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Dominator's Grasp [Silas]

Power: (Once per LONG REST) Before you make an attack (melee or ranged, non-magic) declare you are using the Grasp.

On a hit, deal normal damage, but it is of the type 'psychic.' Cast 'Command' on the target (pg. 223 PHB).

C o m m a n d
1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round


You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.


Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Watcher's Medallion [All]

[As a ritual] 10 minutes of concentration - Place a pleasant memory in the Medallion by focusing on it for the length of the ritual. When a memory echo is instilled, the Medallion may be used as a light source like a torch (at maximum illumination bright light out to a 20 ft. radius, shadowy light out to 40 ft.). The bearer of the Medallion may adjust the light source at will as a free action.

[bonus action] Release the Medallion's memory echo as a 20 foot radius burst of radiant light. Any undead caught in the burst suffer disadvantage on all attacks and ability checks until the user's next round. Note, any living creatures also caught in the burst experience the user's memory echo instantly.

Adept Master Optics [William]

(Wonderous Item; Rare)

 

These optical specs have 3 charges. As a bonus action you may select and position a lens for use (basic function). As an action you can speak the optics command word (babka) and expend 1 charge to activate the currently positioned lens' advanced functionality. The optics regain 1 charge daily at dawn.

 

Magnifying Lens:

(basic function) Adds your proficiency bonus to any Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within the range of a foot.

(advanced function) Provides advantage on your next Intelligence (Investigation) checks that relies on sight under the above conditions.

Focus Lens:

(basic function) Adds your proficiency bonus to any Wisdom (Perception) checks that rely on sight under conditions of clear visibility. You can make out details of even distant creatures and objects as small as 2 feet across.

(advanced function) Provides advantage on your next Wisdom (Perception) check that relies on sight under the above conditions.

 

Filter Lens:

(basic function) You have darkvision out to a range of 60 feet for the next 10 minutes. If you already have darkvision, engaging this lens increases its range by 60 feet while active.

(advanced function) You can decipher any Illusory Script (PHB, pg. 252) for the duration of the above effect as if you had Truesight.

~ Trial 1 - King's Gift ["Charity"] [Illi]

 

Your offering of charity is the first step to true attunement with the King's Blade, and allows the blade to forge a closer bond and serve your will better. Choose one of the following weapon properties, the King's Blade (while you wield it) inherits this property in addition to those afforded to it by the longsword typing:

Finesse (PHB; pg.147) When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light (PHB; pg.147) A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9.

Reach (PHB; pg.147) This weapon adds 5 feet to your reach when you attack with it.

 

Cleaving

This weapon's weighting allows it to cut with a much higher proficiency than a typical edge. This weapon deals +1 damage on a hit.

Balanced

The perfect form of the blade's shape makes it a natural extension of the user's body, and prevents it from clumsily unbalancing the wielder during defensive maneuvers. When taking the Dodge action (PHB; pg.192) you may add your proficiency bonus to your AC while wielding the King's Blade.

[Khevna chose Light]

Deepwood Pillar [Artemis]

Quarterstaff (pg. 149) – 1d6 Bludgeoning; Versatile (1d8).

 

Great Mother's Touch

As an action, you may press the Deepwood Pillar against any object or creature made of organic plant matter and spend one or more of your personal hit dice. You repair/heal the target a number of hit points equal to the accumulated die score + your CON modifier.

Windcutter Ballista

  • 2 actions to load; 1 action to aim, 1 action to fire.

  • AC 10; 30 HP; 120'/480'.

  • Does 2d8 piercing damage on a hit, if a creature is hit it must make a DC 13 DEX save or become restrained (DC 15 STR or DEX on subsequent turns to escape).

Onager Catapult

  • 3 actions to load; 1 action to aim; 1 action to fire.

  • Critical hits with a catapult add +d8 damage (versus the traditional double dice damage).

  • AC 15; 45 HP; 100'/350' (must fire at least 20').

    • Range increment 50'; +2 AC to hit target for every 50' past 100'

    • Targets a location (square).

  • When loading, select a payload to fire:

    • Bundled Shot = a payload of shrapnel and ball bearings.

      • 3d8 bludgeoning damage; 5' blast radius; REF save of 16 negate damage completely.

    • Flaming Payload = shrapnel loaded oil barrel.

      • Using this adds +1 action to load.

      • 3d8 bludgeoning damage + 1d6 fire damage; 10' blast radius; REF save of 16 negates damage for half.

Trigger-Glaive [Shale]

[Closed] SEE Mace; 1D6 Bludgeoning; Heavy

[Open] SEE Glaive; 1D10 Slashing; Heavy/Reach/Two-Handed

[Bonus Action] Shift the Trigger-Glaive to open if closed, or vice versa.

Hurling Impact [Silas]

As an action, you can make a single attack roll with your maul against a Medium or smaller target. If the attack hits, it does normal weapon damage, and the target must make a Strength saving throw. On a failure, the target is pushed up to 15 feet away from you.

Boots of the Winterlands [Artemis]

These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

  • You have resistance to cold damage.

  • You ignore difficult terrain covered by ice or snow.

  • You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.

Requires Attunement.

Weal Weaver [Shale]

Khopesh – 1d8 slashing


When you fumble an attack during combat, or when an enemy scores a critical hit on you while wielding this weapon, the weapon gains a charge. There is no limit on the number of charges the blade can store, but the weapon resets to two charges after a long rest.
 

[Bonus Action] Spend a number of charges, up to the maximum currently stored in it, and gain a power bonus to your next attack roll with the weapon equal to the number of charges spent.
Requires Attunement.

Tentacle Aquarium [Shale]

This three inch wide, liquid filled cube contains an undulating organism of unknown aquatic origin. The object can be thrown as a grenade-like weapon (range 20/60). When it smashes against a solid surface, the organism bursts into a wrathful throbbing mass of tentacles 15 feet in diameter. Its rubbery appendages immediately attack anything that gets within reach with effects that mirror Evard's Black Tentacles.


Emanates Transmutation Magic.

Amethyst Headband [Artemis]

This band of pristine amethyst is favored by spellcasters seeking indirect targeting capability.


[Bonus Action/Once per Day] Choose a square within 10 squares (50 feet) of you. Determine line of sight from this square until the end of your next turn.


Requires Attunement.
Emanates Divination Magic.

Jannifer's Lyre [Silas/William]

It is a magical instrument and has 3 charges. While you carry it, you can use an action and expend 1 charge to cast Hypnotic Pattern (page 252 PHB).  It regains D3 charges on a long rest.

Requires Attunement.

Hypnotic Pattern
3rd-level illusion
Casting Time: 1 action
Range: 120 feet
Components: S, M
Duration: Concentration, up to 1 minute


You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range.  The pattern appears for a moment and vanishes.  Each creature in the area who sees the pattern must make a Wisdom saving throw.  On a failed save, the creature becomes charmed for the duration.  While charmed by this spell, the creature is incapacitated and has a speed of 0.


The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Serpent-Touched Scarf [William]

Woven in a mysterious pattern of dark emerald green threads, this 10 foot long scarf flows unnaturally, writhing gracefully on the wisps on a nonexistent breeze. When bonded with its wearer, a mere spoken word snaps the garment to life, changing its shape to that of a powerful constrictor snake.


[Action/Once per Day/Invalid if activated first as a Reaction] Speak a command word (Amba), in earshot of the scarf, the scarf immediately becomes a Constrictor Snake. The snake acts on the same initiative order as the summoner, and can be issued commands allowing it to act by the item wielder. If commands cannot be given, or heard, the snake will first and foremost act to defend its owner. If the snake drops to 0 HP, it immediately reverts to its scarf form.


[Reaction/Once per Day/Invalid if activated first as an Action] Upon successfully grappling a creature, you can speak the command word as a reaction and if the scarf is adjacent to the grappled target, immediately replace your grapple with that of the Constrictor Snake.
 

Requires Attunement.
Emanates Transmutation Magic.

Ring of Jumping [Shale]

While wearing this ring, you can cast the jump spell as a bonus action, but can only target yourself.

Jump
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (A grasshopper’s hind leg)
Duration: 1 minute


You touch a creature, the creature’s jump distance is tripled until the spell ends.

Requires Attunement.
Emanates Transmutation Magic.

Proton Wand [Shale]

A wand has 3 charges – as an action a character wielding a proton wand can expend a charge to emit a proton beam (range 30/120).  Note the beam acts in a similar fashion to a Lightning Bolt, and stops at the first viable target it collides with on a straight line trajectory.

o   When making an attack with a Proton Wand, roll a D20 and add you DEX bonus to the result to determine attack hits.

o   If the beam hits a living target (or inanimate object on the material plane) the target takes an immediate 2D6 lightning damage, and the beam dissipates.

o   If the beam hits a target with the ethereal trait (or the ability to transport itself between the material and ethereal planes, DM’s discretion for grey areas) the target is grappled (DC 10 to escape).  The target is immediately pulled into the material plane while thus grappled.

§  For every additional beam that hits and grapples the target, the difficulty to escape increases by +2, to a maximum of DC 15.

o   At any time, an action can be spent (by a creature wielding the wand, wand must not be active) to recharge the wand with a successful arcana check, DC 14.

o   If two or more streams ever cross for any reason, all wand wielders involved with the cross immediately lose all charges on their wands and make an immediate DEX saving throw (DC 18).  Affected targets take 8D6 lightning damage on a failure, half as much on a success.

Ethereal Containment Unit [Everyone]

An ethereal containment unit is a multi-use trap that can be placed on a target spot with a standard action.  While deployed, a character can use a second action, while within a 5 foot reach of the unit, to trigger it.

o   A creature with the ethereal trait (or the ability to transport itself between the material and ethereal planes, DM’s discretion for grey areas) that occupies the same square as the trap when it is triggered becomes immediately captured in the device if it is in the material plane.  Only one creature can be held in a containment unit.

o   If a creature without the ethereal trait occupies the same square as the trap when it is triggered , it will take an immediate 3D6 force damage and be knocked prone on a failed CON save (DC 12).

o   An empty containment unit can be recharged for a subsequent trigger as an action with a successful arcana check, DC 14.

Enchanted Frog Idol [Shale]


Uncommon, Wondrous
School of Transmutation
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Speaking the item's command word while holding it in contact with a creature with poisonous skin imbues the artifact with the same poisonous qualities.  Speaking the command word a second time can remove any current enchanted state

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