Magic Items

Across Elideria, there are plentiful magic items, created for specific purposes, and often last generations.

Shielding Amulet
Wondrous Item (Requires Attunement)

While you are wearing this amulet, you can use your reaction to cast the shield spell once without expending a spell slot. The amulet can't be used this way again until the next dawn.

Parchments of Sending
Wondrous Item

These magical sheets of parchment always come in pairs. You can use an action to draw something onto one of the sheets, either a symbol or up to twenty-five words or less. Alternatively, you can spend up to 10 minutes drawing onto one of the sheets. Anything drawn on the sheet appears on the other paired sheet 1 minute later. If both sheets of parchment aren't on the same plane, any new drawings fail to appear. All drawings disappear from both sheets each dawn.

If either sheet of parchment is destroyed, a spellcaster can spend 10 minutes to bind the remaining sheet to a new sheet of parchment, causing the new sheet to become magical.

Un-Crafting Box
Wondrous Item

This box comes in many sizes depending on what it was created for. When a nonmagical object is placed within this box and sealed for 10 minutes, it magically coalesces into the raw materials used to make the item.

Blink Dagger
Simple Weapon (dagger), Melee Weapon (Requires Attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you throw this dagger, you can use a bonus action to teleport to the location of the dagger as it lands as long as you can see it, grabbing hold of the dagger. If you teleport after making an attack roll and the attack hits your target, you can then make an immediate melee attack with the dagger.

Deck of Recklessness
Wondrous Item

On first glance, this deck looks like a normal deck of playing cards, the back face depicting a sword and staff behind a shield. The deck contains fifty-four cards, all of them of standard playing card suits, including two jokers.

As an action, a creature can randomly draw a card from this deck. When drawn, a card disperses into the air, reappearing in the deck afterwards. After disappearing, the drawn card takes effect, applying its effects to the creature that drew the card or to any targets listed in the card's description. Only the first card drawn by a creature within 10 minutes takes effect, any other cards drawn during this time still disappear and return to the deck as normal. Upon drawing a Joker, you draw cards from the deck until you draw a card that affects only you. The card's effects are instead applied to every creature within 30 feet of you, and all other drawn cards disappear with no effect.

Horned Helm of Dragon Power
Wondrous Item (Requires Attunement)

This helm is made with the horns of one kind of dragon, imbuing it with the dragon's essence. While wearing this helm, you have resistance to one damage type that is determined by the kind of dragon that provided the horns (see below).

In addition, this helm has 5 charges, and you can use an action and expend 1 charge to exhale destructive energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d6 damage on a failed save, and half as much damage on a successful one. The damage type is determined by the resistance the helm grants you. The helm regains 1d4+1 charges daily at dawn.

Map of Navigation (Small Version)
Wonderous Item

The smaller variant of the 'Map of Navigation' used for areas like markets, dungeons or mansions. These maps allow the holder to know the direction to any location within the map as if under the effects of the 'Find the Path' spell.

Amulet of Reflection
Wondrous Item (Requires Attunement)

This highly reflective silver amulet bears the shape of a small pocket mirror. When the attuned creature is targeted by a spell of 4th level of lower that targets only them, they can use their reaction to cause the spell to target the caster as if the attuned creature had cast the spell. Once this effect is used, it can't be used until next dawn.

Interdimensional Stabber (Spear)
Simple Weapon/Melee Weapon (Requires Attunement)

You gain a +1 bonus to attack and damage rolls made with this spear. As a bonus action, you can mark your current location. For until the end of the next round, when the attuned creature takes the attack action they can attack any creatures in range of the targeted location through use of an interdimensional tear in space.

Soul Slaver (Rapier)
Martial Weapon/Melee Weapon (Requires Attunement)

You gain a +1 bonus to attack and damage rolls made with this rapier. When a creature is killed by this magic weapon, a spectral clone of the creature arises from the corpse (You have control of this spectre). The spectre has the same stats as the slain creature and takes it's turn directly after yours. After it's turn, the spectre fades away.

Arcbow
Martial Weapon (longbow), Ranged Weapon (Requires Attunement)

This gilded longbow is made from a celestial white wood and has a golden string. You gain a +2 bonus to attack and damage rolls made with this magic weapon. The bow has 7 charges. When you make an attack roll against a target using the bow, if the attack would miss, you can instead expend one of the bow's charges and speak its command word to cause the arrow to arc back towards your target, turning the miss into a hit, and the arrow deals an additional 1d8 radiant damage.

The bow regains 1d6+1 expended charges daily at dawn. If you expend the bow's last charge, roll a d20. On a 1, the golden string snaps and the bow becomes non-magical.

Map of Navigation (Big Version)
Wonderous Item

The bigger variant of the 'Map of Navigation' Usually found in wealthy or highly magical cities. These maps allow the holder to know the direction to any location within the map as if under the effects of the 'Find the Path' spell.

Ring of Return
Wondrous Item (Requires Attunement)

A ring of return is attuned to a specific location (usually determined by the DM). This ring has 3 charges. While wearing this ring, you can use an action to speak its command word and expend a charge to cast teleport on yourself, which immediately transports you to the attuned location. The ring regains 1d3 expended charges daily at dawn.

The Last Chance
Wondrous Item (Requires Attunement)

This amulet, usually made from silver or gold, bears the symbol of Kenrisa. There is a hole designed to fit a cut diamond on the amulet. If the wearer dies while attuned to this amulet, and while a diamond worth at least 300 gp is fit into the hole, the diamond shatters and the creature returns to life as if by the revivify spell. The diamond's shards then disappear. After reviving a creature, the amulet can't be used in this way for 2d4+1 days.

Shadowknife
Simple Weapon (dagger), Melee Weapon (Requires Attunement)

Also called a Spider Knife, this black dagger emanates dark, drow energy, straight from the Evershadow.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. The weapon also deals an additional 3d6 poison damage and 3d6 necrotic damage. When an attack with this weapon hits a living creature, it instills its poison into the target. Every 10 minutes after being inflicted with the poison, the creature gains one level of exhaustion until it is cured or until it dies.

After making an attack with the weapon, you can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 10 minutes. You can use your action to make a gesture or activate the weapon's command word to cause the darkness to become black needles, which rush towards any target poisoned with this weapon's poison. The needles deal 6d6 necrotic damage to the target, and then disappear into puffs of black smoke. You can not dismiss darkness in this way no more than once per turn.

Bloodrazor, the Infinite Hunger (WIP)
Martial Weapon (longsword), Melee Weapon (Requires Attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon deals two additional damage dice on a critical hit, and it restores hit points to its wielder equal to the damage dealt on a critical hit.

Whenever you deal damage to a creature with this sword, if the creature bleeds, the blood is absorbed into the sword's blade. You are then subjected to the taste of the creature's blood, roll a d8 on the Infinite Hunger table below for the appropriate creature type for an effect. Once you have become subjected to the taste of a creature's blood, you can not be subjected to it again until you finish a long rest.

Infinite Hunger Table

Solemnir, the Sunsinger
Martial Weapon (longsword), Melee Weapon (Requires Attunement by a good creature)

You gain a +2 bonus to attack and damage rolls made with this magic weapon. This longsword was once used in an ancient time by a legacy of angelic avatars, aasimar and other divine beings that were all destined to wield it. Solemnir's sole purpose was to cut down and slay a fallen angel whose name was lost to time, but the sword has since traded hands with many of a divine nature or a heart of good. It gives off a faint glow and hum, and its light shines brighter when it senses evil.

Attunement. The sword allows you to attune to it immediately, without having to take a short rest. When you attune to the sword, it transforms into one of the Aspects of the Gods, as listed below. This transformation is determined by the DM, and is usually reflective of your own worship of the gods, though if you do not have any affinity with a specific god, the sword may choose to remain in its previous aspect.

Holy Light. The sword sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Fiends find the sword's light disconcerting and painful, even if they can't see it, and have disadvantage on attack rolls made within the weapon's radius of bright light. As a bonus action, you can intensify the sword's light, causing it to shed bright light in a 15-foot radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity. In addition, as long as you are within 600 feet of a being of pure evil, the radius of both the bright and dim lights are increased by an additional 5 feet.

Divine Protection. While attuned to the sword, you are immune to disease, and you have resistance against radiant and necrotic damage. You also have advantage on saving throws made against spells cast by evil-aligned creatures.

Sentience. Solemnir is a sentient, lawful good item with an Intelligence of 10, a Wisdom of 20, and a Charisma of 18. It has hearing and normal vision out to a range of 30 feet. The sword communicates by transmitting emotion to the creature carrying or wielding it.

Destroying the Sword. A creation of the gods,

Aspect of the Gods
Solemnir takes on a form, or "aspect", depending on the deity that the creature wielding it worships, or the deity of the previous wielder. Each aspect grants different features, as listed below. The sword's aspect can not be changed by any means short of attuning to it or proving your worth and worship to another deity.

Aspect of Calrena. In this aspect, the sword's blade becomes a bright, shining white, and its light is bright and radiant. While holding the sword, you gain advantage on all Wisdom (Insight) checks. ((include extra radiant damage, intelligence boost))

Aspect of Grimnor. In this aspect, the sword is wreathed in flame. ((include extra fire damage, can become a greatsword, erupting earth))

Aspect of Junos. In this aspect, the sword's blade appears like a dark starlit sky. ((ability to become invisible, teleport ability, advantage on targets in darkness))

Aspect of Kenrisa. In this aspect, the sword's blade glows a bright blue. ((ability to cast a healing spell, limited truesight, self-heal))

Aspect of Nirakas. In this aspect, the sword's blade becomes a red steel, with a honed edge. ((extra damage on crit, higher attack/damage rolls, limited extra attack))

Aspect of Valundar. In this aspect, the sword crackles with electricity. ((extra lightning damage, chain lightning, limited flight))

Aspect of Zand. In this aspect, the sword's blade is gilded and shimmers brightly. ((higher AC, grants sentinel-like feature, radiant smite))

Prime Aspects
Your DM may let Solemnir become a Prime Aspect, granting previous aspect features while also giving new ones

Onyxblade
Martial Weapon (see description), Melee Weapon (Requires Attunement) This weapon has the finesse property. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon deals an additional 2d6 necrotic damage, and on a critical hit, you restore a number of hit points equal to the necrotic damage dealt.

This weapon is immune to all damage. In addition, the Onyxblade is able to take the form of one of three different kinds of swords. At the end of a short rest, if you succeed on a DC 15 Wisdom check, you can change the sword's form to your choice of shortsword, longsword, or greatsword, and the Onyxblade gains all of the features of the chosen weapon. The DM determines which of these forms the Onyxblade starts in.

Although the sword itself is not sentient, an evil spirit rests within the red diamond set into the sword's hilt. This spirit injects malevolent thoughts into the wielder, attempting to turn them evil. At the end of each long rest, the wielder must succeed on a DC 15 Wisdom saving throw or become charmed by the spirit, as if affected by the geas spell.

Additionally, at the end of a long rest, if the wielder has not killed a living creature with the Onyxblade in the past 24 hours, the blade deals 2d6 necrotic damage to the wielder, which ignores resistance and immunity, and the wielder can not deal necrotic damage using this weapon until after they kill their first living creature. For each additional 24 hours the wielder does not kill a living creature, the damage dealt by the blade increases by 2d6.

The sword is made from darksteel, and it radiates a shadowy aura. The blade's origins are unknown, and its metal is invulnerable to all damage. The only way the sword can be truly destroyed is if it clashes with the Sunbringer, the Onyxblade's opposite, which will unmake both of the weapons, causing an intense burst of holy and unholy energies. This burst of energy instantly evaporates all living matter within 300 feet of where the blades struck each other, and the souls attuned to both weapons are wiped from existence.

'Curse. 'This weapon is cursed. The moment you wield this weapon, you are affected by its curse until you are targeted by a remove curse spell or similar magic (see below). As long as you remain cursed, you can not willingly drop the Onyxblade, nor can you give it to another creature willingly, though you can sheathe the sword and it can still be knocked from your grasp. If you would come under the effect of a spell that would force you to drop the weapon, such as the command spell, the spell automatically fails. If the Onyxblade ever leaves your person, you immediately enter a panicked frenzy, attempting to get the sword back at all costs. You can only move towards the Onyxblade, and any action you take must be in an effort to get the sword back into your grasp, even if this would involve attacking an ally or putting yourself in the way of danger.

This curse can only affect one creature at any given time, and the curse automatically ends when a creature dies. If a creature cursed by the Onyxblade is killed with it, the creature currently wielding the weapon is then cursed by it. If a creature dies while wielding the Onyxblade, the curse remains for the next creature that picks up the sword. A creature can be freed from the Onyxblade's curse by use of a remove curse spell or similar magic, although this only breaks the curse from the creature, allowing them to drop the weapon willingly, though if they pick it up again or 24 hours pass since the curse was broken, the creature is cursed again. Not even a wish spell can remove the Onyxblade's curse.