Volume 2

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Magic Items Volume Two

Items for Druids, Rangers and Rogues


Made For Dungeons and Dragons Fifth Edition

A Free Fan-Made Supplement


Version 7.0
By lratemollusk

Credits Contact Information


Based on the original D&D game created by: Email: lratemollusk@gmail.com
E. Gary Gygax and Dave Arneson
with Brian Blume, Rob Kuntz, James Ward, and Don Kaye. Skype: Trilbystarcraft
Supplement Desig n er: lratemollu sk. Reddit: Iratemollusk
ProofReader/ Test Dummy: james/Undeadastronaut. Feel free to Email o r PM m e for anything
Art: T/1e gnome is from the official Wizards Of The Coas t y ou need. or add me on s kype if yo u jus t
Website under the Players handbook Art gallery listed as want to chat about ITRPGs and how they
"Race: Gnome " the page base for th e item s is ta ken from are the coolest thing in the multiverse.
the free handout '·Player's Com panion" and slightly
modified.
S pecial Mention To: The Reddit user Smyris for his
Monster Manual post for inspiring me to mimic the official
artsty/e instead ofjust posting a text wall. as well as for
releasing his mon ster ma nual art resources which came
in handy. Thanks to my weekly Se players Blade. C/iris.
James and Max for putting up with all my s hit.

Previous Ve rsions : Volume one : items for Arcane


Spellca sters

This is a free supple ment by lrare moJlusk. If someone is charging for it you got ripped off.
Section 1: Ammunition flight audible to within 120 feet. This ammunition is ty pically
Items are organized by Rarity and tl!en by Alpal!etical order
use d by s entries and scouts to s ound an alert of an
Foreword on Ammunition approaching advers ary, to rapidly awake a camp of allies
I will be re ferring to "all ammunition" seve ral times in this about to be attacked or to serve as a distraction. Once fired
section. This book conside rs there to be five ty pes of ammo: this ammunition loses its magic and becomes a regular piece
Arrows for Bows, Bolts for Crossbows, Bullets which a re for of ammo.
both Slings and Firearms, Stones which a re ammunition
exclusively for slings and finally Darts. As a firearm in this Ammunition Of Marking
book is cons idere d to be ma tchlock technology that fires Ammu111fion (any) very rare
s pherical ball bullets can be fre ely used in either a gun or a This ammunition is designed to mark a high priority target
sling without issue. s uch as a genera/ of an opposing force during a comba t
situation. On a hit the target becomes en veloped in a distinct
Ammunition of Light bright red light that ma kes them s tand o ut. This light las ts
Ammunition (all), uncommon a minute and while it lasts any attack s launche d against this
This ammunition has a magic spell cas t upon it that causes it target by s ome one that can s ee the m has advantage. The
to light up whe n fire d, leaving a s treak of bright light behind it m arked target cannot take the hide action or turn invisible
that linge rs for 30 seconds after being fired. Damage dealt for the duration. This ammunition loses its magic o nce tired.
with this ammunition is not magical unless the weapon firin g
the m deals magical damage already. The ammunition glows Ammunition Of Elemental Fury
as brigh tly as a torch and is useful for illuminating far away Ammunition (any) legendary
locations or for ens uring a n archer fighting long ra nge in dark This magical ammunition gives a +2 to attack and damage
conditions doesn't have to s uffer disadvantage on all attack rolls, and changes the ty pe of damage it deals from the
rolls . The ammunition itself glows for a minute after be ing s tandard ammunition damage, typically piercing, to elem ental
fired, and while they can be reco vered as usual they become damage, as well as dealing an additional 4d8 of its dam age
regular ammunition. If a target is hit by o ne o f these rounds type. The DM chooses the associated elem ent or rolls on the
they cannot take the hide action until they have used a bonus table below. Once a piece of this ammunition deals its
action to tear the ammunition out of their s kin. This feature damage it becomes regular ammunition and loses its +2
only applie d to Arrows, bolts and darts . bonus. This ammunition is ve ry powe rful and s hould be kept
appropriately rare.
Flaming Arrows/ Bolts dB Damge Type dB Damge 1Ype
A;nmunition (arrv ws or bolts), uncommon
1 Acid 5 Lightning
Thes e Arrows and Bolts have had rags soaked with resin and
2 Cold 6 Necrotic
oil attached near the tip. Th e arche r can cause this
ammunition to burst into flam es by exposing it to an open 3 Fire 7 Radiant

flam e jus t before firing. This requires a s tationary source of 4 Force 8 Poison
lire available next to them. These arrows deal an extra ld6
lire damage on impact. Th e extra time required to stop and Ammunition Of Spell Binding
expose each arrow to the flam e means eve n if you have the Ammunition (any) legendc?ry
ability extra attack you can only attack once instead of twice. Ammunition o f Spell Binding is a piece of ammunition
This ammunition is always destroyed afte r being s e t abla ze that looks incre dibly orna te, ty pically with bright colorful
and cannot be reco vere d. runes written across its surface and fairly fre quen tly wrapped
in pape r for bullets and s to nes. Thes e pieces o f ammunition
Ammunition Of Protection are designed to function similarly to s pell scrolls but will
Ammunition (cw y) rare cas t the m selves on impact, releasing their bound s pell and
Ammunition of Protection is a magic piece of ammunition destroying the m selves in the process. Ty pically the s pells
designe d to not deal damage to specific types o f creatures. on these pieces of ammunition a re combat s pells like fire ball
This ammunition is designed to protect allied creatures but any spell o f fourth le vel and lo wer can be cas t into o ne of
during large scale conflict whe re frie ndly lire can't be helpe d. these arrows . If the spell is something that has specific
For example if one side during a war has dragons, they a re conditions to function, for example the Arcane lock spell that
likely to use Ammunition o f Dragon Protection to e ns ure the Jock s doors, it will go o ff only if reasonably possible. For
countless arrows flying from their side bounce off their example the Arcane lock arrow would lock a door it was shot
scaled friends harmlessly. If this ammo hits the creature it's into but wo uld do nothing if it hit the dirt. For more elaborate
designe d to protect it's ins tantly destroyed. s pells like illusion s pells, when the s pell is bound into the
arrow the caster chooses what it will do when shot at the
Elemental Ammunition point o f casting.
Ammu111fion (any) rnre
This magical ammunition gives a +1 to attack and dam age Line, Cone and Cylinder s pells lire outwards fro m the arrow
rolls, and changes the ty pe of damage it deals from the tip on impact, m eaning they will be shot directly into whatever
standard am m unition dam age, ty pically piercing, to elem en tal they hit. C ube and sphere spells go in all directions with the
damage. The DM chooses the associated elem ent or rolls piece of ammunition in the exact ce ntre.It is up to the DM to
on the table below. Once a piece o f this ammunition deals its de te rmine if a s pell s ucceeds or fails once the ammunition is
damage it becomes regular ammunition and loses its + 1 fired based off their best assessm ent o f the circums tances
bonus. the s pell typically required to fun ction. Spells that involve a
s aving throw use the original s pellcaste rs spell s ave DC.
dB DamgeType dB Damge Type Th ese cannot s tore can trips, and atte mpting to cast a s pell of
Acid 5 Lightning a le vel highe r than fourth destroys the arrow and wastes the
2 Cold 6 Necrotic s pell slot.
3 Fire 7 Radiant
Wh en thes e arrows are found or purchased, they are blank
4 f-D rce 8 Poison
and a spellcaster needs to sto re magic within them. Casting a
s pell into o ne o f these arrows is taxing and the spell slot used
Whistling Ammunition
Ammu111fion (any) rc1re takes twice as Jong to come back. On the typical rest syste m
this m eans two days but on the gritty realism rule variant this
This ammunition has had an e nchan tm ent placed upon it that
wo uld mean two weeks .
causes it to release a loud high pitched s hriek when it takes

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Section 2: Weapons Bows and Crossbows of The storm coat their ammunition in
Items are organized by Rarity and tl!en by Alpal!etical order
a sheet of thick electrical energy, dealing an additional 2d6
Foreword on "Weapons of" Lightning Damage on impact. These rounds leave a bright
white streak through the sky that give people advantage on
This section contains several weapon traits, these are similar
perception checks to spot you until the start ofyour next turn.
to the Vicious weapon trait from the canon items, and
This effect only applies to ammunition that is not magical,
functions as a modifier for a weapon. For example you could
add "Weapon of Precise Aim" to the canon item "Oathkeeper" if the ammunition fired isn't magical it only has the magical
to make "Oathkeeper of precise aim" what I run is that if properties listed under the ammunition and gains no benefits
from this weapon. Regular ammunition fired from this
you add this to an item it increases the rarity so it would make
weapon that isn't entirely made of metal is always destroyed
the oathkeeper Legendary. For multiple of these weapon
after firing and cannot be recovered.
modifiers added into one weapon the rarity increases by one
for each to a maximum of Legendary. So if you added
"Weapon of Range" with "Weapon of Precise Aim" it would Brush blade
make it very rare. This is not a rule but a guideline, ifyou Weapon (Shortsword), Rare
think it being added doesn't justify the rating jump don't jump This blade is enchanted to give it excellent cutting power
the rating, you're an adult, make your own decisions. when used against plant matter and is typically wielded by
those clearing large amounts of brush, but also periodically
Longbow of Elvish Grace by those fighting against sentient plants like Treants. On a hit,
Weapon (Longbow), uncommon instead of rolling damage this blade automatically deals Max
damage to plants.
This elegantly designed longbow uses magic to optimize the
force put behind the draw while kee ping the draw weight
light for those without much physical strength or a s m all Brutal Weapon
frame. Longbows of Elvan Grace do not have the heavy Weapon (Slings and Whips), rare
property, allowing ha/flings and gnom es to use them Brutal weapons have a simple damage increasing
efficiently. enchantment, allowing sling bullets to fly faster and hit
harder and for whips to crack with more force.
Mighty Weapon Brutal Weapons deal 1dB damage instead of 1d4.
Wec1pon (Slings and Whips), uncommon
Mighty weapons have a simple damage increasing
Weapon of Precise Aim
enchantment, allowing sling bullets to fly faster and hit Weapon (Bow, Crossbow, Fti'earm or Sling), rare
harder and for whips to crack with more force. This weapon fu ctions well in a very precise range, known as
Mighty Weapons deal Jd6 damage instead of Jd4. its sweet spot. Your DM chooses this range or determines it
randomly on the table below. While attacking a target that is
the precise distance away from you for this weapon you have
Weapon of Razorblades
advantage on the attack roll. If the target is within 10 feet of
Wec1pon (AI!Y bow or crossbow), uncommon
this number; you roll normally. ff the target is 15 or more feet
Wei/ d esigned Bows and Crossbows can on occasion be fitted
closer or further away than this weapons sweet spot you roll
with razors acros the bridge of the bow used to lash out at
your attacks with disadvantage. ff your weapons sweet spot is
targets that get too close to the ranged combatant, removing
in your weapon's disadvantage range, you ignore that for the
the need for a sidearm. This adds the finesse property to the
purpose of this attack and still roll with advantage.
bow or crossbow and allows you to make a melee attack
when a target is within 5 feet ofyou, dealing 1d6 slashing
d20 Range d20 Range
damage on a s uccessful hit.
1 25 Feet 11 75 Feet
Weapon of Reach 2 30 Feet 12 BO Feet
Weapon (Bow, Crossbow, Fii·ec1rm or Sling), uncommon 3 35 Feet 13 85 Feet
This weapon has a minor enchantment on it that increases 4 40 Feet 14 90 Feet
the range its projectiles can travel. This increases both range
5 45 Feet 15 95 Feet
scores by 50 feet. This means a bow that is normally 30/120
is now 80/1 70. 6 50 Feet 16 100 Feet
7 5.5 reer 17 105 Feet
Whip Of Binding 8 60 Feet 18 110 Feet
Weapon (Whip), uncommon 9 65 reer 19 115 Feet
When you successfully land an attack roll with this weapon 10 70 Feet 20 120 Feet
you can as a bonus action attempt to grapple a target with
this whip, ca using it to wrap around the target and tightly Bow Of The Storm Lord
bind their abdomen on a success. ff you succesful/y grapple
Weapon (Bows, crvssbows), very rare (Requires c?ftunement)
someone using this ability they take 2d4 bludgeoning damage
Bows and Crossbows of The storm coat their ammunition in
and this damage reoccurs each round until you release the
a shee t of thick electrical energy, dealing an additional 2d6
crushing grip of this magic whip or break the grapple.
Lightning Damage on impact. These rounds leave a bright
white streak through the sky that give people advantage on
Bow Of Burning perception checks to spot you until the start ofyour next tum.
Wec1pon (Bows, Crossbows), rare (Requires c1ttunement) This effect only applies to ammunition that is not magical,
Bows and Crossbows of Burning cause their ammunition to if the ammunition fired isn't magical it only has the magical
burst into flame, dealing an additional 2d6 Fire Damage on properties listed under the ammunition and gains no benefits
impact. This only applies to ammunition that is not magical, from this weapon. Regular ammunition fired from this
if the ammunition fired isn't magical it only has the magical weapon that isn't entirely made of metal is always destroyed
properties listed under the ammunition and gains no benefits after firing and cannot be recovered.
from this weapon. Regular ammunition fired from this
weapon is always destroyed after firing and cannot be You can use a bonus action to cast the ranger spell l ighm ing
recovered. an v w at the fifth level. Once you have used this ability you
cannot use it again until the next dawn.
Bow Of The Storm
Weapon (Bows, Crossbows), rare (Requires attunement)

2
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Brutal Whip Of Binding Blade Of Slaying
Weapo11 (Whip), very rnre (Reqwi-es attu11eme11t) We.apo11 {A!ij' sword), Lege11dary (Requires c1ttu11eme11t by a
This magic whip grants a +2 bonus to attack and damage Hu11ter Ra11ge1)
rolls and is a Brutal weapon that uses ldB for its damage This blade grants a +2 bonus to attack and damage rolls. It is
dice. Whe n you successfully land an attack roll with this a regular blade, except when wielded by a Ranger against one
weapon you can as a bonus action attempt to grapple a target of their favore d enemies. Wh en striking a favored enemy, this
with this whip, causing it to wrap around the target and blade deals double its regular damage, so a 1dB Longsword
tightly bind their abdomen on a success. Ifyou succesful/y would become 2dB and a 2d6 greatsword becomes 4d6. On
grapple someone using this ability they take 2dB bludgeon ing a critical hit, this blade deals triple damage instead of double
damage and this damage reoccurs each round until you and if the creature is below BO Hit Points it must pass a
release the c rushing grip of this magic whip or break the DCJ 5 Constitution save or instantly die.
grapple.
Sling Of The Nature Guardian
Dragon's Fang Wec1po11 (S!i11g), Lege11dc71y (Requires c1ttu11eme11t by a Drwd
Weapo11 (Dagger), ve1y rare (Requires att1111eme11t) or Rc111ge1)
When an ancient and powerful dragon chooses to give of This sling grants a +3 bonus to attack and damage rolls. It is
once of its smaller teeth to a worthy individual, it embues it a brutal weapon that uses a dB ins tead of a d4 for its damage
with magics that make it function as a particularly unique dice. You can use an action to cause an acorn to appear in
daggei: A Dragon's Fang Dagger can only be created by a your sling, which you then toss forwards. The acorn lands and
willing dragon, and tearing out dragons teeth and trying to casts the Wall of Thorns spell where it hits. Yo u can use an
enchant them will never produce one of these. action to cast Trans port Via Plants once per day. Wh ere you
This dagger grants a +2 bonus to attack and damage rolls and step, the grass beneath your feet grows slightly, wilted plants
deals 3d6 damage on a hit. The damage type is the same type heal at your touch and denizens of the forest are not hostile
as the breath weapon of the dragon who gifted the tooth, Fire to you or those traveling with you through the woods unless
for Red, Brass and Gold Dragons, Acid for Black and Copper provoked.
Dragons, Lightning for Blue and Bronze Dragons, Poison for
Green dragons and Cold for White and Silve r Dragons. You Crossbow Of Dragon's Doom
can determine which type of damage a dragon's fang you find Weapo11 (Heavy Crossbow), Artifact (Requires attu11eme11t by
deals by the tip. Acid damage teeth have yellow tips, Fire have a Ranger whose fc?Vored e11emy is Drngo11s)
singed black tips, poison have dark green tips, cold have white Although Dragons and Man currently live peacefully in the
frost bitten tips and Lightning will shock anyone who touches South, it was not always this way. Long before their peaceful
the tip with a quick jolt of static electricit)' union the Old Gods Edhal and S eraphiel fought an endless
bitter war of attrition, with Edhal's human children fighting
Icicle Bow off constant attacks from Seraphiel's Dragons. Hunters that
Weapo11 (Lo11gbow), very rare (Requires att1111eme11t) were particularly gifted in slaying Dragons were some of the
This snow white longbow is cold to the touch and is made out most respected individuals in society and gained great favour
of completely clear ice. This bow grants +2 to Attack and from Edhal. One s uch champion is the now Paragon Lipenius
Damage rolls. ft deals 2dB Cold damage on a hit and You Falconclaw, a master shot who after landing the killing blow
have Resistance to Cold damage while wielding it. This on six dragons over the course o f two years was called before
weapon allows y ou to ignore terrain difficulties cause d by Edhal, who took from him his Heavy Crossbow, which he had
snow and sleet, allowing you to position yourself for the best customized with the corpses of the dragons he had killed so
shot with ease. This effect only applies to ammunition that is many times that almost all of it was m ade of Dragon's bone
not magical, unless the magic ammunition deals cold damage and covered in Dragon scales. Ed/Jal blessed this weapon and
in which case it deals an additional 2dB cold damage. if the together it and its maste r went on to slay countless dragons.
ammunition fired isn't magical it only has the magical After the union between Ed/Jal and Seraphiel this weapon
properties lis te d under the ammunition and gains no benefits was Jost, with some believing it is in the afterlife with its
from this weapon. Regular ammunition fired from this forger where they stand vigil, patiently waiting for their God
weapon that isn't e ntirely made of m etal is always destroyed to rise again.
after firing and cannot be recovered.
The Crossbow Of Dragon's Doom is a magic Heavy crossbow
Thorn Whip that gran ts a +4 bonus to attack and damage rolls.
Weapo11 ( Whip), very rare (Reqwi-es c1tt1111eme11t)
Random Properties. The Crossbow Of Dragon's Doom has
This is a brutal weapon, and uses a dB for its hit dice instead
the following random properties:
of a d4. The Thorn Whip is a long and thin tree root covered
· 2 m i11or be11elicial prop efties
in thick gnarled red spikes which retract when the root is
· 1 major be11elicial proper(y
wound up and extend when it is cracked to slash at whatever
• 2 m i11or detnine11ta l p roperties
it strikes. This Whip deals an additional I dB poison damage
· 1 major detnine11tal proper(Y
on a hit and grants have resistance to poison damage. You
can m ove through Nonmagical Difficult terrain produced by
Dragon's Bane. Whe n a Dragon uses its breath weapon
Bushes, Branches, Thorns, Vines and other typical forest
against you, you can use your reaction to roll a Wisdom
obstacles at no additional movement s peed cost and without
saving throw with advantage instead of a dexterity save,
s uffering damage from said terrain.
taking no damage from the breath weapon on a s uccess or
half on a failure. Ifyou succeed the breath warps around you
Blade Of The Assassin and those behind you are also safe from the blast and you
Weapo11 (Dagger or ShortswOid}, Lege11da1y (Requires gain the ability to use the Dragon's Wrath abilizy.
att1111eme11t by a Rogue)
This magic blade grants +2 to attack and damage rolls and is Dragon's Wrath . When you s uccessfully use Dragon's Bane,
designed to be used by master assassins to end a high priority on your next turn you can use your action to make a ranged
target in one hit. When y ou attack an unaware target that can attack roll with advantage against the dragon, firing the magic
be surprised either while it is asleep or while you are invisible, energies you just absorbed from its breath weapon back at it.
you automatically critically hit them and deal quadruple your Ifyou hit with this attack it takes Sell 0 of a random damage
normal damage instead of double on this crit. It cannot be type that it is vulnerable to, and if it is at less than half of its
used this way again until the next dawn. maximum Hit Points it must ma ke a DC20 Consitution saving

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Specialized Hunter. When a Dragon is within 30 feet of Some great deed, The S torm God Talas took one of his
you, you can place a H unter's Mark on it as a free action. lightning bolts and benr it into a bow for the Stormbow house
Once p er day you can cast the spell Conjure Volley as an to wield for him in combat.
action, and you can make the damage it deals damage that
the dragon you are fighting is vulnerable to. You can only The Stormbow is a m agic weapon that grants a +4 bonus to
control the elem ent when facing a dragon. attack and damage rolls. On a hit it deals 3d8 lightning
damage. It requires no ammunition and cannot fire regular
Destroying The Crossbow. To destroy the Crossbow of arrows.
Dragon 's Doom is a surprisingly simple tas k compared to
most artifacts. Any normal attempts to destroy this weapon Random Prope rties. The Stormbow has the following
random properties:
will fail to do nothing to it, but ifyou feed it to a dragon it
• 2 m1i1or beneficial p1vperties
will be destroy ed after spending 24 hours in the creature's
• I m aj or benefici;i/ proper(y
stomach acids.
• 2 1mi1or derninemal p!Vpem 'cs
• J maj or detninental p!Vper(y
Darkon's Sling
Weapon (Sling), Artifact (Requires attunement by someone Made OfLightning. The Stonnbow has no physical form as a
with no G1~111t s blood in their veins) bow, anc/ is in fa ct a small bracer worn on the archer's wrist.
The Frost Giant wars in the eastern lands of Edhal are well Wh en they extend their arm as though they are about to fire a
known for the champion that drew them to a close with the bow lightning sparks from the bracer and forms a bow of pure
sacrifice of /Jis own life. Ci/lain Cerwynd. While everyone energy. The stormbow fires like a regular longbow but
knows who /Je is. far fewer know of tile companions that does not require a string to be pulled back or arrows to be
fought beside /Jim, one ofw/Jich was Darkon 'Giantsbane' loaded and as such can be wielded with one hand.
Eastwa tch. An equally adept master of combat with his sling
and an amazingly gifted Giant slayer. After tile Frost Giants Lord Of The Storm. Wh ile wearing the bracer that generates
vanished, so did Darkon. and both he and his sling /Jave s ince this bow you a re immune to Lightning and Thune/er damage,
s lipped from memories and songs to be reme mbered only by and you can use your reaction to absorb lightning spells fired
tile libraries and sages of the Eastern tundra. at you from enemies. Roll a wisdom saving throw against
This magic S ling grants a +4 bonus to attack and damage their spell save DC. If you s ucceed you devour the magical
rolls. You can choose to coat the projectiles it fires with a energy shot at you anc/ heal I-lit Points equal to half the
thick sheet of ice, changing the damage type to cold. damage dealt. Instead of choosing to heal I-lit Points you can
instead choose to convert it into e ne rgy for the bow, gaining
Random Properties. Darkon's Sling has the following back 1 charge for each level of the spell. Can trips restore no
random properties: points. The lord of storms does not like his boons being trifled
• 2 mti1or beneficial p!Vperties with however, and attempting to have a friend bombard you
• I major beneficial p!Vperty with lightning spells to restore your I-lit Points will result in
• 2 minor derninenral p!Vperties the attacks dealing maximum damage to you instead. If you
• J major derninemal property abuse the weapon in this waJ~ you lose your immunity to
Lightning and Thunder damage for the day, and become
The Bigger They are ... The damage dealt by Darkon's S ling vulnerable to these damage types instead.
scales wil'h the size of the monster. It deals 2d4 to Tiny
creatures. 2d6 to S mall creatures, 2d8 to Medium creatures . Mastery OfLightning. This bow has 5 charges. You can use
2d 10 to La rge creatures, 2dl 2 to Huge creatures and 4d 12 to an action to expend a charge to cast one o f the following
Gargantuan creatures. spells:
Chain lighmi11g. Lig!w11i1g Anmv. lighrmi1g Bolt. ShatreI.·
Giant's bane. When you a crit a giant or half giant (Goliaths) T!nmder wave
they take quac/rup/e damage anc/ m us t succeed on a DCl 7 All spells are cast at the fi fth level except chain Lightning,
Constitution save or instantly die. If the Goliath is a player which is cast at the s ixth level. You regain 1d4+1 charges
cliaracte1: t'hey still take the quadruple damage but t'he saving daily at dawn.
throw DC drops to a 15 anc/ they get advantage on t'he save.
Storm Walk. You have a flying speed equal to your current
Stalker Of The Frostfangs. You gain resistance to cold walking speed whenever you are not underground or indoors.
damage. /{you are already resistant to cold damage as a
consequence of your Race or your Class, you gain immunity True Strike. Once per clay, when you deal Lightning damage
instead. You ignore difficult terrain created by ice and snow. you can cause it to deal m aximum damage ins tead of rolling.
You can tolerate temperatures as low as -73 degrees
Celcius or -100 deg rees Fahrenheit without any additional Destroying The Bow. There are two ways to destroy the
protection. Storm bow:

Destorying The Sling. This sling can be destroyed either by The first way is to take the bow to Fulgur. the elem ental plane
striking it with the blade of Cillain Cerwynd or by cutting of S torms and chaos a ncl spend seven days firing the bow
through the sling with a dagger carved from the bones of the without taking a break. [{you manage to keep up a consistent
long deac/jarl Of The Frost Giants. pace you will eventually burn out all of the bows electrical
energy. Destroying the bow this way /eaves you with a magic
bracer that grants immunity to Ligh tning a nc/ Thunder
Storm bow damage. You can turn this magic bracer back into the
Wc,1pon (longbow), Artifact (Requires attunemenl) Storm bow by having a storm goc/ bless the bracer or by
The Stormbow has been the iconic weapon of the Noble leaving it in Fulgur for a yea1:
House Stormbow since its foundation. Their house founder
Vindal Stormbow found this weapon, though the exact details The second way is to have a paladin of Talas strike the bracer
of where and how are still a mystery. Members o f I he with a +4 melee weapon while it is unattuned. The bracer will
Stonnbow house o ften tell grand tales of how Vindal tore out immediately explode, releasing all of its energy at once.
the soul of a Storm Gianr and bound it into his weapon. or of Anyone wihtin 60 fee t of the bracer when it explodes must
how he traveled to Fulgur, the plane of endless storms to pass a DC 24 Dexterity save, taking l Bd 10 Lightning damage
forge this bow and charge it with the energy of the plane. The on a failure or half on a s uccess.
current leading theory in m odern times is that as payment for

This is a free supplemenr by lrartmollusk. If someone is chargfog for it JOU got ripped off.
Section 3: Other Items
Items are organized by Rarity and then by Alpa/1etical order Light Armor of the Traveler
Armor (Any light arm01), very rare (Requires attunement)
Bag oflntinite Stones This s uit o f armor is specialized for one specific environment:
Wond1vus item, rare Arctic, Coast, Desert, Forest, Grasslands, Mountains,
This small belt pouch contains a connection to an Swamps or the underdark. While wearing these clothes in
extradimensional plane. Wh en you reach into this bag, it will one of these e nvironments you gain the following benefits:
always contain three smooth river stones perfect for firing You have advantage on stealth rolls. You aren't slowed by
with a sling. Once you take these stones out another three difficult terrain, a nd ifyou are traveling alone you can move
immediately fall into the bag as though you'd just dropped stealthily at a normal place.
them in yourself.
Pendant of the Hellbeast
Choker Of The Beastmaster Wondrous item, ve1y rare (Requires attunement by a druid)
Wondrous item, R c1r e (Requires c1ttunement by a This pendant twists and distorts the wild shape form the
Beastmaster Ranger of at least fifth level) druid is turning into, causing the m to instead become the
The Choker of the Beastmaster is a scaling s ize animal form they intended only corrupted, transforming into a dog
choker that can be used to tame crea tures typically for example would cause them to become a hellhound like
untamable by beastmasters . ffyou manage to incapacitate or creature coated in fire. A ll beast attacks deal an additional
knock out a beast of CR 2 or less or a Monstrosity with a CR ld8 fire damage and their regular damage becomes fire. They
of 1 or less, you can place this Choker around its neck. Th e emit bright light in a 30 foot radius and dim light for another
creature needs to pass a DCJ 8 Wisdom saving throw or have 30 feet.
its alignment changed to Lawful Good. Tfthe creature passes
thesaving throw the choker will disconnect and the creature Choker Of The Beastlord
will be immune to its magics for 48 hours. When the beast Wondrous item, Legendary (Requires attunem ent by a
a wakes it will be friendly to you and other humans but will Bec1stmc1ster Ranger of,1t least tenth le vel)
not take commands from you until you spend two weeks The Choker of the Beast/ore/ is a scaling s ize animal ch oker
training it. Th e choker grants the creature the ability to that can be used to tame creatures typically untamable by
comprehend your language. If you abuse this animal or beastmasters. [{you manage to incapacitate or knock out a
in tentionally harm it, it gets to repeat its saving throw, beast o f CR 4 or less or a Monstrosity with a CR of 3 or less,
destroying the Choker on a success. [{the Choker is you ca n place this Choker around its neck. The creature
destroyed its alignment turns to what it is naturally and its needs to pass a DC20 Wisdom saving throw or have its
disposition to you imme diately becomes hostile. The Choker alignment changed to Lawful Good. [{the creature passes the
of The Beastmaster cannot be used on creatures with saving throw the choker will disconnect and the creature will
multiple heads or consciousnesses, nor can it be used on be immune to its m agics for 24 hours. When the beast
swarms or creatures with a size rating of huge or above. awakes it will be friendly to you and other humans but will
not take commands from you until you spend a month
Pendant of Beas tspeech training it and bonding. Th e choker gran ts the creature the
Wondrous item, rnre (Requires c1ttunement by c1 Druid or ability to comprehend your language, and once the month of
Ranger) bonding passes you can communicate telepathically with your
This pendant allows the wearer to constantly be nefit from the beast as long as it is within 1000 feet ofyou. You can use an
effects of Speak With Animals. [{the wearer takes on animal action to s ee through your beast's eyes, but lose your own
form either by Wild Shape or Poly morph they can s peak vision while performing this action. [{you abuse this animal
human languages while in this form. or intentionally harm it, it gets to repeat its saving throw,
destroying the Choker on a s uccess. If the Choker is
Quiver of Holding destroyed its alignment turns to what it is naturally and
Wondrous item, rare its disposition to you immediately becomes hostile. The
Choker of The Beastlord cannot be us ed on creatures with
This quiver contains an extradimensional space that allows
multiple heads or conscious nesses, nor can it be used on
it to store and organized projectile weapons and ammunition
swarms or creatures with a s ize rating of huge or above.
for the owner: The quiver has an unseen servant inside it that
orga nizes any items it is given, and will toss any item that
is n't a projectile weapon or ammunition back out of the
Pendant Of The Planeswalker
entrance of the quiver as it sees these items as trash. The Wondrous item, Legendary (Requires attunem en t)
quiver weighs 2/b and can in total hold: 1200 rounds of The Pendant Of The Planeswalker helps the wearer survive
ammunition, 80 j avelins, and up to 20 large weapons like in all but the most extreme planes of existence. Note for my
bows, crossbows and spears. This s pace is too sizable for the playe rs: I don't run any o f the planes as they work in the dnd
owner to simply reach down and quickly remove whatever canon but I have built this item for the planes in the DMG as
item they desire, so to remove an item from the quiver; the they are so ifyou find one in my campaign it will be
person whose hip it rests on m erely needs to say the name of completely diffe rent.
the item they desire. Saying "Fire Arrows of Elemental Fury"
for example will cause all arrows of this type that you own to Astral Plane: You gain resistance to Psychic damage for the
appear at the top of the quiver ready for you to remove. The first hour on this plane.
Quiver only responds to commands from someone who has Feywild: You gain advantage on saving throws vs mem ory
physical contact with it. Commanding the quiver to bring an loss ifyou have spent less than a month in the Feywild.
item to the top is a fre e action. Shadowfell: You gain advantage on saving throws vs
Shadowfell Despair for the first week yo u spend on this
plane.
Quiver of Returning
Plane OfAir: The Pendant will cast feather fall on you
Wondrous item, rare (Requires c1ttunement)
automatically once per day while on this plane and for the
This quiver comes with 1d8+2 rings. These rings adjust in first 48 hours you have resistance to Force damage.
s ize and are designed to be placed on Darts, javelins and
Plane OfFire: You gain the ability to handle the extreme
spears. They will not attach to any other items. Wh e n a temperatures o f the Plane of Fire up to a maximum ambient
weapon with one of these rings bonded to it goes further than temperature of 200 degrees. For the first 48 hours you gain
10 feet away from the quiver; at the s tart o f your next turn
resistance to fire damage.
they will reappear in the Quiver: This is especially useful for
Plane Of Water: You gain the ability to breathe water:
people with rare projectiles they ca n't afford to lose like
Javelins of Lightning.

This is a free s uppleme nt by lratemollusk. If someone is charging for it )UU got ripped off.

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