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Legendary Magical Goods

Non-attunement Items


The following are non-attunement magical items that are legendary.
 

Jewellery

Magical spells worn or woven into gemstones worn on ones person.
 
Ioun Stone of Conversion: While this black decagon orbits your head, you may turn valuable gems or diamonds into magic. You may cast any spell from the wizard spell list without using any components as long as you consume 500 gp worth of gems per spell level.
 
Ioun Stone of Denial: While this purple trefoil orbits your head you may cast Antimagic Field from it once per long rest. The aura of antimagic does not affect anything you are holding or carrying.
 
Ioun Stone of Foreknowledge: While this smooth white crescent orbits your head you are under the effects of the Foresight spell.
 
Ioun Stone of Perpetuation: This translucent crystal pyramid can maintain concentration on a spell on your behalf as it orbits your head. As an action, you may transfer a spell you are concentrating to the Ioun stone, freeing you up to cast another concentration spell. The Ioun stone perpetuates the spell effect as if by concentration for its duration or for 1 minute, whichever is shorter. If the original caster takes damage, they must make a Constitution saving throw with a - 5 to the roll or lose concentration on the spell perpetuated by the stone, as well as any other spell they might be concentrating on at the time. If the Ioun stone is destroyed or seized by another creature, any spell effect being sustained by the stone ends.
 
Ioun Stone of Presence: You are immune to the effects of the Slow, Temporal Shunt, Time Ravage and Time Stop spells while this blue spindle orbits your head. Additionally, you always know what time it is.
 
Ioun Stone of Sentience: While this opalescent octahedron orbits your head, you are in telepathic communication with the sentient spirit that resides within it. The Archmage Ioun bound himself within this stone to avoid his afterlife. Ioun has an intelligence of 26, a Wisdom of 18, and a Charisma of 16. While within the stone, it has hearing and darkvision out to a distance of 120 feet. The spirit can speak, read, and understand Netherese, though it only communicates telepathically, and only with its bearer. Ioun can cast the following spells on you;
3/Day Each: Comprehend Languages, Identify, Speak with Dead.
1/Day: Augury
 

Attunement Items


They require a significant portion of magical power compared to the non-attunement items, with most characters being limited to three active at any one time.
 

Armour

Magical sources placed onto armour are often, but not always, related to defense or stealth.
 
Armour of Invulnerability: While wearing this armour you are resistant to weapon damage. You can also use an action to make yourself immune to weapon damage for 10 minutes. This ability recharges on a long rest.
 
Armour of Etherealness: While wearing this armour you can spend an action to cast Etherealness at will.
 
Armour of the Seven Winds: 6 Charges This armor is weightless and has the colours of white and blue shifting constantly. While wearing this armour, you have access to the following spells; Misty Step (1 charge), Wind Walk (4 charges), Investiture of Wind (6 charges). This armour regains 1d4 +2 charges on a long rest.
 
Ceremonial Kuldjargh Armour: This Armour is one of several extremely powerful artifacts made for the Battleragers of their Clans. They grant their wielder advantage on their Grappled checks, and when they would gain temporary hit points, they grant an identical number to all allies within 60ft. Their unarmed attacks are considered 1d8/1d10 versatile weapons.
 
Laeral's Spell: 6 Charges This shield is named for the legendary Faerunian wizard Laeral Silverhand, who devised it. While having it equipped, you also gain immunity by damage from the following spells: Blade Barrier, Shillelagh, and Spiritual Weapon. You can expend 1 charge to cast Shield, if any ranged attacks are caused to miss you can make a ranged spell attack roll with that ammunition against another target within 30ft. The shield regains 1d4+2 charges on a long rest.
 
Prismatic Robe: 8 Charges A rainbow colored robe that appears in dull colors at first before springing to life when used. While wearing this robe,
you are resistance to acid, cold, fire, lightning, and poison. You can an action to expend a number of charges to cast the following spells; Prismatic Spray (2 charges), Prismatic Wall (6 charges). You regain 1d6 +2 charges on a long rest.
 
Robe of the Archmagi: Your armour class is 16 + your Dexterity modifier, you have advantage on saving throws against spells and resistance to their damage, your spell save DC and spell attack bonus increase by 2.
 
 

Clothing

These are magical items that are worn on your person and are often available in a variety of cuts and designs.
 
Mantle of Lordly Command: This magical mantle was the badge of office for the Batrachi Prince during the Titansblood Wars. While wearing this mantle, you can use an action to cast Command on any number of targets within 60ft. This ability is regained on a long rest.
 
Mask of the White Stag: This magical regelia of the Wild Hunt, grants you several magical properties. While wearing this mask, you darkvision increases by 60ft. You have advantage on Animal Handling, Nature, Perception, and Survival checks. You can cast Fear with a range of 60ft. You can use this property three times before your next long rest.
 
 

Jewellery

Magical spells worn or woven into gemstones worn on ones person.
 
Crown of Horns: 20 Charges An malevolent, intelligence artifact forged in the Age of Netheril and enhanced by Myrkul the former God of Death. Wearing it grants you resistance against necrotic damage, as well as a constant aura of fear 60ft around them. Targets must make a Wisdom Saving Throw or become Frightened. Once frightened the target must break line-of-sight to save against the ability. The wearer has advantage on saving throws against any ability that Turns Undead. The wearer must pass a Charisma DC 20 when first putting on the crown, or become possessed by the spirit within. You can also use the charges in the staff to cast the following spells;
  • 1 Charge: Assassin’s Burial, Cause Fear, Disguise Self, Hellish Rebuke, Inflict Wounds, Shield
  • 2 Charges: Darkness, Dark Lightning, Heartripper, Ray of Enfeeblement, Suffer
  • 3 Charges: Blackened Heart, Fiendish Portal, Grim Scythe, Summon Undead
  • 4 Charges: Shadow of Moil, Shadow Refuge, Unseen Claw
  • 5 Charges: Danse Macabre, Negative Energy Flood
  • 6 Charges: Circle of Death
  • 7 Charges: Finger of Death

It regains 2d8 + 4 expended charges on a long rest.
 
Crown of Black Pearls: 20 Charges The crown of the Pirate Isles and it's ruler, this legendary artifact will only submit to someone who had bested the previous wearer in ship combat. Otherwise it will sink to the bottom of the ocean and conjure a safe keeping place. While wearing this crown underwater, you have the ability to breath both air and water. The crown also grants a +2 to saving throws and Armour Class, as well as granting advantage to the wearer to all charisma ability checks related to commanding a water vessel. While wearing this crown, you can use an action to expend 1 or more of its charges to cast one of the following spells;
  • 0 Charges: Gust, Shape Water
  • 1 Charge: Create or Destroy Water
  • 2 Charges: Gust of Wind
  • 3 Charges: Call Lightning, Tidal Wave, Wall of Water
  • 4 Charges: Control Water
  • 5 Charges: Control Winds

The crown regains 1d8 + 2 expended charges on a long rest, or 2d8 + 4 if the attuned wearer is within sight of the sea.
 
Crown of the First Man: 20 Charges Contrary to the name, this is not actually the first crown crafted by humanity, but the name of the royal crown of Netheril. The Nation of the First Man was a moderate Clan who made strong dplomatic ties with the Elves of Cormanthyr and were in turn taught their magics. It wasn't until centuries later that first royal lineage was taken over by the Archmages, and the growing Empire reshaped into a Magocracy. This crown makes the wearer resistant against magic, immune to sleep and charms, and has access to the following spells;
  • 1 Charge: Absorb Elements, Animal Friendship, Ceremony, Charm Person, Detect Evil and Good, Protection from Evil and Good
  • 2 Charges: Animal Messenger, Calm Emotions, Gust of Wind, Misty Step, Warding Wind
  • 3 Charges: Counterspell, Remove Curse, Plant Growth, Summon Fey
  • 4 Charges: Dominate Beast, Otiluke's Resilient Sphere, Shattersong,
  • 5 Charges: Dispel Evil and Good, Purifying Flame,
  • 6 Charges: Otto's Irresistible Dance
  • 7 Charges: Cruel Wind

It regains 2d8 + 4 expended charges on a long rest.
 
Crown of Lordy Might: 6 Charges Part of the regalia of lordy might, some of the greatest trageties and miracles have been performed by creatures that manage to gather all 3 items. This crown allows the wearer to expend 1 charge and cast Gate. This item regains 1 charge for every CR20+ creature killed within 120ft of it.
 
Crown of the Purple Dragon: The symbol of highest office within Cormyr, the Crown grants the wearer several powerful benefits. The wearer is aware of all Dragons within a 5 mile radius, casts a 9th level Zone of Truth at will, all creatures within 120ft must pass a Charisma saving throw or become Charmed. The wearer also cast access to 9th level Command and 9th level Compelled Query.
 
Eye of the Basilisk: This silver eye patch is enchanted to keep a perfectly preserved and highly dangerous basilisk eye alive. While wearing this eyepatch, if a creature starts its turn within 30 feet of you and the two creatures can see each other, then you can force the creature to make a Constitution saving throw if you aren’t Incapacitated. On a failed save, the creature magically begins to turn to stone and is Restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is Petrified until freed by the Greater Restoration or Wish spell. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see you until the start of its next turn, when it can avert its eyes again. If it looks at you in the meantime, it must immediately make the save.
 
Feather of the Last Dawn: The feather of the last Angel to fall during the Dawn War. Enbued with the collective hopes of the Gods after peace was brought to the world. While holding this feather, you may add 5d8 to all healing spells of 1st level or higher.
 
Mask of a Thousand Kisses: While wearing this mask, you can cast Charm Monster against a creature, the duration is infinite or until you unattune from the item.
 
Ring of Invisiblity: While wearing this ring you can spend a bonus action to become Invisible. You remain invisible until the ring is removed or you spend a bonus action to become visible again.
 
Ring of Netherese High Magic: While you are wearing and attuned to this ring, all of your spells of 5th level or lower function as if they were cast using a spell slot of one level higher. In addition, you gain two extra spell slots; one equal to your spellcasting modifier (minimum of 1st level), and one equal to your highest spell slot level. Both of these slots are regained after a short or long rest.
 
Ring of Three Wishes: 3 Charges While wearing this ring, you can expend 1 charge to cast Wish.
 
The First Imaskarcana: 20 Charges Crafted by an ancient Lord Artificer of Inupras more than nine thousand years ago, the First Imaskarcana is a crudely wrought, crenellated crown forged from a strange, lavender-tinted metal. it contains the supreme magics of Imaskari enchantment. The wearer is immune to the affects of the Enchantment School of magic. You can also use the charges in the crown to cast the following spells;
  • 1 Charge: Charm Person, Compelled Query, Sleep
  • 2 Charges: Crown of Madness, Hold Person, Suggestion
  • 3 Charges: Enemies Abound, Incite Greed
  • 4 Charges: Charm Monster, Confusion, Ego Whip
  • 5 Charges: Dominate Person, Geas, Hold Monster
  • 6 Charges: Mass Suggestion, Otto's Irresistible Dance
  • 7 Charges: Dominate Monster, Feeblemind

It regains 2d8 + 4 expended charges on a long rest.
 
The Naga Crown: The crown of the Sarrukh Empire, enchanted to gain absolute authority from it's many subjects and citizens. While wearing this crown, your Charisma is raised to 22, and cannot be reduced by any means. All Sarrukh, Asabi, Lizardfolk, Naga, Pterafolk, Trogloytes, Yuan-ti are Charmed by the wearer versus a Charisma saving throw. While charmed in this way, their devotion and love is so strong it bypasses their self-presevation instinct.
 
The Shimmaryn: These items look like sparkling jewels held in cages of elaborately plaited wire. They are, in fact, tiny areas of dead magic held in a magical lattice. No magic spells, items or creatures can affect the wearer. However, the wearer cannot cast magic, gains no benefit from magical items, and cannot damage non-primer creatures.
 
The Ring of Winter: 20 Charges While weaing this ring, you have immunity to cold damage, and aging. In addition, everyone you wish within 60ft of you is are unharmed by temperatures as low as -50 degrees Fahrenheit. You can also use the charges in the crown to cast the following spells;
  • 1 Charge: Absorb Elements, Corona of Frost, Fog Cloud, Ice Knife
  • 2 Charges: Coldfire Blast, Ice Blade, Spike Growth
  • 3 Charges: Frozen Lance, Sleet Storm
  • 4 Charges: Control Water, Ice Blades, Ice Storm, Watery Sphere
  • 5 Charges: Bigby's Hand, Commune with Nature, Cone of Cold, Hold Monster
  • 6 Charges: Flesh to Stone but Ice instead of stone, Otiluke's Freezing Sphere, Wall of Ice
  • 7 Charges: Cruel Wind, Simulacrum
  • 8 Charges: Cryostasis
  • 9 Charges: Reign of Winter

It regains 2d8 + 4 expended charges on a long rest.
 
 

Spellcaster Foci

These are spellcaster foci, but with additional spell affects woven into the items for variety of affects.
 
Archdruids Staff: 30 Charges The mark of station for the highest of Druidic practioners. While holding the staff, you have advantage on Saving Throws against Spells and have the ability to Speak with Animals at will. You can expend 1 charge to regain one of your Wild Shape features charges. You can also use the charges in the staff to cast the following spells;
  • 1 Charge: Absorb Elements, Animal Friendship, Detect Evil and Good, Detect Poison and Disease, Entangle, Sleep
  • 2 Charges: Animal Messenger Find Steed, Flame Blade, Locate Animals or Plants, Misty Step Pass Without Trace
  • 3 Charges: Mutate, Skewering Vines, Speak with Plants, Tidal Wave, Venom Blast
  • 4 Charges: Bloodthorn, Grasping Vine, Guardian of Nature, Summon Elemental
  • 5 Charges: Mass Cure Wounds, Tree Stride, Wrath of Nature
  • 6 Charges: Heal, Investiture of Wind or another Investiture appropriate to the circle.
  • 7 Charges: Mirage Arcane
  • 8 Charges: Control Weather

It regains 4d6 + 6 expended charges on a long rest.
 
Despoiler of Flesh: 9 Charges While holding this rod, you can cast Polymorph (1 charge), or Mass Polymorph (5 charges). You can transform your targets into horrifying mounts of flesh and external organs, as you morph and forge their flesh to your will. These targets are Paralyzed, and all targets within 60ft are Frightened of you versus a Wisdom saving throw. The rod regains 1d6 +3 expended charge per long rest.
 
Rod of Lordly Might: The rod has six different buttons (bonus action to use) that are set in a row along the haft, as well at 3 other properties;
  1. Conjures a 4th level Flame Blade at the end.
  2. Conjures a 4th level Storm Blade in the shape of a crescent axe on the end.
  3. Conjures a 2nd level Ice Blade with reach 1.
  4. Transforms into a 50ft long climbing pole with ladder bars. Can hold up to 4,000 pounds of weight.
  5. Transforms into a handheld battering ram and gram its user a +10 bonus to Strength Checks made to break through doors, barricades, and other barriers.
  6. Assumes it's original form and briefly points to magnetic north. The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.

  • Drain Life: When you hit a creature with a melee Attack using the rod, you can force the target to make a Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of Hit Points equal to half that necrotic damage. This property can't be used again until the next dawn.
  • Paralyze: When you hit a creature with a melee Attack using the rod, you can force the target to make a Strength saving throw. On a failure, the target is Paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, Ending the Effect on a success. This property can't be used again until the next dawn.
  • Terrify: While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a Wisdom saving throw. On a failure, a target is Frightened of you for 1 minute. A Frightened target 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 the next dawn.

 
Rod of Resurrection: 5 Charges While holding this rod, you can cast Heal (1 charge), or Resurrection (5 charges) without using material components. The rod regains 1 expended charge per long rest.
 
Staff of the Archmagi: 50 Charges While holding the staff, you have advantage on Saving Throws against Spells and resistance against their damage. In addition, you can use your Reaction when another creature casts a spell that Targets only you. If you do, the staff absorbs the magic of the spell, canceling its Effect and gaining a number of Charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of Charges above 50, the staff explodes. You can also use the charges in the staff to cast the following spells;
  • 1 Charge: Absorb Elements, Armour of Agathys, Cause Fear, Magic Missile, Shield
  • 2 Charges: Detect Thoughts, Misty Step, Snowball, Warding Wind
  • 3 Charges: Counterspell, Fireball, Fly, Lightning Bolt, Pulse Wave
  • 4 Charges: Arcane Eye, Banishment, Dimension Door
  • 5 Charges: Temporal Shunt, Wall of Force
  • 6 Charges: Disintegrate
  • 7 Charges: Plane Shift

It regains 4d6 + 4 expended charges on a long rest.
 
Tiamet's Staff: 30 Charges This is the staff of the Champion of Tiamet, the end of the staff bears a likeness to Tiamet's five heads. While holding this staff you have resistance to the Frightened condition, the chromatic draconic elements, and proficiency in draconic. Melee attacks with this weapon deal an additional 1d8 acid, 1d8 cold, 1d8 fire, 1d8 lightning, 1d8 poison damage. While holding the staff you can use an action to expend 4 charges to cause each creature of your choice within 120 feet to become Frightened for 1 minute versus a Wisdom saving throw. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success and becoming immune to this affect for the next 24 hours. You can also use an action to expend 3 charges to use a 17th level Chromatic Dragonborn Breath Attack of your choice (including the rarer chromatic dragons not on the staff. You can also use the charges in the staff to cast the following spells;
  • 1 Charge: Absorb Elements, Cause Fear, Chromatic Orb
  • 2 Charges: Alter Self, Dragon's Breath, Heartripper
  • 3 Charges: Charge, Fireball, Fly, Lightning Bolt
  • 4 Charges: Arcane Eye, Dark Empowerment, Polymorph, Unseen Claw, Wall of Fire
  • 5 Charges: Cloudkill, Constriction, Legend Lore, Wings of Night
  • 6 Charges: Blade Barrier, Scatter, True Seeing
  • 7 Charges: Fire Storm, Pulse Cannon
  • 8 Charges: Illusory Dragon
  • 9 Charges: True Polymorph

It regains 4d6 + 6 expended charges on a long rest.
 
The Blackstaff: 30 Charges An exceedingly renowned staff first created by the veritable Khazan Blackstaff in his position as the strongest mage of Waterdeep. This staff is so imfamous that all Archmages that occupied the position afterwards were refered to with the honorific 'Blackstaff". When you hit a creature with this weapon, you cause any spell effects of 5th level or lower on the target to end. Additionally, for each spell of 6th level or higher on the target, make an ability check using your weapon ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. You can also use the charges in the staff to cast the following spells;
  • 1 Charge: Absorb Elements, Armour of Agathys, Cause Fear, Guiding Bolt, Magic Missile, Shield
  • 2 Charges: Augury, Detect Thoughts, Mirror Image, Snowball, Warding Wind
  • 3 Charges: Counterspell, Dispel Magic, Fireball, Fly, Lightning Bolt, Pulse Wave
  • 4 Charges: Arcane Eye, Banishment, Death Ward, Dimension Door
  • 5 Charges: Far Step, Temporal Shunt, Wall of Force
  • 6 Charges: Arcane Gate, Disintegrate
  • 7 Charges: Sequester
  • 8 Charges: Antimagic Field

It regains 4d6 + 6 expended charges on a long rest.
 
The Fifth Imaskarcana: 30 Charges Crafted by an ancient Lord Artificer of Inupras more than nine thousand years ago, the Fifth Imaskarcana is a pitted, battered looking scepter about 2 feety long with a crudely cut amethyst on one end. While holding the scepter, the wearer has a +10 to History (military) checks. The wearer is immune to the affects of the Evocation School of magic. You can also use the charges in the crown to cast the following spells;
  • 1 Charge: Chromatic Orb, Magic Missile, Thunderwave
  • 2 Charges: Rime's Binding Ice, Scorching Ray, Warding Wind
  • 3 Charges: Delayed Blast Fireball, Melf's Minute Meteors
  • 4 Charges: Storm Sphere, Vitriolic Sphere, Wall of Fire
  • 5 Charges: Chandra's Eruption, Cone of Cold, Wall of Stone
  • 6 Charges: Chain Lightning, Flame Vortex
  • 7 Charges: Fire Storm, Whirlwind

It regains 4d6 + 6 expended charges on a long rest.
 
The Third Imaskarcana: 30 Charges 30 Charges Crafted by an ancient Lord Artificer of Inupras more than nine thousand years ago, the Third Imaskarcana is a deep cerulian blue tome made from some unknown leather. Reading from the book will answer questions, much like the Contact Other Plane spell, each fifth page turned requiring a new Intelligence saving throw or be enfeebled. The wearer is immune to the affects of the Divination School of magic. You can also use the charges in the crown to cast the following spells;
  • 1 Charge: Comprehend Languages, Future Insight, Identify
  • 2 Charges: Augury, Borrowed Knowledge, Glimpse the Future
  • 3 Charges: Clairvoyance, Tongues
  • 4 Charges: Divination, Locate Creature, Unseen Claw
  • 5 Charges: Legend Lore, Rary’s Telepathic Bond, Scrying
  • 6 Charges: Sense Tremors, True Seeing
  • 9 Charges: Foresight

It regains 4d6 + 6 expended charges on a long rest.
 
Wand of Orcus: 30 Charges ???
 
 

Weapon

Magical weapons often contain damaging spells, or elemental forces to harm your foes.
 
Ancestral Dwarven Runehammer: The Runehammers of Faerfun are exceedingly rare, mos being crafted when the Dwarves threw off their shackles of slavery from the Giants. As their are passed from father to son, they are embued with more runes and enchantments. Maybe were lost during the Rise and Fall of the Uthgardian Empire that are fidnign their way back into Dwarven hands. They didn't start with legendary abiliites, but have gained them from the trials and tribulations of their owners. Most has some level of sentience, not necessarily speech, but a quiet wisdom and guidance. Some examples of Runebahmmer abilities;
  • Resistance against certain elemental damages, or extra elemental damage.
  • Enhanced abilities against creature-types that the Dwarven family grudged against; Goblins, Orcs, Giants, Dragons, etc.
  • Protection against charms or illusions, or alcohol.
  • Ability to summon a shadow of an ancestor (as a sumon fey spirit or the Activate Echo Psionic feature.
  • Holy or radiant abilities, or the ability to Turn Undead like a cleric.
  • Enhancements for certain Tool proficiencies or the making of certain things.
  • Spell storing or Spell Reflecting abilities.

 
Ancestral Elven Moonblade: The Elfblades of Faerun are called because of the Moonstones placed in the pommel. These blades are legendary artifacts passed down from great Moon Elven houses, with some Sun Elves and Wood Elves making copies (though not as ancient or powerful). These weapons did not start out with legendary ability, but their unique ability to absorb the wisdom and knowledge of their welders. Most has some level of sentience, not necessarily speech, but the calming presence of all of the ancient elves that have come before. Each time a welder dies, the sword absorbs an element of their arcane power and gain spell-like abilities. Since most of these blades are thousands of years old, there is a large accumulation of power. Some examples of Moonblade abilities;
  • Resistance against certain elemental damages, or extra elemental damage.
  • Teleportation or Protection spells that recharge on a short rest.
  • Protection against a particular school of magic.
  • Ability to summon a shadow of an ancestor (as a sumon fey spirit or the Activate Echo Psionic feature.
  • Holy or radiant abilities, or the ability to Turn Undead like a cleric.
  • Shadow or vampiric abilities.
  • Spell storing or Spell Reflecting abilities.

 
Arbane's Sword of Agility: Arbane of Myth Drannor was a profoundly powerful adventurer who made this weapon himself. While holding it, you are under the affect of Freedom of Movement, Haste and Jump spells. This sword can negate spells of magical darkness once per day.
 
Azureedge: An exceedingly renowned battleaxe first created by the veritable Khazan Blackstaff in his position as the strongest mage of Waterdeep. When you hit a creature with this weapon, you cause any spell effects of 5th level or lower on the target to end. Additionally, for each spell of 6th level or higher on the target, make an ability check using your weapon ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. This weapon gives off a bright blue light 30 feet, with dim light for 30ft beyond that. The wielder of the Blackstaff has advantage on divination checks on this weapon and the creature wielding it.
 
Blackheart: 10 Charges This blade deals an additional 2d10 necrotic damage. While holding this sword, you have advantage on Dexterity saving throws, Persruasion and Intimidation checks, and gain a +2 to Intelligence and Charisma. If a non-evil character holds this blade, they must succeed on a DC 20 Charisma check or become possessed by the sword. You can cast the following spells; Falling Spider’s Spite (1 charge), Tormented Flurry (2 charges), Grim Scythe (3 charges), Bloodthorn (4 charges), Wings of Night (5 charges). Regains 1d6 +4 charges on a long rest.
 
Flail of Ages: This flail was created by five great master Rakshasa's who wished to control a portion of time. Each of the five heads of the flail are associated with each one of the masters; acid, cold, fire, lightning, and poison. Each head deals the associated elemental damage type. 1d4 at first, but two heads become 2d4, three 3d6, four become 4d6 and five heads deal 5d8 damage. It also unlocks certain abilities as you collect the heads. Two heads and you can use your reaction to take an additional action. This ability cannot be used again until you finish a short rest. Three heads and you can take an additional bonus action. You regain this ability after 1 minute has passed. Four heads and you can take an additional action. You regain this ability after 1 hour has passed. Five heads and you can take an additional action. You regain this ability after 1 day has passed.
 
Foebane: ???
 
Ghazir the Desert's Edge: ???
 
Ghost Chain Weapon: 3 Charges Ammunition fired from this ghostly weapon leaves behind a mist, you can expend 1 charge to cause the mist to become a solid chain tied to the target. When this weapon hits, the target takes 2d6 force damage and must make a Dexterity saving throw. If they fail, the harpoon lodges in their flesh. While a creature has been skewered by a harpoon, its speed is halved, and you can use a bonus action to cause an invisible chain to pull taut, hauling the creature 10 feet towards you for each harpoon lodged in it. The target can use an action to pull any number of harpoons out, taking 3d6 necrotic damage for each harpoon removed and causing the harpoon to fade. This item regains 1d3 expended charges on a short rest.
 
Githyanki Silver Sword: The blade deals an additional 2d10 psychic damage, when this blade hits an abberation, it is automatically a critical hit. When it makes a critical hit against a Primer in the Astral Sea, it severs the silver cord of the primer (resulting in the death of the Primers body on the material plane if they cannot return within 2 minutes).
 
Gruumsh's Fang: This rough-stone hued Greataxe is able to pass straight through bone, metal, or wood armour and weapons. Treat the defending creature as if their Armour class was 10 + their Dexterity modifier. This ability does not ignore Unarmoured Defense or Racial abilities that affect Armour Class. The weapon also cannot affect undead, constructs, warforged, or objects.
 
Hammer of Thunderbolts: 5 Charges Has the 20/60ft thrown property. This weapon deals an additional 2d10 bludgeoning damage. You can expend 1 charge as part of an attack to stun every creature within 30ft vs Constitution saving throw. The Hammer regains 1d4 +1 expended charges on a long rest. If worn with a Belt of Giant Strength (any variety) and Dwarven Armour, your Strength score increases by 4, and if you hit a giant with a critical hit the giant must succeed on a Constitution saving throw or die.
 
Holy Avenger: This weapon deals an additional 2d10 radiant damage, can only be used by a deeply religious character. While drawn you gain the Paladin Aura of Protection feature. If you already possess this feature, your Auras are doubled in radius.
 
Kohl'vil, the Blade of Bahamut: ???
 
Luck Blade: 3 Charges You can reroll a d20 roll you dislike. This ability recharges on a short rest. You can also expend 1 charge to cast Wish. Once all three charges are used the blade turns into rust.
 
Nine Lives Stealer: 1d8 +1 Charges This weapon deal an additional 2d10 necrotic damage. If you score a critical hit with this weapon and the target has fewer than 100 hit point, it must succeed on a Constitution saving throw or be slain instantly (Construct and Undead are immune). It's soul is then sucked into the blade, and the sword loses one of it's remaining charges. Once all 9 charges are filled the sword will transform into it's final form...
 
Olath Yinnin: Also known as Darkteeth, the weapon of the Champion of Lolth. This menacing sabre is made of a dark metal that reflects no light. When held up to a source of bright light it appears to flicker in and out of sight. This weapon deals an additional 2d10 necrotic damage. When you deal damage with this weapon, you can choose to deal psychic damage instead of slashing damage as normal. If you do, the creature has disadvantage on Intelligence, Wisdom, and Charisma saving throws until the start of your next turn. If you reduce a creature to 0 hit points with psychic damage caused by this weapon, that creature goes unconscious as normal but stabilizes and forgets their identity. This amnesia can only be reversed by a Remove Curse or Wish spell.
 
Sword of the Gloaming Champion: 7 Charges This weapon deals an additional 2d10 cold damage, ignores cold resistance. While wielding this weapon, you can use an action to expend a number of charges to cast the following spells: Invisibility on self only (1 charge), Greater Invisibility on slef only (3 charges), Mislead (5 charges). You regain 1d6 +1 charges on a short rest.
 
The Blade of a Thousand Cuts: This weapon is surrounded by a swirl of razor sharp petals. This weapon deals an additional 2d10 slashing damage. When you miss with this weapon, the target takes half damage. This weapon is also immune to Wall of Force and similar effects.
 
The Elven Artblade (the Ary'Faern'Kerym): This longsword appears to have been forged from solid darkness. Its blade is a void of nonreflective blackness that feels as solid as stone yet as slick as oil. This weapon deals an additional 3d12 slashing damage, ignores weapon resistance and immunity. While holding this blade you can ignore any somatic or verbal Components. All Evocation spells you cast behave as if cast one level higher. You can cast Dispel Magic at 7th level three times per day, and are always under the effects of Detect Magic. If you are not the rightful Archmage of Cormanthyr you are affected by the Disintegrate spell each round until dead.
 
The Elven Crownblade (the Ar'Cor'Kerym): This sword appears to be made of raw iron and has a pitted and craggy surface. This weapon deals an additional 3d12 slashing damage, ignores weapon resistance and immunity. While holding the blade, you have expertise in Arcana rolls, and can add your proficiency bonus to all Lore rolls. You also have advantage on all Persuasion and Insight rolls. You can hear all lies in your presence, and cast Heal three times per long rest. If a creature not the rightful ruler of Cormanthyr attempts to hold the blade, they are dealt 6d12 fire damage each turn (this cannot be resisted) until they die.
 
The Elven Warblade (the Ary'Velahr'Kerym): The blade of this longsword shines like polished silver, remaining perfectly reflective no matter what punishments it endures. This weapon deals an additional 3d12 slashing damage, ignores weapon resistance and immunity. While holding this blade your Strength becomes 22 and cannot be lowered. You are under the affects of Detect Evil and Good and Detect Poison and Disease. You can cast Blade Barrier three times per long rest. If you are not the rightful bodyguard and general of the ruler of Cormanthyr, this blade will animate and attack you four times per round until you are dead.
 
The Weapon of Chaos: ???
 
Vorpal Blade: This weapon deals an additional 2d10 slashing damage, ignores weapon resistance and immunity. When you attack a creature that has at least one head with this weapon and roll critical hit on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit instead.
 

Wondrous Items

Magical items that do not fit into the above catagories.
 
Chalice of the Bloodlord: To attune to this item, you must sacrifice blood to it. Expend up to half of your level in damage. the damage is equal to your Hit Die, you regain temporary hit points equal to your health lost. These Hit Dice at held in the chalice, and you gain an additional 1d6 necrotic damage per Hit Die spend to all natural weapons and unarmed attacks.
 
Death Moon Orb: ??? charm and control undead and fiends, scry far away.
 
Gloves of Soul Catching: Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher. After making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn.
 
Orb of Lordy Might: While you hold this orb, you gain a +2 bonus to your AC, to your spell attack rolls, and to your spell save DC. When you start your turn in combat with 0 sorcery points, you regain 1d4 sorcery points. You can cast Detect Magic and Identify at will, without expending a spell slot, and you have advantage on Intelligence (Arcana) checks you make to learn about, recall, or understand the properties of magic, including spells, magic items, magical effects, and planar travel. When you roll damage for a sorcerer spell, you can expend any number of your sorcery points to increase the spell’s damage by 1d8 per sorcery point you spent.
 
Tasha's Cauldron: ???
 
Tears of Akadi: This modest looking porcelain blue bowl was quenched in the tears of the primordial Akadi. Any beast that drinks from this bowl is subject to the affects of the Awaken spell.
 
Tenser's Folding Disk: ???
 
The Nether Scroll: ???
 
The Orb of Dragonkind: ???
 
The Seventh Imaskarcana: Crafted by an ancient Lord Artificer of Inupras more than nine thousand years ago, the Seventh Imaskarcana is a beautifully ornate golden key. When the wielder casts Plane Shift, they transporting flawlessly to any plane, even sealed off demiplanes, that the wearer wishes. The wearer is immune to the affects of the Conjuration School of magic other than this item.
  • 1 Charge: Duskwalk, Flicker
  • 2 Charges: Misty Step, Vortex Warp, Wristpocket
  • 3 Charges: Fiendish Portal, Summon Shadowspawn
  • 4 Charges: Dimension Door, Galder's Speedy Courier, Leomund's Secret Chest
  • 5 Charges: Far Step, Steel Wind Strike
  • 6 Charges: Arcane Gate, Divide Self, Summon Devil
  • 7 Charges: Plane Shift

It regains 4d6 + 6 expended charges on a long rest.
 
The Skeleton Key: 3 Charges If you fail a Thievery check, you can choose to succeed instead. This item regains 1d3 charges on a long rest.

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