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Magic Items

The document describes several magic items including: 1) A Robe of Summer that provides resistance to cold damage and comfort in any weather. 2) A +1 Spear (Flashback) that can deal lightning damage once per day and has the returning property. 3) A +1 Longbow (Glint) that creates its own arrows, some of which deal radiant damage and can blind targets. 4) An Amulet of Mighty Fangs that makes natural attacks like claws or teeth magical and can merge with a weapon to gain its properties for such attacks.
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0% found this document useful (1 vote)
121 views5 pages

Magic Items

The document describes several magic items including: 1) A Robe of Summer that provides resistance to cold damage and comfort in any weather. 2) A +1 Spear (Flashback) that can deal lightning damage once per day and has the returning property. 3) A +1 Longbow (Glint) that creates its own arrows, some of which deal radiant damage and can blind targets. 4) An Amulet of Mighty Fangs that makes natural attacks like claws or teeth magical and can merge with a weapon to gain its properties for such attacks.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Magic Items

ROBE OF SUMMER
Wondrous Item, Rare (Requires Attunement)
1 lb.
This elegant garment is made from fine cloth in hues of red, orange, and gold. While
you wear the robe, you have resistance to cold damage. In addition, you are
comfortable as if the temperature were that of a balmy day, so you suffer no ill
effects from the weather's temperature extremes.
This robe was crafted by the ancient Eladrin of Sharandar’s Summer Court to guard
against the magics of the Unseelie.

+1 SPEAR (FLASHBACK)
Weapon (Spear), Very Rare (requires attunement to use special abilities)
The spear counts as a magic weapon.
The spear has the returning property which allows it to return to your hand when thrown.

1x day; You can hurl the spear as a javelin of lightning with a range of 60ft. The spear turns
into a 5ft wide bolt of lightning dealing (4d6) lightning damage to targets along the path.
Targets can make a Dexterity saving throw (DC13) for half damage. You then make an
attack roll against the target at the end of the path dealing both spear damage and the
lightning damage
Flashback was created over 400 years ago for a young priest of Lathander living in Yartar.
He used it for many years and gained a following, eventually settling in the northern town
of Everlund. The spear fell to one of his disciples and was lost in the exploration of mountain
passes heading to Silverymoon. Over the years, bands of orcs possessed the spear and it fell
to one group or another before heading south and falling to the hands of the Sword
Mountain orc tribe.

+1 LONGBOW (GLINT)
Weapon (Bow), Very Rare (requires attunement to use special abilities)
The longbow counts as a magic weapon.
It does not need ammunition, creating arrows on its own. The arrows created deal 1d10
damage with half the damage being radiant damage. While shooting the radiant arrows,
you suffer disadvantage to hide checks for the round.

1x rest; Shoot one additional arrow as part of your action.


1x rest; You can have the target make a Constitution save (DC13) or be blinded as per the
spell Blindness Deafness.
Glint was created over 100 years ago deep in the Gulthmere Forest, located past Westgate
along the Sea of Fallen Stars. Thought to be created by the powdered bones of an angel,
however this has not been proven.

AMULET OF MIGHTY FANGS


Wondrous Item, Rare (Requires Attunement)
This pendant is shaped like the miniature skull of a great horned or fanged beast. While
wearing it, any attack the wearer makes using a portion of its own body, including teeth,
claws, horns, tail, wings, or even fists and feet is considered magical for the purpose of
overcoming a creature’s resistance to damage. An unintelligent creature can attune this
item by wearing it for 1 hour.

When an amulet of mighty fangs is attuned, an intelligent creature can merge a weapon
with the amulet. The weapom is shrunken to a tiny miniature of itself and clasped in the
jaws of the skull amulet. As long as the amulet of mighty fangs is attuned, any of the
“natural weapons” described above gain the benefit of any continuous powers or materials
possessed by that weapon as if it were also attuned to the wearer. Thus, if an adamantine
or silvered weapon is merged with the amulet, the wearer’s attacks would be treated as
adamantine or silvered. If the merged weapon grants a magical bonus on attack and
damage rolls, that bonus applies to the wearers claws, bite, and similar attacks.

While they gain the benefit of a merged weapon’s continuous effects, the wearer of an
amulet of mighty fangs cannot trigger any special abilities of the merged weapon that
require actions, even if they are free or bonus actions.

Cloak of the Blizzard


Wondrous item, uncommon (requires attunement)
While you wear this thick, white, fur-lined cloak while outside in an arctic
environment, you stay warm and are much more difficult to see. You are protected
from even the most extreme cold weather and you have advantage
on Dexterity (Stealth) checks made to hide or sneak in snowy terrain.

Boots Of The Wolf


Wondrous item, very rare (requires attunement by a barbarian, druid, or ranger)
These boots are of tanned leather topped with wolf fur.
Radiates: Conjuration and transmutation magic.
Power: As an action, you may call forth a pack of 1d4+1 wolves by expending 2
charges or a single dire wolf for 3 charges. You have a limited form of two-way
telepathy with these beast(s) that allow you to communicate simple thoughts,
feelings, and sensory impressions. They appear at the end of the round you summon
them to attack, defend, or scout.
The beast(s) are friendly to you and your companions, and act on your initiative. If
you do not issue a command or action for them to take in combat, they will do their
best to take a stealthy approach to hostile creatures and lunge at enemies
(preferably ones you have not yet attacked this round).
If you attempt to give them an explicitly suicidal order, your control over them breaks,
and they attack you with advantage instead. If the beast(s) are reduced to 0 hit
points or released from your control, they vanish into howling mist.
The beasts remain for 1 minute, until your concentration ends, you die or
become unconscious, or you choose to dismiss them as a bonus action.
Charges: The boots have 5 charges per day. They regain 1d4+1 charges every
night at midnight. If you use all 5 charges in a single day, you cannot call another
wolf until you bathe the boots in the light of the next full moon from dusk till dawn.

Boots of Winter
Wondrous item, rare (requires attunement by a barbarian, druid, or ranger)
These rugged, well-built boots are made with the thick white fur of a winter wolf.
They are exceptionally warm and comfortable.
Radiates: Abjuration magic.
Power: You ignore difficult terrain in ice or snow.
Power: You gain resistance to cold damage.
Power: When you fail a saving throw against cold damage or effects (whether
natural or magical), you may reroll your save but must keep the new result.
MOONBLADE
DMG
Martial Weapon (longsword), Melee Weapon, Legendary (Requires Attunement by
an Elf or Half-Elf of Neutral Good Alignment)
3 lbs. 1d8 slashing - versatile (1d10)
Of all the magic items created by the elves, one of the most prized and jealously
guarded is a moon blade. In ancient times, nearly all elven noble houses claimed
one such blade. Over the centuries, some blades have faded from the world, their
magic lost as family lines have become extinct. Other blades have vanished with
their bearers during great quests. Thus, only a few of these weapons remain.
A moonblade passes down from parent to child. The sword chooses its bearer and
remains bonded to that person for life. If the bearer dies, another heir can claim
the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal
longsword until a worthy soul finds it and lays claim to its power.
A moonblade serves only one master at a time. The attunement process requires
a special ritual in the throne room of an elven regent or in a temple dedicated to
the elven gods.
A moonblade won't serve anyone it regards as craven, erratic, corrupt, or at odds
with preserving and protecting elvenkind. If the blade rejects you, you make ability
checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade
accepts you, you become attuned to it and a new rune appears on the blade. You
remain attuned to the weapon until you die or the weapon is destroyed.
A moonblade has one rune on its blade for each master it has served
(typically 1d6+1). The first rune always grants a +1 bonus to attack and damage
rolls made with this magic weapon. Each rune beyond the first grants the moon
blade an additional property. The DM chooses each property or determines it
randomly on the Moon Blade Properties table.

Moonblade Properties
d100 Property
01- Increase the bonus to attack and damage rolls by 1, to a maximum of +3.
40 Reroll if the moonblade already has a +3 bonus.
41- The moonblade gains a randomly determined minor property (see "Special
80 Features" DMG p143).
81-
The moonblade gains the finesse property.
82
83-
The moonblade gains the thrown property (range 20/60 feet).
84
85-
The moonblade functions as a defender.
86
87-
The moon blade scores a critical hit on a roll of 19 or 20.
90
91- When you hit with an attack using the moon blade, the attack deals an
92 extra 1d6 slashing damage.
93- When you hit a creature of a specific type (such as dragon, fiend, or
undead) with the moonblade, the target takes an extra 1d6 damage of one
94
of these types: acid, cold, fire, lightning, or thunder.
You can use a bonus action to cause the moonblade to flash brightly. Each
creature that can see you and is within 30 feet of you must succeed on a
95- DC 15 Constitution saving throw or become blinded for 1 minute. A
96 creature can repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success. This property can't be used again until you
take a short rest while attuned to the weapon.
97-
The moonblade functions as a ring of spell storing.
98
You can use an action to call forth an elfshadow, provided that you don't
already have one serving you. The elfshadow appears in an unoccupied
space within 120 feet of you. It uses the statistics for a shadow, except it is
99
neutral, immune to effects that turn undead, and doesn't create new
shadows. You control this creature, deciding how it acts and moves. It
remains until it drops to 0 hit points or you dismiss it as an action.
00 The moonblade functions as a vorpal sword.
Sentience.
A moon blade is a sentient neutral good weapon with an Intelligence of 12, a
Wisdom of 10, and a Charisma of 12. It has hearing and darkvision out to a range
of 120 feet.
The weapon communicates by transmitting emotions, sending a tingling
sensation through the wielder's hand when it wants to communicate something it
has sensed. It can communicate more explicitly, through visions or dreams, when
the wielder is either in a trance or asleep.
Personality.
Every moonblade seeks the advancement of elvenkind and elven ideals.
Courage, loyalty, beauty, music, and life are all part of this purpose.
The weapon is bonded to the family line it is meant to serve. Once it has bonded
with an owner who shares its ideals, its loyalty is absolute.
If a moon blade has a flaw, it is overconfidence. Once it has decided on an
owner, it believes that only that person should wield it, even if the owner falls short
of elven ideals.
Versatile.
This weapon can be used with one or two hands. A damage value in
parentheses appears with the property—the damage when the weapon is used
with two hands to make a melee attack.

Source: DMG, page 217

31, 51, 16, 100, 22, 86, 29 – rerolled to 93

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