage Nob umasa "Th e Rat"
out of solid silver with a golde n trim that has several large Okudaira by the Old God Ee/ha/, this ring fun c tions as the
grand looking gemstones embeded along its surface. As an source of all his magical power, and is an artifact The Rat
action the user can use this hammer to strike a magic ite m to guards ferociously. Upon its original creation, Ee/ha/ intended
re m ove its magical prnpe rties. This cannot be done on for it to be used to keep order among the population by
Artifacts. If the item is cursed it must firs t have its curse sending Th e Ra t to strike down dissenters and spread death
removed with the Remove Curse s pell. Using this ability and pestilence to those that weren't following the faith as he
re quires a ce rtain le vel of magical prowess from the user in commanded. Now that Ee/ha/ is gone, The Rat us es the ring
contrast to the rating of the magical ite m. Th e s pellcaster to furthe r his own selfish goals instead.
must have at least 5 levels in any spellcasting class to remove This ring functions as an Arcane focus for the use r and grants
magica l properties from an uncommon item , 10 levels for a a +4 to their Spell Attack Bonus and their Spell Save DC.
rare item , 15 levels for a very rare item and 20 levels for a
Legendary item. Once Maxwell's Silver Hammer has been Random Properties. The Rat's Tail has the following random
used to remove the magical prnperties from an item it properties:
becomes inert and needs time to recharge, with the time · 2 m inor ben eficialproperties
depending on the level of item it was used on. It takes 1 week • J major beneficial property
to recover from an uncommon ite m . 1 m onth to recover from · 2 m inor detninental propelties
a rare item , 6 months to recover from a very rare item and a • l major detninental property
year to recover from a legendary item. This time can be If the ring is attuned to an individual who is a s teadfast and
re duced by 2 days per /eve/ of spell slot the spellcaster Joyal servant of Ed ha/ the detrimental be ne fits do not affect
chooses to pour into the Hammer: The hammer leaves them. If their faith wa vers the detrimental e ffects will begin
absolutely no physical damage on an item it strikes, instead to set in again.
passing through a m agical object as though it were never
there to begin with. Plaguebringer. As an action, you coat your hand in a thin
sheet of green e nergy that lasts for 30 seconds. Wh en you
Spellblade Of The Warmage touch someone, they must pass a DC 30 constitution saving
Weapon (any sword), Legendc1ry (Requires attun em ent by a throw or becom e infected with a magical plague. Symptoms
Spellmster) manifest lc/4+2 days after the viction com es in contact with
You gain a +3 bonus to attack and damage rolls made with this touch. If som eone is exposed to some one who has this
this magic wea pon. You can use your intelligence m odifier disease in s uch a way that would be at risk to contract the
in place of s trength or dexterity for your attack and damage disease, eg being touched by someone infecte d or exposed to
rolls. their bodily fluids, they would need to pass a DC 15
This sword functions as an arcane focus for its user: You may constitution saving throw or becom e infected. Each
use the blade to pe rform somatic components o f spells. subsequent day of exposure increases the DC by 5. Those
As a bonus action on each ofyour turns you can cast a spell infected can s pread this plague before they begin s howing
of 4th level or lower that would normally take a full action. visible signs if they fail their save. To cure this plague
som eone must have the remove curse spell and then the Heal
or Greater Restoration spell cast on you. Once some one is
Sack of Deception cured they becom e immune to this disease. If this artifact is
Wondrous item, very rare destroyed or if the attune d user wills it, all people afflicted by
This sack looks like an ordinary coin pouch, but m oves as this curse are immediately cure d. Wh ile attune d to th is ring
though it we re empty. The bag weighs I lb. If you open the you cannot become infecte d by this plague personally.
bag and look in it appears empty yet when you reach in you
can pull out a s mall stone. Roll 2d6+2, that is how m any of Effects Of The Disease. In the following text, you re fers to
these stones are ins ide the bag. As an action you can the infected. You develop large puss filled boils and a full body
produce one of these stones and toss it away from you. Wh en rash that itches intensely. Every long rest you take after
you do so, you can choose one o f three options listed below. contracting this disease, roll 1c/20. On a 1, reduce your max
Divine De ception. You choose from a Celestial, Fey, Fiend, or Hit Points by lc/6 and your charisma score by ld4. on a 2,
Undead. The stone that you toss radiates as though it were reduce your m ax Hit Points by 1c/4 and your charisma score
the type of creature that you chose, deceiving those that are by 1. Once you Jose 4 Charisma, a random s mall body part
using abilities like Divine S ense. You can choose when you like a finger, an ear or a toe falls off. Once you lose 8 Charis m a,
throw it ifyou want people to sense it even without using a large body part like an arm or leg fall off. While visibly sick
one of these abilities actively. Tfyou choose so, those that you have dis advantage on all charis ma checks. Lost charisma
have cas t spells like Divine S e nse or De tect Evil and Good is permanent until you are c ured of the disease and then
will know what they're sensing while everyone else within healed by the Greater Restoration s pell. If your Charis ma
range will feel a slight unexplainable unease. score reaches 0 you die.
Sensory Deception. You toss the rock, and on impact it
releases a sudden blinding flash of light and noise. The light Plague Bolt. As an action you can cast the spell Ray Of
is as bright as the daylight s pell and the noise is the ring o f a S ickness at the 5th /eve/.
thunde rclap a udible up to 300 feet away.
Lifesign De ception. You toss the rnck and mid air it Destroying The Ring. To destrny the ring, you need to lay it
transforms into a bird. The type of bird is de termined by the on an anvil and have it struck by a champion o f Th e Old God
DM and is dependant on the region but the species of bird Ee/ha/ wielding The Blade Of Kings. If a champion of Edhal
should neve r appear out of place for the location its in. It will uses a different blade to try and destroy the ring it appears
harass whoever the person who threw the rock willed it to to work, but the ring disa ppears and returns to its master if
harass for the next minute be fore dissipating. This is a simple he lives, otherwise it appears somewhere on the Material
illusion and no harm can com e to the person the bird is Plane whe re it waits to be found by som eone eager to s pread
bothering. Th e DC to see through the illus ion is 15 if the user disease and misery on those that they deem unworthy.
is not a spellcaster, otherwise it uses the use rs Spell Save DC.

This is a free s upple me nt by lratemollusk. If someone is charging for it )UU got ripped off.

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