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D&D Spell Descriptions and Mechanics

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0% found this document useful (0 votes)
62 views11 pages

D&D Spell Descriptions and Mechanics

Uploaded by

bitapbitkin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

SLICING BARRAGE BLESSING OF THE WISE

Conjuration Cantrip 1st level Enchantment


Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet
Components: V, S, M (A handful of sharp stones that the spell Components: V, S, M (a handful of holy water must be sprinkled)
consumes) Duration: Concentration, up to 1 minute
Duration: Instantaneous
You enhance any creature within your range. Whenever the target
You hurl jagged stones no heavier than 1 pound within the makes an attack roll or a saving throw before the spell ends, the
spell’s range that isn’t obstructed. The stones fly in a straight target can roll a d6 and add the number rolled to the attack roll
line up to 30 feet in a direction you choose before falling to the or saving throw.

Spells
ground, stopping early if it impacts with your target. If the target
is a creature, it makes a Dexterity saving throw. On a failed save, At Higher Levels When you cast this spell using a spell slot of 2nd
the creature takes 1d4 slashing damage. If the target creature is level or higher, you can target one additional creature for each slot
concentrating on a spell or similar effect, the damage increases to level above 1st.
1d6, and the saving throw to lose concentration should be made
with disadvantage. Classes: Bard, Cleric, Warlock

This spells damage increases by 1d4/1d6 when you reach 5th


level (2d4/2d6), 11th level (3d4/3d6), and 17th level (4d4/4d6) CURE AILMENTS
1st level Evocation
Classes: Druid, Sorcerer, Warlock
Casting Time: 1 action
Range: Touch
FLICKER INTO THE FADE Components: V, S
Duration: Instantaneous
6th level Transmutation
Casting Time: 1 reaction, against any attack or effect that would You touch a creature and you can cure blindness or deafness.
result in your hit points dropping to 0
Range: Self At Higher Levels When you cast this spell using a spell slot of 2nd
Components: V level you can cancel the paralyzed condition; when you cast this
Duration: Instantaneous spell using a spell slot of 3rd level, you can cancel the poisoned
condition; when you cast this spell using a spell slot of 4th level you
You briefly stop the flow of time for everyone but yourself as a can cancel the charmed condition; when you cast this spell using a
reaction stopping the effect or attack that would mean your death. spell slot of 5th level, you can cancel the petrified condition.
No time passes for other creatures, while you take 1 full turn before
the attack or effect resolves, during which you can use actions and Classes: Cleric, Druid, Ranger
move as normal. If the attack results in your hit points dropping to
0, and you moved from your original position, any melee, ranged,
or spell attack will miss you automatically. You can cast spells, CURSE OF FRAILTY
attack, move, or use a bonus action normally in your extra turn,
4th level Necromancy
but you won’t regain your reaction when your turn ends.
Casting Time: 1 action
Range: Touch
Classes: Sorcerer, Wizard
Target: A creature within your reach.
Components: V, S,
WRATH OF AGES Duration: Varies

1st level Enchantment Your touch inflicts the sickened condition. Make a spell attack
Casting Time: 1 action against a creature within your reach. On a hit, you afflict the
Range: 30 feet creature with the sickened condition at mild level.
Components: V, S, M (a pinch of hair that needs to be burned) At the end of each of the target’s turns, it must make a Constitution
Duration: Concentration, up to 1 minute saving throw. After failing three of these saving throws, the
condition lasts for the duration and the creature stops making
A target within range must make a Charisma saving throw. If the these saves. After succeeding on three of these saving throws, the
target fails the saving throw, it will have to roll a d6 and subtract creature recovers from the disease, and the spell ends.
the number rolled whenever they make an attack roll or a saving At Higher Levels: When you cast this spell using a spell slot of
throw during the duration. 5th level or higher, the effect increases. At 5th level, the sickened
condition becomes average instead of mild. At 7th level, the
At Higher Levels. When you cast this spell using a spell slot of 2nd sickened condition becomes potent instead of mild. At 9th level,
level or higher, you can target one additional creature for each slot the sickened condition becomes deadly instead of mild.
level above 1st.
Classes: Warlock, Wizard, Sorcerer
Classes: Bard, Cleric, Warlock

176 177
1d8 bludgeoning, piercing, or slashing damage, as appropriate to You touch a willing beast-type creature that you ride. For the The recipients of this spell must stay within 60 feet of each other,
CELESTIAL WINGS the natural weapon you choose, and you are proficient with your duration, the target’s movement is unaffected by difficult terrain, or the spell will end.
unarmed strikes. Finally, the natural weapon is magic, and you and spells and other magical effects can neither reduce the target’s
5th level Transmutation
have a +1 bonus to attack and damage rolls you make using it. speed nor cause the target to be paralyzed or restrained. Classes: Druid, Ranger, Sorcerer
Casting Time: 10 minutes
Wings You grow natural wings out of your back and will have a
Range: Touch
flying movement speed equal to your movement speed. The wings The target also gets double movement for the duration, but when
Components: V, S, M, (a large feather tied by an oily string, that
is consumed)
can carry all your items and equipment but are not strong enough the duration ends it also will gain a point of exhaustion. THE POX OF KOROSUN ATA
to carry any other creature which is small or larger.
Duration: 8 hours 8th level Conjuration
Regeneration You regenerate 1 hit point per turn. You can Classes: Bard, Cleric, Druid, Paladin Ranger
Casting Time: 1 action
reattach severed limbs to regain use of them to your body as long
You touch up to three willing creatures. That creature gains a Range: 120 feet
as you are alive.
flying speed of 40 for 8 hours. When the spell ends, the target falls
if it is still aloft unless it can stop the fall.
Blindsight You have blindsight for 30 feet. You can perceive your GRANT ALL-SEEING-EYE Components: V, S
Duration: Concentration, up to 10 minutes
surroundings without relying on sight.
7th level Divination
At Higher Levels When you cast this spell using a spell slot of 6th Casting Time: 1 action You create a 60-foot radius sphere of crimson-red poisonous fog
Classes: Druid, Ranger, Sorcerer, Warlock
level or higher, you can target one additional creature for each slot Range: Self centered on a point you choose within the range. The fog spreads
level above 5th. Components: V, S, M (oil, at least 50 gp and blessed by a high around corners. It lasts for the duration or until a strong and

Classes: Sorcerer, Warlock, Wizard


RUB THE BONES priest must be applied to the eyes)
Duration: 1 hour
magical wind disperses the fog, ending the spell. The area the
spell engulfs is considered heavily obscured.
6th level Necromancy
Casting Time: 1 action This spell grants you the all-seeing eye of the gods. Your eyes turn When a creature enters the spell’s area of effect for the first
STEED’S STRIDE Range: 60 feet into an uncanny white color and start to perceive everything in time on a turn or starts its turn there, that creature must make
Components: V, S, M, (a mirror encased in a bone mirror, worth detail. You will have truesight for the duration. You will also notice a Constitution saving throw. The creature takes 12d10 poison
2nd level Transmutation
at least 300 gp) anything hidden or transformed by magical means within 120 damage on a failed save, or half as much damage on a successful
Casting Time: 1 hour Duration: Instantaneous feet. Additionally, you will be immune to all illusion magic and can one. Creatures are affected even if they hold their breath or don’t
Range: Touch peer into the Ethereal Plane with ease. need to breathe. Undead are immune to its effects.
Components: V, S, M (a wooden currycomb) Necromantic energies strike the creature of your choice that you
Duration: 8 hours can see within range, pulling the bones out of its body with a Lastly, you will have advantage on any Wisdom (Perception) check The all-consuming fog moves 10 feet away from you at the start
disturbing, ripping sound. The target must make a Constitution to detect something hidden and Wisdom (Insight) check to notice of each of your turns, rolling along the surface of the ground. The
You touch a beast that is willing to take you on its back. That saving throw. The target takes 12d8 necrotic damage on a failed inner intentions. vapors, being heavier than air, sink to the lowest level of the land,
creature gains double movement speed for the duration. Also, the save, or half as much damage on a successful one. Incorporeal even pouring down openings. The fog destroys all flora and fauna
creature will be immune to exhaustion while the spell is active. undead and constructs are not affected by this spell. Classes: Bard, Cleric, Sorcerer, Warlock, Wizard in the area of effect.

At Higher Levels When you cast this spell using a spell slot of 3rd If the target is a corporeal undead with a bone structure, you can Classes: Sorcerer, Wizard
level or higher, you can target one additional creature for each slot rearrange its bone structure to double its hit points. FORM SOULBOND
level above 2nd.
At Higher Levels When you cast this spell using a spell slot of 7th
9th level Evocation
Casting Time: 1 day
HEALING WATERS
Classes: Druid, Ranger, Paladin level or higher, the damage increases by 2d8 for each slot level
Range: Unlimited 3rd level Transmutation
above 6th.
Components: V, S, M (each person must wear a star-metal ring Casting Time: 10 minutes
WARDING AGAINST BEASTS Classes: Sorcerer, Warlock, Wizard
worth 1000 gp)
Duration: Permanent
Range: 10 feet
Components: V, M (a drop of quicksilver)
2nd level Abjuration (ritual) Duration: Concentration, up to 10 minutes.
Casting Time: 1 minute
Range: 30 feet
VOLLEY OF ARROWS You pray and chant for the day while in a deep trance. You create
a soul bond between up to 6 willing creatures with whom you are With the use of this spell, you enchant a natural body of water with
Components: V, S, M (a bone from any beast-type creature) 2nd level Conjuration familiar. The creatures need to be spending the day with you while the blessing of the High Spirit of Water. Up to 6 creatures who
Duration: 8 hours Casting Time: 1 action you cast this spell. The bond is so strong that it can work across spend at least 30 minutes in the healing powers of the enchanted
Range: Self (40-foot cone) different planes of existence and only the death of the original waters can spend up to 3 hit dice as if they have gone through a
You cast a ward in a 30 feet area where you will be mentally warned Components: V, S, M (an arrow) caster will end it. The targets can instantaneously share words, short rest.
if a beast-type creature enters. Beast-type creatures will have Duration: Instantaneous images, sounds, and other sensory messages with anyone in the
disadvantage on their attack rolls against any target in the area. soulbound collective. At Higher Levels When you cast this spell using a spell slot of
You throw an arrow into the air, to create a volley of arrows that 4thd level or higher, you can spend one additional hit dice for each
Classes: Druid, Ranger, Warlock, Wizard shine with divine energy, shoot forward, and disappear. Each Classes: Wizard slot level above 3rd.
creature in a 40-foot cone must succeed on a Dexterity saving
throw. A creature takes 2d8 radiant damage on a failed save, or Classes: Bard, Cleric, Druid, Ranger, Warlock
BLESSING OF BEASTS half as much damage on a successful one. BLOOD OATH
3rd level Transmutation
Casting Time: 1 action
Classes: Ranger
4th level Abjuration
Casting Time: 1 action
PRAY UPON THE SKIES
Range: Self Range: Touch 2nd level Conjuration
Components: V, S
Duration: Concentration, up to 1 minute
SWIFT GESTURE Components: V, S
Duration: 1 hour
Casting Time: 1 action
Range: 100 feet
4th level Abjuration (ritual) Components: V, S
When you cast this spell, choose one of the following options, the Casting Time: 10 minutes The blood oath wards both you and the subject of the spell Duration: Concentration, up to 1 minute
effects of which last for the duration of the spell. While the spell Range: Touch against harm and creates a mystic connection between you
lasts, you can end one option as an action to gain the benefits of Components: V, S, M (a circlet made of horsehair, bound around and the recipient. Both individuals get +1 to their Armor Class. When you cast this spell and pray to the High Spirit of Skies, a
a different one. one of its legs) Additionally, both individuals will gain resistance to one and the storm cloud appears with an area of effect of a 40-foot radius
Natural Weapons You grow fangs, talons, horns, or any other Duration: 8 hours same type of damage that needs to be determined when the spell centered on the point you can see within the range. The spell will
different natural weapon of your choice. Your unarmed strikes deal is cast. fail if you are indoors.

178 179
When you cast this spell, choose a point you can see under the
cloud. A bolt of a random type of energy will flash down from the HILARIOUS MELODY
cloud to that point. Each creature within 5 feet of that point must
3rd level Conjuration
make a Dexterity saving throw. A creature takes 2d8 damage on a
Casting Time: 1 action
failed save, or half as much damage on a successful one. On each
Range: 60 feet
of your turns, the spell ends, and you can use your reaction to call
Components: V, S
down elemental energies in this way again, targeting the same
Duration: 1 hour
point or an entirely different one.
You call upon the wrath of the Gods themselves and manifest two
At Higher Levels When you cast this spell using a spell slot of 3rd
Kuldurgish, The Cackle Phantoms, into existence. Each of these
or higher level, the damage increases by 1d8 for each slot level
Kuldurgish will disappear when they drop to 0 hit points or when
above 2nd.
the spell ends. These summoned creatures are friendly to you and
your companions. Roll initiative for them as a group, which has
Classes: Druid, Sorcerer, Warlock
its own turns. They will obey any verbal commands that you issue
to them (no action required). If you don’t issue any commands
WRETCHED TUNE to them, they will defend themselves from hostile creatures, but
otherwise will not take any actions.
2nd level Conjuration
Casting Time: 1 action Classes: Bard
Range: 30 feet
Components: V, S
Duration: 1 hour DEVOURING CRESCENDO
5th level Conjuration
You call upon the wrath of the Gods themselves and manifest
Casting Time: 1 action
four Yarimtik, The Disfigured Blasphemies, into existence. Each
Range: 60 feet
of these Yarimtik will disappear when they drop to 0 hit points
Components: V, S
or when the spell ends. These summoned creatures are friendly
Duration: 1 hour
to you and your companions. Roll initiative for them as a group,
which has its own turns. They will obey any verbal commands
You call upon the wrath of the Gods themselves and manifest
that you issue to them (no action required). If you don’t issue any
two Obur, The Gluttons, into existence. Each of these Obur
commands to them, they will defend themselves from hostile
will disappear when they drop to 0 hit points or when the spell
creatures, but otherwise will not take any actions.
ends. These summoned creatures are friendly to you and your
companions. Roll initiative for them as a group, which has its own
Classes: Bard
turns. They will obey any verbal commands that you issue to them
(no action required). If you don’t issue any commands to them,
FORM OF THE HIGH SPIRIT they will defend themselves from hostile creatures, but otherwise
will not take any actions.
5th level Transmutation
Casting Time: 1 action Classes: Bard
Range: Self
Components: V, S, M (a solidified piece of the element that the
High Spirit is associated with) CELESTIAL ARROW
Duration: Concentration, up to 10 minutes
Conjuration Cantrip
Casting Time: bonus action
You infuse your body with the power and stamina granted by the
Range: Self
High Spirit associated with the element you choose. You will gain
Components: V, S
these benefits until the spell ends. You won’t be able to cast any Make a ranged spell attack against the creature to make it feel
Duration: Instantaneous
other spells until the spell ends: the nausea of the grave. On a hit, the target takes 1d6 necrotic
damage and is afflicted by Mild nausea.
You pray upon the heavens and the gods grant you a celestial
You gain 40 temporary hit points. If any of this remains when the Undead and construct creatures are immune to the nausea effect.
arrow to be shot immediately after it has been granted–otherwise
spell ends, they will be gone. This spell’s damage increases by 1d6 when you reach 5th (2d6),
it simply vanishes. This arrow will either deal 1d6 radiant damage
You have resistance against the element that you have chosen 11th (3d6), and 17th level (4d6).
and will be considered magical, or deal 1d8 piercing damage and
when you cast the spell.
won’t be considered magical. You will have to make the attack roll
When you make a melee or ranged attack roll, you deal in the Classes: Warlock, Wizard, Sorcerer
to see if you succeed.
damage type of the element that you have chosen when you cast
the spell. d6 Element
Classes: Cleric, Druid
You have proficiency in Strength and Constitution saving throws.
You can make an extra attack when you take the attack action on 1 Acid
your turn.
QUEASINESS 2 Cold
When the spell ends, you suffer one point of exhaustion. 0th level Necromancy 3 Fire
Casting Time: 1 action
Classes: Cleric, Druid, Wizard Range: 30 feet 4 Lightning
Components: V, S 5 Necrotic
Duration: Instantaneous
You cause a ghostly hand in the space of a creature within range. 6 Poison

180 181
Ring of Fairy’s Grudge -Ring, rare, attunement Belt of the Chieftains -Wondrous Magic Item,
You have resistance to piercing damage while you wear this ring. rare, attunement
Dancing fairies are etched into the band of the ring. You have resistance to bludgeoning damage while you wear this
belt. Tamga describing the tale of Tepegöz are inscribed on the
belt.

Magical
Items

Horseshoes of Endurance -Wondrous Magic Flame of Vajra -Spear, uncommon, attunement


Item, rare You can use a bonus action to speak this magical spear’s command
The horseshoes come in sets of four, and 4 of them are required to phrase: “Vajra’s wrath, embers of fate, charred bodies of my foes,”
Crescentbringer -Greatsword, Very Rare Elixir Of The Fallen -Potion, Rare benefit from its magic. The horseshoes grant the horse resistance which causes it to erupt into flames. Any successful hit against a
against one type of damage. Any damage type can be chosen by creature will engulf the creature in flames. The creature will take
This odd-shaped +2 greatsword deals an additional d6 necrotic When you are fed this potion when you are dead, you gain the
the rider and can be changed during a long rest. 1d4 fire damage and will catch fire; until someone takes an action
damage on a successful hit. Any successful necrotic damage dealt effects of the raise dead spell and come back to life in 1 hour.
to douse the fire, the creature will take 1d4 fire damage at the
on a creature that is not undead or a construct will heal the wielder The potion’s dark fluid hides a reddish hue. It is said that these
start of each of its turns.
by the exact amount. If the wielder is at maximum hit points, they potions are gifted to the devotees of Erlik in exchange for their
Also, the flames will shed bright light within a 20 feet radius and
will gain temporary hit points equal to the necrotic damage dealt. life’s worth of service.
dim light for an additional 20 feet.
In addition, speaking the command phrase “May Erlik guide my
hand” will cause the blade to shed bluish moonlight in a 20 feet
radius and dim light for another 20 feet. Sheathing the sword
again will end this effect.

190 191
Tears of Ayzits -Potion, common It Barak Warpaint -Oil, uncommon
Magnification Runestones -Wondrous Magic
When you drink this potion, you gain the ability to speak in a Usually, the poisonous war paints of the It Barak clan are deadly
more mannered way full of etiquette. You have advantage on any to anyone else who uses them. However, these lesser paints are
Item, variable rarity, attunement
Charisma (Persuasion) skill checks for 1 hour. This pink-colored awarded to people who show their worth to one of the many Each of these runestones harbors magic potent enough to
and sweet-tasting potion shines a bit in pure darkness. clans. When you use the It Barak Warpaint, you gain resistance provide the carrier with some enhanced skills to make any
to piercing, bludgeoning, and slashing damage from non-magical witness envy.
attacks for 10 minutes. The application of this oil will take 1
minute.

d20 Rarity Color Enhanced Ability


1 Uncommon Black Roll d20 again, ignore a roll of 1 and 20, that skill is cursed. Disadvantage to that skill for all rolls.
Only removable by remove curse.
2 Rare Olive Advantage to all Acrobatics skill checks.
3 Rare Cyan Advantage to all Animal Handling skill checks.
4 Rare Purple Advantage to all Arcana skill checks.
5 Rare Teal Advantage to all Athletics skill checks.
6 Rare Yellow Advantage to all Deception skill checks.
7 Rare Crimson Advantage to all History skill checks.
8 Rare Rose Advantage to all Insight skill checks.
9 Rare Red Advantage to all Intimidation skill checks.
10 Rare Wheat Advantage to all Investigation skill checks.
11 Rare Violet Advantage to all Medicine skill checks.
12 Rare Green Advantage to all Nature skill checks.
13 Rare Indigo Advantage to all Perception skill checks.
14 Rare Pink Advantage to all Performance skill checks.
15 Rare Silver Advantage to all Persuasion skill checks.
Nek Saliva -Potion, rare Cackledust -Wondrous Magic Item, common 16 Rare Golden Advantage to all Religion skill checks.
When you drink this potion, you regain 6d4+6 hit points and are This very fine dust is found in a small pouch, and there is enough
cured of any poison effects. It is said that these potions are made of it for one use. When you use an action to throw the dust in the 17 Rare Orange Advantage to all Sleight of Hand skill checks.
from the tears and saliva of monsters from the land of the unholy. direction of your enemy, that enemy needs to succeed on a DC 10 18 Rare Gray Advantage to all Stealth skill checks.
This green-colored liquid’s smell burns the nose slightly. Wisdom saving throw or fall under the effects of a hideous laughter
spell. The duration is one minute, and the dust is consumed when 19 Rare Brown Advantage to all Survival skill checks.
its magic takes effect. The user needs to hold concentration for 20 Very Rare White Roll d20 again, ignore a roll of 1 and 20, that skill gains double the proficiency bonus if already
the duration of the effect if the save is not successful. proficient.

192 193
Stone of Bediz -Wondrous Magic Item, very rare, Gigglebark -Wondrous Magic Item, rare Shamanbreaker -Warhammer of Mace, very rare, Tamgabreaker Warhammer or Mace, uncommon
attunement When lit, the sweet-smelling fumes from the incense spread attunement You gain +1 bonus to attack and damage rolls made with this
The carrier of the stone can use their action to cast speak with the out to fill an area of 20 feet sphere. The incense will affect any You gain a +1 bonus to attack and damage rolls made with this magic weapon. When against any target with access to Tamga
dead spell once a day without the need for material components. creature other than an undead and a construct and grant them a magic weapon. When against any target with any magical powers, magic, the bonus increases to +2. You can also use your reaction
This small runestone carries the Tamga writing for the words slight protection from the wrath of a High Spirit. The Gigglebark the bonus increases to +2. You can also use your reaction to cast to cast counterspell at 5th level once a day to counter any spell
“Revere the Ancestors” and can be in numerous shapes. should be used after a person or a group of people (all should be counterspell at 5th level once a day to counter any spell coming coming from any source.
in the area of effect to be successful) has neglected a High Spirit from any source.
somehow. The Gigglebark should be consumed after use and will
negate any ill effect that the High Spirit Bane has over the group
of people.

Treemother’s Milk -Potion, rare Helmet of the Crying Wolf -Wondrous Magic Singingshell Wondrous Magic Item, uncommon Kingirak -Any sword, very rare, attunement
When you drink this potion, you gain resistance to one type of Item, very rare, attunement When you blow this horn, any beast of th"e sea will heed your You gain +1 bonus to attack and damage rolls made with this
damage of your choice for 1 minute. Also, you regain 4d4+4 hit call. You can summon 5 CR worth of Beast type creatures. The magic weapon. In addition, while you are attuned to this weapon
You can use an action to activate the helmet. This will summon
points. This whitish liquid has tiny pieces of tree bark in it. summoned creatures will be completely under your control as long you gain +1 armor class.
1d6+1 deceased spirits of the It Barak within 60 feet of you. They
as you hold your concentration. When you lose concentration, they Curse. This sword is a cursed weapon, and becoming attuned to
use the statistics for It Barak - Exalted. They will return to the land
will simply scatter or act randomly directed by the Game Master. it extends the curse to you. As long as you remain cursed, you are
of the unholy after 10 minutes or when they drop to 0 hit points.
The Game Master will be the final arbiter of which creature, unwilling to part with the sword, keeping it within reach at all times.
Once you use the helmet, it can’t be used again until 1 month has
and how many, is summoned. Multiple creatures from different Whenever you spend a day without dealing at least 5 points of
passed.
species can be summoned. When you use the horn, you can’t do damage to any sentient enemy (not a willing creature), the sword
If an It Barak - Exalted or It Barak - Kith uses the helmet, the
so again until the next dawn. deals 2d6 psychic damage to you. The hit points lost in this way
number of summoned spirits is doubled.
will not be regained until at least 5 points of damage are dealt to a
sentient enemy. If in any way the curse causes the wielder to die,
the wielder’s soul will be sent to the land of the unholy, never to be
raised by any magic other than a wish spell. Creatures immune or
resistant to psychic damage can’t attune to this blade.
194 195
Starlight Compass -Wondrous Magic Item, Bow of the Elder -Longbow, uncommon Kocakari’s Flying Cube -Wondrous Magic Item, Earth Mother’s Amber --Wondrous Magic Item,
common You gain +1 bonus to attack and damage rolls made with this uncommon very rare, attunement by a druid
The starlight compass will help the wielder to find their way with magic weapon. When used against any target who is younger by This clay cube, which weighs 6 pounds, is adorned with skulls, This piece of ever-warm amber is cut by the most skilled of the
ease. The wielder will gain advantage in any Wisdom (Survival) age, the bow will deal an extra 1d8 piercing damage. You can use beads, and leaves, and it lies inert until you stand over it and speak gem cutters and enchanted by the will of the gods. The amber
roll to determine or find the way. Also, the compass sheds bright a bonus action to speak this magical bow’s command phrase: “You its command phrase: “Fly, fly like the wind O’ spirit of the wind!” holds 12 charges that can be used as such:
light within 10 feet radius and dim light for another 10 feet. shall respect your elders!” and cast a suggestion spell on anyone It then hovers beneath you and can be ridden in the air. It has a • druidcraft (0 charges, at will)
younger than yourself. flying speed of 40 feet. It can carry up to 250 pounds. The cube • entangle (1 charge)
will stop hovering when you land. • spike growth (2 charges)
You can send the cube to travel alone to a destination within • plant growth (4 charges)
200 feet of you if you speak the command phrase: “Swift travel!” The spell save DC to resist these effects is 17. The amber regains
name the location and have a direct line of sight with the location. 1d6 charges at dusk each day. Also, once per day by spending
Provided that it is still within 200 feet of you, the cube will come an action, you can choose to regain 1 expended use of your wild
back to you when you speak another command phrase: “Return to shape feature.
the owner you shall!”

Purification Relics -Wondrous Magic Item, rare Maytere’s Fiery Blood -Oil, rare
These holy relics from different cultures and different histories This charred wood-smelling liquid can be applied to any melee
help you bless or desecrate an area with holy or unholy powers. weapon to engulf it with fire. The effect of the oil will linger for
You will need 24 hours of praying and meditation to activate the 10 minutes, and you will need 1 minute to apply the oil to the Figurine of Altin Kaplan Shield of the Ancestors Enemy -Shield, very
relics and the power of the relics will be consumed when this weapon. The melee weapon will deal an extra 1d6 fire damage on -Wondrous Magic Item, rare rare, attunement
happens. You will have to make a sacrificial offering of at least top of any other damage it deals.
When you blow this horn, any beast of th"e sea will heed your This +1 shield is created by the remains of an ancient enemy to
1,000 gold pieces to the gods to activate the power of the relic.
call. You can summon 5 CR worth of Beast type creatures. The all mankind. Whatever the creature once was is lost in the annals
The power of the relic will grant you to cast hallow spell at 5th
summoned creatures will be completely under your control as long of time. When you attune to the shield, you gain resistance to
level. The effect is permanent.
as you hold your concentration. When you lose concentration, they either fire, lightning, or cold damage, and once per 7 days, you can
will simply scatter or act randomly directed by the Game Master. change the resistance type you receive from it by concentrating
The Game Master will be the final arbiter of which creature, for 1 minute.
and how many, is summoned. Multiple creatures from different Also, once per day by using your reaction you can increase your
species can be summoned. When you use the horn, you can’t do armor class by 2 to potentially block a melee attack.
so again until the next dawn.

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Bow of Elemental Barrage -Longbow, very rare Wand of Water Detection -Wand, common Instrument of the White Beards, Blade of Dark Steel -Longsword, rare, attunement
You gain +1 bonus to attack and damage rolls made with this The wand is shaped like a dowsing rod and enables the user to Feywarden’s Qopuz This piece of ever-warm amber is cut by the most skilled of the
magic weapon. The riser of this oversized Longbow is etched with search for water in close proximity. The wand holds two pieces -Wondrous Magic Item, rare, attunement by a bard gem cutters and enchanted by the will of the gods. The amber
Tamga depicting the elements. Each time you successfully strike of star metal at each end that the wielder holds. When active the holds 12 charges that can be used as such:
a creature, the bow deals damage in a random element instead of wand will point in the direction that holds the largest body of An instrument of the bards is an exquisite example of its kind, • druidcraft (0 charges, at will)
piercing damage, transforming the ammunition you used into that water within 20 miles. superior to an ordinary instrument in every way. In other lands, • entangle (1 charge)
element, keeping any enchantment it previously had, and each other types of instruments may exist but in the lands of people of • spike growth (2 charges)
arrow will hold a different color than the other: the steppes, only the Qopuz exist. A creature that attempts to play • plant growth (4 charges)
the instrument without being attuned to it must succeed on a DC The spell save DC to resist these effects is 17. The amber regains
16 Wisdom saving throw or take 1d8 psychic damage. 1d6 charges at dusk each day. Also, once per day by spending
Roll Element Color You can use your action to play the instrument and cast one of its
d10 an action, you can choose to regain 1 expended use of your wild
stored spells. Once this instrument has been used to cast a spell, it shape feature.
1 Acid Dark Green can’t be used to cast the same spell again until the next dusk. The
spells use your spellcasting ability and spell save difficulty.
2 Cold Whitish Blue You can play the instrument while casting a conjuration spell to be
3 Fire Crimson Red boosted by the careful spell metamagic feature. This effect applies
only if the said conjuration spell has a somatic or a material
4 Force Pale Violet component.
5 Lightning Light Blue All instruments of the bards can be used to cast the following
spells: fly, invisibility, levitate, and protection from evil and good.
6 Necrotic Dark Black In addition, Feywarden’s Qopuz can be used to cast: entangle,
create food and water and web.
7 Poison Light Green
8 Psychic Metallic Purple
9 Radiant Golden Yellow
10 Thunder Smokey White

Star-Touched Dagger -Dagger, uncommon


You gain +1 bonus to attack and damage rolls made with this
magic weapon. It also gives the wielder the ability to cast
darkvision on themselves for the duration of 10 minutes once a Jug of Endless Broth -Wondrous Magic Item,
day. The expended use will return at dawn. common
This ceramic jug carries hot, delicious, and invigorating meat
and vegetable broth. The jug has a lid that can be easily opened
or closed. It is impossible to fill the jug with any other liquid: it
simply drips away from the lid. The broth inside is always warm
Premium Quality Kumiss -Potion, common and fortifying, but the small ceramic jug doesn’t give off any heat.
You regain 2d4+4 hit points when you drink this specially brewed Each time you drink the broth during a short rest, whether you roll
kumiss. It is pretty common to find this pure white liquid being a hit dice or not, you can roll 1d4 and gain the exact amount of hit
carried in the steppes. points. The broth, unless consumed, will vanish in seconds if it is
taken out of the container.

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Leather Armor of Foresight -Leather Armor, Cancelation Rocks -Wondrous Magic Item, rare Tent of Safety -Wondrous Magic Item, uncommon Bundle of Herbs -Wondrous Magic Item, common
uncommon, attunement These amorphous, gray-colored rocks resonate with strong magic. When you put this exquisite-looking tent up, its magic will You regain 3d4+2 hit points when you apply these herbs to an
This leather armor is said to be made from the skins of the giants. When they are rubbed together and thrown 40 feet, they explode generate the effects of the tiny hut spell. Putting up the tent will open wound. The healing will occur in 1 minute.
When you attune to it, you gain blindsight of 30 feet. in a 15 feet radius sphere of magic canceling energy on impact. take 1 minute, and, as stated in the spell description, it will protect
The rocks are consumed when this happens. Any active spell of up to 9 creatures of medium or smaller size for 8 hours. The tent
3rd level or lower in the area of effect will be dispelled. will be expended when the duration ends, turning the tent into a
non-magical object.

The Devourer -Battleaxe, legendary, attunement Whistle of the Wind Demon -Wondrous Magic Permanent Tamga -Tamga, varies, attunement Skull of the Dead -Wondrous Magic Item, rare
by any evil creature Item, very rare Produced with a special needle, this magical Tamga features When you activate this skull by pressing the gemstone on its
The Devourer is adorned with skulls that bleed from their eyes. When you blow this whistle and meditate for 10 minutes, you designs that emphasize more than one color. forehead, you become invisible to any undead creature for 1 hour.
When you grab this weapon, you hear whispers of the dead calling change the weather as if you cast a control weather spell within When the effect ends, it can’t be used again for 7 days.
your name. It is said that the wielder of The Devourer will join 1 mile and without material components. Once this is used, the Attunement. To attune to the Tamga, you hold the needle to your
these tortured dead when they finally die. whistle can’t be used for 7 days. skin where you want the Tamga to appear, pressing the needle
You gain +3 bonus to attack and damage rolls made with this there throughout the attunement process. When the attunement
magic weapon. If you attack a creature with this weapon and roll is complete, the needle turns into the ink that becomes the Tamga,
a 20 on the attack roll, the creature takes an extra 2d12 necrotic which appears on the skin.
damage, and you will regain a number of hit points equal to the
necrotic damage taken. If your attunement to the Tamga ends, it vanishes, and the needle
Also, the ax makes you immune to necrotic damage. reappears in your space.

200 201
Wand of Birds -Wondrous Magic Item, Yada Stones -Wondrous Magic Item, legendary, Bow of the Plainsrider -Any Bow, uncommon Arrows of Travel -Arrow, rare
uncommon attunement This gorgeous bow has a beautiful Tamga depicting horseback When you shoot this arrow and you do not hit any target, you may
When you activate this wand’s magic, you can cast animal The Yada Stones are two palm-sized, hefty looking rocks with riders fighting against a huge fiend. When you use this bow choose to teleport alongside the arrow as long as the attack ends
friendship and speak with animals spells at 1st level. Use Wisdom Tamga covering every inch of them. The stones usually are carried against any medium-sized target who is on foot while you are within the range of the bow you are using. The magic of the arrow
as your spellcasting ability for these spells. The rod holds 3 in different pouches, never touching each other if their magical riding a mount, you have advantage on your attack rolls. will be expended when you do so.
charges and will regain expended uses at the dawn. powers are not needed. When the stones touch each other and the
command phrase “Light the way by the name of Ülgen!” is uttered,
the stones shed bright light for a 100 foot radius and dim light for
another 100 feet.

Endurance to Thunder and Lightning. You have resistance to


thunder and lightning damage. If you have resistance to thunder
or lightning from another source, instead you have immunity to
thunder and lightning damage. If you already have immunity to
thunder and lightning damage from another source, whenever
you are subjected to thunder or lightning damage, you take none
of that damage and regain a number of hit points equal to half the
damage dealt of that type.

Spellcasting. Yada Stones hold 17 charges and can be used as


such:

• ray of frost and thaumaturgy (0 charges, at will)


• fog cloud and thunderwave (1 charge)
• gust of wind and moonbeam (2 charges)
• call lightning and sleet storm (3 charges)
• ice storm (4 charges)
• control winds (5 charges) Saddle of Stability -Wondrous Magic Item,
• control weather (7 charges)
variable
Sorcerer’s Shards -Wondrous Magic Item, rare The spell save to resist these effects is DC 19. Yada Stones This leather saddle gives increased movement capabilities and
Prerequisite: Sorcerer can only regain charges by absorbing spells with thunder and Endurance Feed -Wondrous Magic Item, durability to your steed. The bonuses and rarity are as follows:
lightning damage. The wielder can use their reaction to absorb
When you infuse this shard with your magic, and you have
uncommon
any spell that causes thunder or lightning damage countering all
metamagic class feature, you can infuse the spell you cast with a Roll Rarity Movement Hit Points Armor
the spell effects and absorbing the spell’s energy. Each spell level This is a specially enhanced and enchanted horse feed that holds
d6 Class
metamagic option that you already have without spending sorcery will recharge 1 charge for the stones. If, in any case, the number of herbs, spices, and liquids that both feed and enhance the horse.
points. The shard’s energy will be extinguished when you use it. charges goes above 17 the stones will cause an explosion dealing When you give Endurance Feed to a horse, it becomes immune 1 Common +5 +5 hit points total +1
10d10 force damage in a 60 feet radius, disappear from the hands to exhaustion for 2d4 days and also doesn’t need food or water to
2 Uncommon +10 +10 hit points total +1
of the wielder and reappear somewhere determined by the Game replenish itself for the same period.
Master. Reacquiring the stones should be an extremely hard 3 Rare +15 +15 hit points total +2
adventure by itself. Also, the horse will move at double the speed for 8 days. The pack
4 Very Rare +20 +20 hit points total +2
Endurance Feed is placed in can hold only enough feed for 1 meal,
and the magic will be gone when the contents are consumed by 5 Legendary +25 +40 hit points total +3
the horse.
6 Artifact +50, +80 hit points total +3
+30 flight

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Equipment

Sash of Stoneskin -Wondrous Magic Item, rare, Rod of the Icicle -Rod, very rare, attunement
attunement You have resistance to cold damage when you are attuned to this
You have resistance to slashing damage while you wear this sash. icicle-shaped rod.
The sash is adorned with gems and golden etchings.
The rod holds 8 charges. While holding it, you can use an action to
expend 1 or more charges to cast one of the following spells from
it, using your spell save difficulty.

ray of frost (1 charge)


fog cloud (1 charge)
ice storm (4 charges)
wall of ice ( 5 charges)
cone of cold (6 charges)

The rod will regain 1d4+1 expended charges at dawn. If you


expend the last charge, roll a d20. On a roll of 1, the rod breaks
down and melts.

The rod can be used as a one-handed melee weapon, acting like


a mace that deals 1d6 cold damage. On a hit, you can use one
charge to increase the damage by 1d6. At most 3 charges can be
used in such a way.

Star-Metal Armor of Flexibility -Armor, rare,


variable
You have +1 bonus to Armor Class while wearing this armor. Star-
Metal is extremely light and flexible. When you wear this enchanted
armor, your armor class is 15 + Dexterity modifier (+1 modifier is
added to this). The armor doesn’t impose disadvantage on Dexterity
(Stealth) checks and does not have a Strength requirement.

Roll Rarity Movement Hit Points Armor


d6 Class
1 Common +3 None None
2 Uncommon +6 None None
3 Rare +9 1/Fixed +1
4 Very Rare +12 1/Fixed +2
5 Legendary +15 1/Change at LRest +3
6 Artifact +20 1/Change at SRest +3
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