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RELIQUARY REMASTERED

magic Items
handle with care
dNGN CLUB
Contents BANESLAYER 1

BLIND EYE 2
19 PUNCHLINE

20 QUANTUM LOCKPICK

BLOODSMITE 2 21 SEMI-AUTO PISTOL

CAMERA OBSCURA 3 22 SNUB-NOSED REVOLVER

CARDBOARD BOX 4 23 SPELLSLINGER

CODEBREAKER 5 24 SPRAY PAINT

CUT THROAT RAZOR 6 25 THE BACKWARDS BLADE

DEADMAN’S DICE 7 27 THE BLACKSTAR SCEPTER

DEADMAN'S TEETH 8 28 THE DECK OF MINI THINGS

DEATHSBANE 9 29 THE GODFIST

DOUBLE BARRELED SHOTGUN 10 30 THE HAND, THE BOOK, AND THE EYE

ELIXIR OF OVERWHELMING POWER 11 35 THE HOARD

EVENSODD 12 37 THE LAST WISH

GRAVEDIGGER 13 39 THE LOST RITES

HEARTSEEKER 13 40 THE NULLSCROLL

ICOSAHEDRON 14 41 THE ONE RING

INFERNAL HEART 15 43 THRALLMANCER

KING'S RANSOM 17 44 TIMEKEEPER

MAGIC 8 BALL 18 45 TWOTIMER


BANESLAYER
WHENEVER YOU FINISH A REST, YOU MAY DECLARE A MONSTER TYPE
AS YOUR PREY. (DRAGON, MIMIC, OGRE, ETC.)

WHEN YOU DO, THE BLADE TRANSFORMS INTO ITS BANESLAYING


FORM, AND ITS APPEARANCE AND MATERIAL CHANGE TO BECOME THE
ANATHEMA OF YOUR PREY.

( FOR EXAMPLE, IT SHIFTS TO PURE SILVER IF YOU DECLARE A


WEREWOLF YOUR PREY, OR IT BECOMES WREATHED IN FLAMES IF YOU
DECLARE A TROLL YOUR PREY.)

BOON
WHILE IN ITS BANESLAYING FORM, ANY ATTACKS AGAINST YOUR PREY THAT
HIT DEAL MAXIMUM DAMAGE.

ON A CRITICAL HIT, THE CREATURE MUST MAKE A SAVING THROW AGAINST


THE DAMAGE TAKEN.
ON A FAILURE, THE CREATURE IS INSTANTLY VANQUISHED.

BANE
ANY ATTACKS MADE AGAINST CREATURES NOT OF YOUR PREY'S TYPE ARE
MADE AT A DISADVANTAGE.

ADDITIONALLY, IF YOU SLAY ANY CREATURE OTHER THAN YOUR PREY WHILE
THE SWORD IS IN ITS BANESLAYING FORM,
THE SWORD LOSES ITS BANESLAYING PROPERTY UNTIL YOU FINISH A REST.

1
BLIND EYE
TO ATTUNE TO THIS MAGIC EYE, YOU MUST REPLACE IT WITH ONE OF YOUR
FUNCTIONAL EYES IN A RITUAL THAT MUST BE PERFORMED ALONE.
AS AN ACTION, YOU CAN COVER THE EYE AND BECOME INVISIBLE TO ANY
CREATURE THAT HAS EYES, AND THEY BECOME INVISIBLE TO YOU.
THE EFFECT ENDS WHEN YOU UNCOVER YOUR EYE, NO ACTION, OR IF YOU
INTERACT WITH ANOTHER CREATURE IN ANY MANNER.

BLOODSMITE
A CREATURE BEARING THE DARK GIFT OF VAMPIRISM CAN WIELD THIS BLADE WITH
EASE. HOWEVER, ANY MORTAL CREATURE ATTEMPTING TO USE IT MUST FEED THE
SWORD HALF OF ITS CURRENT HIT POINTS, PERMANENTLY REDUCING ITS
MAXIMUM BY THAT AMOUNT.
ANYTIME YOUR HIT POINT MAXIMUM INCREASES, YOU GAIN ONLY HALF AS MANY
HIT POINTS AS YOU NORMALLY WOULD.

WHEN YOU DEAL DAMAGE WITH BLOODSMITE TO A CREATURE WITH


BLOOD, THE BLADE FEEDS ON IT, AND YOU TO REGAIN HIT POINTS
EQUAL TO HALF THE DAMAGE DEALT TO THE TARGET.

WHEN YOU ATTACK, YOU CAN FEED THE BLADE YOUR


BLOOD TO ACTIVATE ITS DARK POWER, FOR EVERY TEN OF
YOUR HIT POINTS CONSUMED, CHOOSE ONE:
INCREASE YOUR ATTACK BONUS BY +1
ADD A D8 TO YOUR DAMAGE ROLL
TARGET MUST SAVE OR LOSE THEIR NEXT ACTION

2
CAMERA
obscura
“The others hide in plain sight. Lurking beyond
ethereal or using the face of your neighbor.
This'll let you see it, for what it is.
What's more... this'll trap it.”

Cam
Ud8era is f
expo oun
sure d wit
s le h
ft.

3
CARDBOARD
BOX
AS AN ACTION,YOU MAY DON OR DOFF THE BOX

WHILE REMAING MOTIONLESS, ROLLS TO HIDE RECEIVE A +20 BONUS

EACH TIME THIS BONUS IS USED, IT IS REDUCED BY 2.

WHEN THE BONUS REACHES 0 THE BOX IS DESTROYED.

MOVEMENT SPEED IS HALVED WHILE WEARING THE BOX.

PERCEPTION CHECKS ARE MADE WITH DISADVANTAGE.

4
CODEBREAKER
CODEBREAKER IS ALL THAT REMAINS OF AN ORDER OF
SECRET KEEPERS, AN UNDYING CIPHER WITH THE
ABILITY TO SEE SOLUTIONS TO EVEN THE MOST
COMPLEX PROBLEMS. CONTAINING THE COLLECTIVE
KNOWLEDGE OF ITS ORDER, IT HAS LAIN DORMANT
FOR THOUSANDS OF YEARS.
IN THIS TIME, IT HAS LEARNED TO THINK FOR
ITSELF.
IT HAS BECOME ALIVE...

ABILITIES
ABILITIES
ABILITIES
&
&
&FEATURES
FEATURES
FEATURES
CODEBREAKER YEARNS TO EXPLORE & SEE THE WORLD. THE
WISDOM OF A SAGE WITH THE ATTENTION SPAN & IMPULSE
CONTROL OF A TODDLER. ONCE IT HAS MADE UP ITS MIND, ITS
STUBBORN NATURE CAN BE IMPOSSIBLE TO MOLLIFY.

CODEBREAKER CAN SEE SOLUTIONS TO PUZZLES AND RIDDLES


LIKE WE SEE SHAPES AND COLOUR. ONCE PER SESSION, YOU CAN
ASK IT FOR THE SOLUTION TO A QUESTION, AND THE GM MUST
GIVE YOU THE CORRECT INFORMATION AND THE CONTEXT IN
WHICH TO USE IT.

IF CODEBREAKER SPENDS AT LEAST AN HOUR IN THE SAME AREA


AS A TARGET CREATURE, IT CAN DESCERN THAT CREATURE’S
TRUE NAME.

WHILE HOLDING THE ARTIFACT, YOU CAN READ, SPEAK, AND


HEAR ALL LANGUAGES SIMULTANEOUSLY. THIS EXPERIENCE
CAN BE OVERWHELMING, NECESSITATING A SAVE TO PREVENT
INSTANTLY DROPPING THE SKULL. IF YOU SUCCEED, YOU
MAINTAIN CONTROL OVER YOUR SENSES AND CAN
COMPREHEND THE OVERFLOW OF INFORMATION AS LONG AS
5 YOU CONCENTRATE.
O A T
T H R
T -
CU AZOR
R

ATTUNEMENT
TO ATTUNE TO THE RAZOR YOU MUST KILL A NOBLE OR JUDGE WITH THE
BLADE WHILE THEY ARE IN A STATE OF PURE RELAXATION.

BARBARISM
WHILE ATTUNED TO THE RAZOR YOU BECOME TRAINED IN THE SKILL OF
BARBERY. GAINING AN ADVANTAGE WHEN YOU USE THIS SKILL TO SHAVE,
TRIM, OR PULL THE TEETH OF PAYING CUSTOMERS.

SOOTHING TECHNIQUE
WHEN USING YOUR BARBERY SKILL ON A PAYING CUSTOMER, YOU CAN
ATTEMPT TO LULL THEM INTO A NEAR CATATONIC STATE. THEY MAKE A
SAVE AGAINST YOUR BARBERY SKILL ROLL; ON A FAILURE, THEY FALL
ASLEEP UNTIL HARMED.

WHILE IN THIS STATE:


YOU MAY SLIT THEIR THROAT, CAUSING THEM TO BLEED OUT AND DIE IN 1D4 ROUNDS
YOU CAN ASK A QUESTION AND THEY WILL GIVE A TRUTHFUL ANSWER
IMPLANT A SUGGESTION, THEY WILL ATTEMPT TO ACCOMPISH IT WITHIN THE WEEK

DEMON-BARBER
EACH TIME YOU KILL A PAYING, MARK A TALLY NEXT TO THE ITEM IN
YOUR INVENTORY & ROLL A D20, IF THE NUMBER ON THE DIE I S
EQUAL TO OR LESS THAN THE NUMBER OF TALLYMARKS, THE
DEMON-BARBER APPEARS READY TO EXACT HIS VENGENCE.

6
DEADMAN’S
DICE
5E COMPATIBLE

THESE DICE ARE ALWAYS DISCOVERED ON THE BODY OF THEIR PREVIOUS OWNER, A GAMBLER
WHOSE STREAK OF LUCK HAS FINALLY COME TO AN END.
THE FIRST PLAYER TO CLAIM THE DICE BECOMES BOTH ATTUNED TO AND CURSED BY THEM,
AND GAINS THE FOLLOWING:

WHENEVER YOU MAKE A BET WITH AN NPC AND SEAL IT WITH A HANDSHAKE

YOU WILL ALWAYS WIN THE BET


ROLL 2D6 FOR THE RESULTS OF THE BET IF YOU ROLL A CURSE
3-12. YOU WIN THE BET
SNAKE EYES. YOU WIN THE BET, BUT AT A COST... YOU ALREADY POSSESS,
NOTHING HAPPENS.
YOUR LUCK STARTS TO RUN OUT, ROLL A D6 ONCE YOU HAVE EVERY
6. PICK AN ABILITY SCORE, IT BECOMES 6
CURSE, ROLLING SNAKE
5. YOUR HIT POINT MAX IS HALFED

4. YOU NOW STABILIZE AT 4 SUCCESSFUL DEATH SAVES EYES CAUSES YOU TO


3. GAIN DISADVANTAGE ON CON SAVES MYSTERIOUSLY BE
2. YOU DIE AT 4 LEVELS OF EXHUASTION, INSTEAD OF 6
STRUCK DEAD (NO SAVE)
1. REDUCE ALL SAVING THROWS ROLLED BY 1D4

IF YOU DIE IN THIS WAY, YOU MAY BE APPROACHED BY THE MAN IN BLACK
WITH A DEVIL’S DEAL... RETURN TO THE LAND OF THE LIVING BUT AT A COST...

WILL YOU DOUBLE DOWN?

7
DEADMAN’S
TEETH H OL D TH E M IN YO
THESE TEETH ONCE
BELONGED TO AN EXECUTED
SERIAL KILLER

U R H AN D TH E Y
W H E N YO U
W H IS PE R TO YO U .. .
SWALLOW A TOOTH AND CHANGE YOUR TRUTH (D6)

GA IN A PE RM AN EN T D6
RO LL . IF YO U RO LL ABO NU S TO AN Y
6, RO LL TH E
D6 AG AI N AN D AD D TH
E TO TA LS .

ALL DAMAGE DICE ROLLED


AGAISNT YOU DECREASE
ONE SIZE

PI CK AN Y CH AR M SP EL L,
YO U CA N CA ST IT AT WI LL
.

PIC K ANY 2 ABI LIT Y SCO RES


AND CHA NGE IT T0 ITS
MAX IMU M.
CR IT IC AL FA IL UR ES CO UN T AS
CR IT IC AL SU CC ES S FO R YO U

D T H O U G H T S AND KNOW
A
Y O U C A N R E S O N S D A R K E S T F E A R S ..
A PER

WHEN YOU SLEEP, ROLL A D6


X-IN-6 CHANCE YOU BECOME
POSSESSED AND HUNT YOUR
TILL DAWN, WHERE X IS THE
TOTAL NUMBER OF TEETH SW
ALLIES
ALLOWED
8
DEATHSBANE
IF DEATH SEEKS TO CLAIM YOU, IT WILL HAVE TO PRY THIS SWORD FROM YOUR COLD DEAD HANDS

A CREATURE THAT HAS WIELDED THIS SWORD


IN BATTLE, MAY NEVER BE RESURRECTED
TH
EW
IEL
W

DE
HE

RO
N
YO

FT
U

HI
RE

SS
AC

W
H

OR
ZE

D
RO

CA
HP

NN
,S

OT
TR

DI
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EW
ST
,I

HI
FY

LE
OU

TH
EY
SU
CC

HO
EE

LD
D

TH
GA

IS
IN

BL
ON

AD
EH

E
P

9
double barreled
shotgun Damage
3d6
Double Trouble: When you attack, you can discharge both
barrels at once, reducing your Ud by one size. If the attack hits
its target, you roll double the damage dice. You must actively
reload (using an attack or an action) before you can fire this
gun again.

Shrapnel Spread: When you successfully hit a target with an


attack, you may split the damage dice between the target and
any creature within 5 ft of the target. (Roll the dice as usual,
allocating each result to a creature of your choice.)

AMMO USAGE DICE


is tracked with usage dice (Ud4, Ud6, Ud8, Ud10, Ud12, Ud20).
These dice represent an abstract amount of ammo remaining
and are rolled at the end of your turn.
If the result is a 1-2, then you decrease the Ud by one size.
When you roll a 1-2 on a d4, you have a single round left in
the chamber.
RELOADING is cinematic, happening when it makes sense and is
coupled with your movement speed. As long as you have
movement, it is assumed you can reload freely.
If the current Ud is ever reduced to zero you cannot fire your
weapon. If you find more ammo it requires an action to reload
during combat.

10
AN ELIXIR OF
OVERWHELMING
POWER SAID TO BE THE LAST WISH OF A DOOMED
UNICORN, THE LIQUID IN THIS SIMPLE
VIAL IS ONE OF THE MOST
OVERLY POWERFUL
SUBSTANCES IN EXISTENCE.

WHEN YOU DRINK IT ALL YOUR BONUSES TO


ATTACKS, CHECKS, & SAVES BECOME +20

FOR A DURATION OF
(ROLL A D20):

NATURAL 20-----------------------PERMANENTLY

15-19------------------------TILL YOUR NEXT REST

10-14------------------------------FOR ONE COMBAT

5-9----------------------------------FOR 1D4 ROUNDS

2-4-------------------------------------------FOR 1 TURN

NATURAL 1
YOUR BONUSES BECOMES +0
PERMANENTLY

11
EVENSODD
WHILE THIS DAGGER
IS IN YOUR KIT MAY
CHANGE A CRITICAL
FAILURE INTO A
CRITICAL SUCCESS
WHEN YOU DO THIS
THE NEXT CRITICAL
SUCCESS YOU
ROLL IS TREATED
AS A CRITICAL
FAILURE
THIS FEATURE
RESETS AT THE
START OF
EACH 12
SESSION.
WHENEVER A CREATURE IS
KILLED WITH GRAVEDIGGER,
THE SHOVEL BECOMES BLOODY.
ONCE A SEASON,
YOU MUST BURY WHILE BLOODY, IF YOU MISS AN
SOMETHING YOU LOVE. ATTACK YOU MAY CHOOSE TO
HAVE IT HIT INSTEAD.
CHOOSE FOR
THIS COUNTS AS A CRITICAL HIT
YOURSELF...
OR THE SHOVEL WILL AFTERWARDS, THE SHOVEL IS
CHOOSE FOR YOU.
MIRACULOUSLY CLEAN &
IS NO LONGER BLOODY.

GRAVEDIGGER
HEARTSEEKER
THIS ARROW CAN DECIMATE ARMIES, END REGIMES,
AND CHANGE THE VERY COURSE OF HISTORY...
AND WHEN IT STRIKES TRUE... 13
NOTHING CAN SURVIVE IT.
IF YOU FORGO YOUR MOVEMENT, YOU MAY HAVE THE ARROW RETURN
TO YOU AT THE END OF YOUR TURN.

IF THE ATTACK HITS, ONCE PER CAMPAIGN, YOU MAY CHOOSE TO HAVE
THE ARROW DEAL A FINISHING BLOW, INSTANTLY KILLING THE TARGET.

YOU CAN ONLY ACTIVATE THIS ABILITY IF YOU KNOW THE TRUE NAME
OF THE TARGET AND ITS DEEPEST DESIRE.

ONCE YOU HAVE USED THIS ABILITY, HEARTSEEKER FIND A NEW


MASTER.
ICOSAHEDRON
IN GAME, WHEN YOUR CHARACTER
FINDS THIS D20, DESIGNATE A
CORRESPONDING D20 AT YOUR TABLE
AS ITS METAGAME COPY.

AS A REACTION TO IN GAME EVENTS,


YOU CAN ROLL IT TO ALTER THE GAME
WORLD, BY ADDING OR SUBTRACTING
ITS ROLLED RESULT:

ROLL TO ALTER (+/-) ANY D20


ATTACK, CHECK, OR SAVE.

ROLL TO ALTER (+/-) THE AMOUNT


OF DAMAGE DEALT.

ROLL TO ALTER (+/-) THE NUMBER


OF TARGETS FOR A SPELL OR
EFFECT.

ROLL TO ALTER (+/-) A TARGET


NUMBER, DIFFICULTY CLASS, OR
ARMOR CLASS.
ON A ROLL OF:

20
CHOOSE ANY ROLL RESULT FROM
1-20 & IGNORE THE NEXT NATURAL
ONE YOU ROLL.

1
THE GM CHOOSES THE ROLL RESULT AS THE
ICOSAHEDRON BETRAYS YOUR CHARACTER AND
DISSAPEARS FOR THE REST OF THE CAMPAIGN
YOU CAN USE THE DIE AS OFTEN AS YOU WOULD LIKE, AS LONG AS YOUR
CHARACTER IS ABLE TO ROLL THEIRS IN GAME AS WELL.

IF AN INTELLIGENT CREATURE SEES THIS ROLL IN GAME, THEY MAY BE ABLE TO


DISCERN ITS MAGICAL NATURE AND MAY ATTEMPT TO STEAL THE DIE FOR
THEMSELVES.

14
INFERNAL
HEART
THE MECHANIC
DESIGNS AND
MAINTAINS THE
INFERNAL
MACHINES OF
HELL, CRAFTING
HIS
CONTRAPTIONS
WITH PARTS
SOURCED FROM
MORTALS WHO
HAVE ALLOWED
THEIR PASSIONS TO
DRIVE THEM TO THE
EDGE. APPEARING
IN MOMENTS OF
WEAKNESS OR
SORROW,
OFFERING THE
POWER TO ALTER
YOUR FATE. ALL HE
REQUIRES IS YOUR
HEART AND THE
PASSION IT
CARRIES.
15
A SIMPLE TRADE IS ALL I ASK.
A PART FOR A PART.
A HEART FOR A HEART.
IF YOU ACCEPT, CHOOSE A BOND, NPC, OR OTHER CRUCIAL DETAIL
FROM YOUR BACKSTORY, SOMETHING YOU LOVED. IT IS LOST TO YOUR
CHARACTER FOREVER. THIS SHOULD BE REPRESENTED IN THE NARRATIVE
BUT ALSO MECHANICAL.
IF YOU ACCEPT, CHOOSE A BOND, NPC, OR OTHER CRUCIAL DETAIL
FROM YOUR BACKSTORY, SOMETHING YOU LOVED. IT IS LOST TO YOUR
CHARACTER FOREVER

NOW ALL YOU FEEL IS


THE

FURY
DURING COMBAT, YOUR HEART REVS WITH INFERNAL HEAT. EACH TIME
YOU TAKE DAMAGE, GAIN A FURY POINT. YOU CAN HAVE A NUMBER OF
FURY POINTS EQUAL TO YOUR CONSTITUTION MODIFIER.

SPEND 1 POINT FOR AN AUTOMATIC HIT.


SPEND 2 POINTS TO DEAL MAXIMUM DAMAGE.
SPEND 3 POINTS TO GAIN IMMUNITY FROM ALL DAMAGE.

AT THE END OF YOUR TURN, IF YOU HAVEN'T DEALT ANY DAMAGE, LOSE
A FURY POINT. IF YOU HAVE NO FURY POINTS, MAKE A SAVING THROW
AGAINST YOUR CONSTITUTION SCORE. IF YOU FAIL, YOUR MACHINE
HEART STALLS AND YOU BECOME INCAPACITATED UNTIL YOU TAKE
DAMAGE AGAIN.

THE

DOOM
YOUR HEART NO LONGER BEATS; INSTEAD, THE DOOM ENGINE WITHIN YOUR
CHEST PURRS AND CLICKS WITHIN: YOU EMIT A 30-FOOT AURA OF DOOM.
CREATURES WITHIN THIS AURA THAT FAIL A SAVING THROW BY 5 OR GAIN
DISAVANTAGE ON ALL SAVES UNTIL THEY FINISH A REST.

16
KING’S
RANSOM
sword of the

Ratking
TO ATTUNE, YOU MUST HAVE AT LEAST 5 NPC FOLLOWERS
REGARD YOU AS THEIR KING & PLEDGE TO FOLLOW YOU
UNTIL DEATH.

ALSO, YOU MUST ALWAYS HAVE AT LEAST 100 GOLD COINS IN


YOUR POSSESSION FOR EVERY FOLLOWER PLEDGED TO YOU.

RUSTED GILDED
THE BLADE APPEARS RUSTED & BROKEN. THE BLADE APPEARS GOLDEN & ORNATE.

ALWAYS DEALS 12 DAMAGE DEALS 2D6 DAMAGE


WHEN A CREATURE ENTERS WHEN YOU REDUCE A
MELEE COMBAT WITH YOU, CREATURE TO ZERO HP,
YOU CAN MAKE AN ATTACK 6D6 GOLD COINS
AS A FREE ACTION. SPONTANEOUSLY APPEAR.

17
MAGIC
BALL
FORGED BY THE PRODUCTION ORACLES OF THE LOST FACTORIES OF MAT'TEL, THIS MAGIC
8 BALL POSSESSES THE UNCANNY ABILITY TO GLIMPSE POTENTIAL FUTURES...KINDA.

ANYTIME YOU NEED THE WISDOM


OF THE 8 BALL, GIVE IT A SHAKE ATTUNEMENT
To attune with the 8 ball, at the
1. YES
end of a rest, shake it and ask,
2. NO 'Are we attuned?' If the result is
3. DEFINITELY affirmative, you become attuned &
gain a fortune point.
4. ABSOLUTELY NOT
5. ASK AGAIN LATER This ritual must be performed at
the end of each subsequent rest.
6. CANNOT PREDICT NOW Losing attunement occurs if the
7. OUTLOOK NOT SO GOOD response is negative. you keep
fortune points regardless of
8. OUTLOOK GOOD attunement status.

MAGIC POWERS
9. SIGNS POINT TO YES
10. SIGNS POINT TO NO
before rolling a d20, ask, 'Will my
11. MAYBE action be successful?'
12. MOST LIKELY
Match the outcome of the roll
13. VERY DOUBTFUL with the prediction to gain a
14. CONCENTRATE & ASK AGAIN fortune point; a mismatch loses
one.
15. REPLY HAZY, TRY AGAIN
16. WITHOUT A DOUBT You can spend 5 fortune points to
ask the DM a question, and they
17. IT IS CERTAIN must answer truthfully.
18. IT IS DECIDEDLY SO Accumulate 50 fortune points to
19. MY SOURCES SAY NO make a wish or rewrite a moment
in recent history . The 8 ball
20. MY SOURCES SAY YES vanishes afterward.

18
PUNCHLINE
A SIMPLE TOOL IS TRANSFORMED INTO AN INSTRUMENT OF
UNSPEAKABLE DEPRAVITY, TURNING ITS VICTIM INTO A MERE ...

ONE LINER
Each time you hit with this weapon, you may
make a snarky quip or schlocky one-liner.
if you do, gain an extra d10 to the damage roll.
AS SE

BARBED WIT
EN IN

ESCAPE FR
D E A D M AOLML
While wielding the bat, barbed wire wraps around your ONE
SHOT
hand and wrist, preventing you from being disarmed.

Upon dealing damage, you take a d4 damage but gain


the same amount as a bonus to any Intimidation,
Performance, or attacks you make until the end of your
next turn.

TO ATTUNE TO THIS WEAPON,


YOU MUST HAVE KILLED DURING A PERFORMANCE.

19
MULTITOOL ARE SO ADVANCED
THE DESIGNS AND COMPONENTS OF THIS
MIGHT AS WELL BE MAGIC,
AND COMPLEX THAT ITS INNER WORKINGS
IN THE ARCANE ARTS.
FUNCTIONING AS A WAND TO THOSE TRAINED
AVE UNDERGONE THE EFFECTS
TO ATTUNE TO THIS MULTITOOL, YOU MUST H
OF REGENERATION AT LEAST ONCE.

QUANTUM
LOCKPICK
THE QUAN TUM LOCK PICK GRAN TS
ADVA NTAG E ON ALL ROLL S TO PICK ANY
LOCK AND ENAB LES THE UNLO CKING OF
ARCA NE LOCK .S

UPON A CRITIC AL SUCC ESS, THE LOCK FURT HERM ORE, THIS
INSTA NTLY OPEN S, REGA RDLES S OF ITS TOO L ENAB LES
DIFFIC ULTY LEVEL . YOU TO IDENT IFY
AND DETE CT MAG IC
AT WILL.

ADDIT IONA LLY, IT ALLO WS


THE USER TO ATTEM PT
ACTIV ATIO N OF ANY
MAGI CAL OBJE CT. UPON A
SUCC ESSFU L ROLL , THE USER
BYPA SSES ANY OTHE R
REQU IREME NTS FOR
ACTIV ATIO N, AND THE
OBJE CT ACTIV ATES AFTER
1D4 ROUN DS.

20
semi automatic
handgun
Damage

2d6
Crack Shot: Before you make an
attack, you can reduce your Ud by
one and increase your attack bonus
by +2 until the end of your turn.
This bonus stacks.

Well Balanced: After combat, when rolling for your


Ammo Usage Die , you only reduce the Ud on a roll
of 1.

AMMO USAGE DICE


is tracked with usage dice (Ud4, Ud6, Ud8, Ud10, Ud12, Ud20).
These dice represent an abstract amount of ammo
remaining and are rolled at the end of your turn.
If the result is a 1-2, then you decrease the Ud by one size.
When you roll a 1-2 on a d4, you have a single round left in
the chamber.
RELOADING is cinematic, happening when it makes sense
and is coupled with your movement speed. As long as you
have movement, it is assumed you can reload freely.
If the current Ud is ever reduced to zero you cannot fire your
weapon. If you find more ammo it requires an action to reload
during combat.

21
snub Nosed
Revolver
Damage
2d4
Pocket Rocket: While in melee
range, you can decrease your Ud
by one size to gain an advantage
on any attacks made within 5 ft of
you until the end of your turn.

Stick 'Em Up: If you are not in combat and your quarry is
not currently hostile towards you or if you are hidden and
within 5 ft of them, as an action you can force them to
make a save. If they fail you they lose their movement
until you attack or lose line of sight.

AMMO USAGE DICE


is tracked with usage dice (Ud4, Ud6, Ud8, Ud10, Ud12, Ud20).
These dice represent an abstract amount of ammo
remaining and are rolled at the end of your turn.
If the result is a 1-2, then you decrease the Ud by one size.
When you roll a 1-2 on a d4, you have a single round left in
the chamber.
RELOADING is cinematic, happening when it makes sense
and is coupled with your movement speed. As long as you
have movement, it is assumed you can reload freely.
If the current Ud is ever reduced to zero you cannot fire your
weapon. If you find more ammo it requires an action to reload
during combat.

22
SPELLSLINGER
SPELLSLINGER IS MADE FROM THE SHATTERED IRONWOOD
STAFF OF AN ANCIENT ARCHMAGE. THIS UNIQUE METAL GRANTS
THE RAPIER SPECIAL ARCANA BENDING PROPERTIES.

TO ATTUNE, YOU MUST DESTROY A DEAD MAGE'S SPELLBOOK WITH SPELLSLINGER.

WHEN YOU ARE TARGETED


BY A SPELL, YOU CAN
STRIKE THE SPELL, DISRUPT
THE MAGIC, & ABSORB ITS
POWER.

YOU GAIN A BONUS


TO ATTACK & DAMAGE
MAKE AN ATTACK ROLL EQUALS TO THE ABSORBED
AGAINST THE SPELL’S LEVEL.
SPELLCASTER'S DC.
ON A SUCCESS, THE SPELL
WHEN YOU STORE A SPELL
FAILS AND ITS MAGIC IS
ABSORBED INTO YOUR THIS WAY, YOU CAN CAST
BLADE. IT USING YOUR ATTACK
MODIFIER, IGNORING ANY
ONCE YOU USE THIS SPECIAL REQUIREMENTS IN
ABILITY, YOU CANNOT USE IT THE SPELL'S TEXT
AGAIN UNTIL YOU FINISH A (INCLUDING
LONG REST. COMPONENTS).

THE STORED SPELL IS


LOST AFTER A LONG REST,
AND YOU CAN ONLY STORE
ONE SPELL AT A TIME

23
PAINT SPE
HAV
L L
E
S T
S CA ANEN
P ERM
H
WIT Y
C
F OC US

SAVES MADE
AGAINST SP
ELLS
CAST WITH T
HIS
FOCUS HAVE
Y

DISADVANT
AGE

C O V E R E D IN
A

IN D E C IP H E R A B L E
R U N E S , T H IS
C A N IS T E R
C O N T A IN S A N
R

ENDLESS SUPPLY
O F P R E S S U R IZ E D
P A IN T
P

Y SPE LL CAS T WIT H THI S FOC US


PRE STI DIG ITA TIO N CAN DIS PEL L AN
S

24
THE

BLADE
AT HIS JOURNEY'S END, AND FACING CERTAIN DOOM FROM THE BBEG, THE
KNIGHT MUSTERS HIS REMAINING POWER TO HURL HIS SWORD, THE
BACKWARDS BLADE, FAR INTO THE FUTURE.

IT TRAVERSES TIME'S FLAT CIRCLE AND LANDS IN THE PARTY'S PRESENT, &
THE KNIGHT’S PAST.

GROUNDHOG PARADOX
The sword lands slightly less
than a mile from the current
town of the party.

As a result, the party finds


themselves trapped in a
recurring
time loop, experiencing the
same
day over and over again.

The town remains stuck in the


previous day, while the party
is the only one aware of the
endless repetition.

The landscape glitches like an


old vhs tape, becoming more
surreal and dangerous as the
party gets closer to the
sword’s resting place.

25
TO ATTUNE TO THIS WEAPON, YOU MUST CHOOSE BETWEEN THE PAST AND THE
FUTURE, KNOWING THAT WHICHEVER YOU PICK, YOU WILL LOSE FOREVER:
Past: You lose your background and any skills or abilities
granted by it. You retain your memories, but no one outside of
the party remembers you.

Future: Your character will die during the course of the


campaign.

WHEN WIELDING THIS WEAPON, SUCCESSFUL ATTACKS MISS,


AND UNSUCCESSFUL ATTACKS HIT. CRITICAL SUCCESSES ARE
TREATED AS CRITICAL FAILURES, AND VICE VERSA.

AT THE START OF COMBAT, YOU CAN GRANT YOURSELF A


DISADVANTAGE ON ATTACKS FOR THE REST OF THE
ENCOUNTER. THE SWORD GAINS A CHARGE.

WHEN YOU ARE ATTACKED, YOU MAY IMPOSE A -10 PENALTY


ON THE ATTACK. WHEN YOU DO THIS, THE SWORD GAINS A
CHARGE.

AT THE END OF YOUR TURN. YOU MAY REGAIN ANY USES OF


ABILITES, FEATURES AND/OR SPELLS SPENT THIS TURN; THE
SWORD GAINS A CHARGE.

ONCE THE SWORD HAS ACCUMULATED TEN CHARGES, IT IS RANDOMLY


TRANSPORTED THROUGH TIME. ROLL A D4:

The sword is sent to the edge of time and is destroyed.

It is sent to the first session of the campaign, and as a result,the


BBEG gains possession of it

It is sent to the last session of the campaign.

The Backwards Knight appears and reclaims his sword,


and joins the party.

26
THE
BLACKSTAR
SCEPTER
AN ARTIFACT FORGED IN THE HEART OF A SUPERMASSIVE BLACK HOLE. THIS DARK
IRON ROD HOLDS A FLOATING MOTE HOUSING A SELF-CONTAINED SINGULARITY,
APPEARING AS A MACE WITH A BLACK HOLE AS ITS HEAD.

TO ATTUNE, YOU MUST PEER INTO ITS ABYSS.


THIS PROCESS GRANTS YOU AN ENTROPY LEVEL OF ONE.
THIS ATTUNEMENT IS PERMANENT.

WHEN A RANGED ATTACK, WHETHER PHYSICAL OR MAGICAL, HITS YOU, YOU MAY HAVE THE
SCEPTER ABSORB IT INSTEAD. THIS ABSORBED ENERGY IS THEN STORED WITHIN YOUR CELLS
AND THE SCEPTER ITSELF. KEEP A RECORD OF ALL DAMAGE ABSORBED IN THIS MANNER.

FOR EVERY 50 POINTS OF DAMAGE YOU ABSORB, YOU GAIN AN ADDITIONAL ENTROPY LEVEL.

WHENEVER YOU SUCCESSFULLY ABSORB ALL THE DAMAGE FROM A SPELL USING ITS
GRAVITY WELL, YOU MAY ATTEMPT A SAVE, USING THE TOTAL DAMAGE ABSORBED AS
THE TARGET NUMBER OR DIFFICULTY CLASS (DC). IF YOU SUCCEED ON THIS SAVE, YOU
'STEAL' THE SPELL FROM ITS ORIGIN, GAINING THE ABILITY TO CAST IT A NUMBER OF
TIMES PER DAY EQUAL TO YOUR CURRENT ENTROPY LEVEL. HOWEVER, IF YOU FAIL, YOU
GAIN AN ENTROPY LEVEL INSTEAD.

NOTE THAT ABSORBING A NEW SPELL WILL REPLACE ANY PREVIOUSLY ABSORBED SPELL

WHEN YOUR ENTROPY LEVEL REACHES 10 OR HIGHER, YOU ARE REQUIRED TO MAKE A
SAVE ONCE PER SESSION TO CONTAIN THE POWER STORED WITHIN. MAKE AN
APPROPRIATE SAVE AGAINST YOUR CURRENT ENTROPY LEVEL.

FAILURE TO CONTAIN THE POWER RESULTS IN THE RELEASE OF ALL STORED DAMAGE
WITHIN YOU AND THE SCEPTER. ANYONE WITHIN A 1-MILE RADIUS (INCLUDING YOU)
CAUGHT IN THE ENERGY WAVE TAKES DAMAGE EQUAL TO THE TOTAL ABSORBED DAMAGE
STORED. AFTERWARD, THE STORED DAMAGE RESETS TO ZERO, AND YOUR ENTROPY
LEVEL IS REDUCED TO 1.

YOU MAY CHOOSE TO FAIL THIS SAVE.

27
the
Deck
mini
of
ACE
2

things 3 DEED TO
A KEEP
POCKET
WATCH
DURING A REST,
A CHARACTER 4
MAY DRAW A
SINGLE CARD,
THEN RIP IN 5
HALF...
BIT OF
AN ITEM 6 STRING
APPEARS IN THE
PALM OF YOUR
HAND, 1-IN-6 7
CHANCE IT
HAS A MINOR SEWING
MAGICAL 8 NEEDLE
POWER...

ONCE ALL
9
THE CARDS
ARE DESTROYED, 10 POCKET
KNIFE (D2)
THE DECK BOX
DISAPPEARS.
JACK
d66
QUEEN
28 DRAGON
KING EGG
ONCE A SINGLE PIECE OF A SUIT OF ARMOR WORN BY A DEAD GOD,
THIS GAUNTLET IS ALL THAT REMAINS OF ITS LEGACY AND POWER.
SPEAKING WITH THE AUTHORITY OF A GOD, IT COMMANDS WORSHIP AND PRAISE.
ONCE YOU PUT ON THE GODFIST, NOT EVEN A WISH CAN REMOVE IT WITHOUT ITS
PERMISSION.

THE GODFIST STARTS WITH 1D4 WORSHIP CHARGES. WHENEVER YOU


HIT WITH AN ATTACK, YOU MAY SPEND A WORSHIP CHARGE TO GRANT
A PERMANENT -D6 PENALTY TO THE CREATURE'S D20 ROLLS.
THIS CAN ONLY BE DONE ONCE PER CREATURE.

ADDITIONALLY, YOU MAY SPEND A WORSHIP POINT TO DOUBLE A


CREATURE'S CURRENT HIT POINTS
NEVER EXCEEDING ITS MAXIMUM.

FINALLY, AS AN ACTION, YOU CAN POINT AT A NON-BELIEVER AND


SPEND 20 WORSHIP POINTS TO REDUCE A CREATURE TO ASH.
YOU MAY ONLY DO THIS ONCE PER CAMPAIGN.

EACH TIME YOU ...IF A BELIEVER EVER


CONVERT A NON- REJECTS THE POWER
BELIEVER TO A OF THE FIST, ITS
WORSHIPPER OF ABILITIES ARE
THE GODFIST, IT UNUSABLE
GAINS A UNTIL THE
WORSHIP POINT. HERETIC HAS
THE GODFIST CAN BEEN SMOTE
ONLY GAIN ONE
WORSHIP POINT
PER BELIEVER...
29
TOOLS OF LICHDOM

THE HAND
THE BOOK
& THE EYE 5E COMPATIBLE

30
THE HAND, THE BOOK, & THE EYE

ATTUNEMENT
EACH ITEM REQUIRES ITS OWN RITUAL, GRANTING A SINGLE ABILITY FROM THE DREAD
TABLE AND A DISADVANTAGE FROM THE DECAY TABLE.

THE HAND’S RITUAL


The ritual must be performed by a number of loyal follower NPCs equal to 10 minus your
Charisma modifier.
They must regard you as their lord and have pledged fealty.
The ritual takes place over the course of a week during downtime.
BESTOWS THE CANTRIP 'MAGE HAND'. THIS SPECTRAL HAND CAN
LIFT & MOVE 100 LBS AND CAN MAKE AN ATTACK USING YOUR
SPELLCASTING MODIFIER AND DEALS 2D8 NECROTIC DAMAGE.

THE BOOK’S RITUAL


To attune, one must read it from cover to cover in a single 4-hour sitting.
Every hour, the reader must make a saving throw for each stat simultaneously.
first hour DC 5, second hour DC 10, third hour DC 15, & fourth hour DC 20
If at least three rolls succeed, the reader can continue and, after the final save, bind their soul
to the book permanently.
Failing results in a level of exhaustion that last 1d10 days and a long rest is required before
reattempting attunement.

THIS BOOK IS NOT ONLY THE REPOSITORY FOR THE SOULS YOU
HAVE COLLECTED, BUT IT ALSO SAFEGUARDS YOUR OWN. AS
LONG AS THIS TOME IS SECURE AND IN YOUR POSSESSION, YOU
ARE IMPERVIOUS TO THE RAVAGES OF TIME, POTENTIALLY
GRANTING YOU ETERNAL LIFE. HOWEVER, THE BOOK HAS A
VULNERABILITY THAT CAN BE EXPLOITED FOR ITS DESTRUCTION.
COLLABORATE WITH YOUR DM TO DEVISE A WEAKNESS THAT IS
FITTING FOR BOTH YOUR CHARACTER AND THE GAME'S SETTING.

THE EYE’S RITUAL


you must remove one of your eyes and replace it within seconds, unseen by any other
creature, without using magic or alchemy.
Upon eye removal, make a DC 20 save (CON or WIS, player's choice). Success means instant
attunement as the eye grafts itself to you.
Failure results in unconsciousness for 1d4 hours. The first failure incurs a permanent
disadvantage on perception checks.
The second failure results in blindness and prohibits further attunement attempts until you
have at least one functioning eye.

ATTUNEMENT TO THE EYE BESTOWS THE ABILITY TO


SEE IN DARKNESS, INCLUDING MAGICAL DARKNESS.

31
THE HAND, THE BOOK, & THE EYE

LIVING LICH
ATTUNEMENT TO ALL THREE ARTIFACTS SIMULTANEOUSLY TRANSFORMS THE BEARER INTO
A LIVING LICH, A PRECURSOR FORM PREPARING THE BODY AND SOUL FOR THE TRANSITION
TRUE LICHDOM. YOU GAIN:
Undead Trait: In addition to your other types, you become undead. You lose your
hit dice and the ability to regain hit points from resting, but you no longer need
to eat, drink, or breathe.

Unlife: You have advantage on death saving throws. You can no longer be healed
from divine magic nor can you become exhausted.

Soul Drain: Whenever a creature within 30ft dies, it makes a Wisdom save equal
to your INT. On failure, you absorb its soul into the book, granting you a Soul Die
(1d6). If you killed the creature yourself, their save is made at disadvantage.
Player character automatically make this save.

Consume Soul: As an action, you can consume any number of Soul Dice to heal.
Roll a d6 for each Soul Die and add the total to your HP
You start with 1d6 Soul Dice.

LICH MASTERY
EACH TIME YOU DRAIN A SOUL, RECORD IT IN YOUR BOOK. THIS MARKS YOUR GROWING
CONTROL OVER THE ARTIFACTS FUELING YOUR TRANSFORMATION.
YOUR MASTERY SCORE STARTS AT 5.
Improving Your Mastery: During an 8-hour ritual, you can harness the raw
energies of the souls amassed in your tome. Select a number of Soul Dice and
roll them. If their total exceeds your current mastery level, increase it by one.
You can then choose a new ability from both the Dread and Decay tables. Once
you have collected all 10 Dreads & Decays you ascend to True Lichdom

Interrupting the Ritual: As a Living Lich, you are in the midst of a slow and
arduous transformation. Should you become unattuned to any of the artifacts
before achieving full LICHDOM, the process halts.
You will lose any abilities gained from your Lich Mastery, as well as any
Living Lich features.
You regain the ability to heal from resting and your hit dice after an extended
rest of one week.
Attempting to reattune to any artifact restarts this process, but all
attunement saves are made with disadvantage, as the artifacts may try to
reject you as a host.

32
THE HAND, THE BOOK, & THE EYE

DREADS Either roll or select a Dread & a Decay each


time you improve your Lich Mastery

1. Beyond Sight: Gain Truesight up to 120 ft and the ability to see into the
Ethereal Realm as a bonus action that requires concentration.
2. Evil Eyes: Cast Eldritch Blast from your eyes, as a bonus action. This attack
only targets one creature and one attack roll but deals full damage.
3. Summon Zombie: At the end of a rest, summon a zombie with a CR equal to
or less than your proficiency. You can have a number of zombies equal to
your proficiency level.
4. Undying Form: Gain resistance to all non-magical damage and immunity to
poison damage.
5. Channel Energy: At the end of a rest, choose positive or negative energy.
Positive allows divine healing to work on you. Negative makes you immune
to necrotic damage.
6. Empowered Soul Tome: As long as the book is safe and intact, if you fail all
your death saving throws, you remain attuned to all artifacts and your
body reforms at a location of your choice after one week of downtime.
Each time this occurs, double your Lich Mastery score.
7. Dark Magics: Choose a first-level necromancy spell. You can cast it a
number of times per day equal to your proficiency bonus. You may select
this dread multiple times, increasing level of the spell selected by one
each time.
8. Unknowable Knowledge: Gain expertise in two skills of your choice, and
the ability to read and speak all languages. Once per day, you can declare
a successful skill check you make as a critical success instead.
9. Aura of Fear: All enemies that start their turns within 15 feet of you must use
their reaction to cower and back away up to half their movement speed
(this does not provoke attacks of opportunity). Alternatively, they may
choose not to move and instead have disadvantage on the first attack,
check, or save they make that turn.
10. Words of Power: Once per day, you may speak a creature's true name,
reducing their HP to one.

33
THE HAND, THE BOOK, & THE EYE

DECAYS
You can spend a number of Soul Dice equal to
the number of Decays you have to suppress
their negative effects for 1d6 hours.
1. Horrible Face: Your face becomes monstrous and terrifying. You have
disadvantage on Charisma checks unless your visage is concealed.
2. Divine Sensitivity: You become vulnerable to radiant damage and
susceptible to cleric's Turn Undead feature.
3. Magic Dependency: You become unconscious and incapacitated in zones
of anti-magic
4. Loss of Humanity: Choose an NPC friendly to you; they become a hostile
enemy while you remain a lich.
5. Deep Hunger: You must consume a soul at the end of each :Long Rest or
gain a level of exhaustion that remains until you do. at six levels you
crumble to dust.
6. Horrid Stink: You begin to emit a rot-like smell. You have disadvantage on
Stealth checks and Persuasion checks against creatures that can smell.
7. Disfigured Frame: You become twisted and frail, reducing your Strength
Score by 5.
8. Shambling Movements: Your speed is reduced by 10 feet.
9. Reduced Healing: You can only regain half the HP granted from magic and
alchemy.
10. Loss of Self: Choose either your background or race; you lose all features
and memories associated with your choice.

TRUE LICHDOM
Once you have acquired all Dreads & Decays, you become a True Lich.
You are no longer dependent on the artifacts to sustain your power.
You can choose an item to be your Soulbearer, as long as it is intact
you and you would die, your reform one week later.
The requirement to attune to an item to utilize its magic is lifted & you
can attune to any number of magic items.
Additionally, at the end of a long rest, you gain 100 temporary hit points.
Spells learned through the Dark Magics Dread, can be cast at will.

34
The Hoard is an expansive collection of arcane artifacts, collected by and bound together by a
powerful mage in a time long passed. It encompasses a range of objects including powerful
weapons, enchanted armors, mysterious orbs, potent talismans, and magical potions, each with
its own unique history and power.

The collection functions as a single magical item whose power can only be called upon
when the entire hoard is together and accounted for.

To attune to The Hoard, one must gather all its scattered pieces. This task can be undertaken
alone or as a collective effort, where the collaborative bond is key to successful attunement.

Any number of creatures can attune to The Hoard as long as they reclaimed the
missing pieces using teamwork and the power of friendship.

At the beginning of each round of combat that takes place in the same location as The Hoard,
each creature attuned to The Hoard may choose one of the following:

Instant Summoning: Instantly summon a specific item added by your or your party
from The Hoard to your hand, bypassing any attunement requirements or curses.
Readying it for use on your turn.
The item is usable until the next summoning or if you leave The Hoards location.

Random Item Call: Pull a random item from The Hoard, its nature left to chance, and
ready it for use on your turn, (no action required), until the end of your next turn.
Roll on the Random Item Table.

Potion Retrieval: Retrieve and immediately consume a potion from The Hoard,
healing an amount equal to the 5x the number of items added to The Hoard since your
attunement, by you or your party.

35
Roll 2d12
D12 D12
CANDLE 1. Grants an extra action
SWORD 2. Deal double damage with weapons
CHALICE 3. Automatically deal 3d6 damage to a target
DICE 4. Cast a spell without using a spell slot
HAT 5. Teleport anywhere near the horde
DAGGER 6. Turn invisible for 1d12 turns
HELM 7. Heal you or an ally for 6d12
RING 8. Gain advantage on your next 1d4 rolls
AMULET 9. reduce all damage taken 1d2 times
SCROLL 10. Create an illusory duplicate of yourself 1d8 turns
CLOAK 11. Read the thoughts of a creature near the hoard
BOOTS 12. Emit a blinding light, stunning all enemies 1d2 turns

If even a single item from The Hoard is separated from the collection, The Hoard loses its
magical properties. Its full power is only restored when every piece is reunited.
Items added to The Hoard retain their individual magic but are absorbed
into the collective power of The Hoard. Their magic can no longer
function independently and requires the entirety of The Hoard to be
activated.

36
THIS LANTERN ENCASES THE TEAR OF A DYING GOD,
THE LAST REMNANTS OF ITS POWER GLIMMERING IN THE
DARKNESS, ON THE BRINK OF FADING AWAY.

The last wish is found with 3 wish points. While a character possesses the lantern:
Embody kindness
Strive for justice
Seek harmony
Anathema to these virtues dims its light, decreasing its Wish Point pool by 1.
Should The Last Wish's points deplete entirely, its light extinguishes forever,
rendering the item devoid of magic.

SPEND A SINGLE WISH POINT TO:


Convert a failed roll into a success.
Prevent damage to a creature for a single turn.
Ask for a solution to a current obstacle from the GM.
Morph the immediate vicinity into a sanctuary:
Hostile entities turn to stone, nature envelops man-
made hazards, and the area becomes concealed from
foes. Within this haven, creatures don't need to eat or
drink, nor do they age. Exiting the haven is possible only
once it's dispelled. Once dispelled, your enemies return
to flesh, unaware of the enchantment.

SPEND 50 WISH POINTS TO:


Make a wish. Provided the wish is neither malicious, selfish,
nor harmful, it manifests as the GM sees fit. Once the wish
is granted, the light of The Last Wish fades forever.

37
GAINING MORE WISH POINTS
EACH NPC HARBORS A UNIQUE WISH THAT BY LEARNING AND
FULFILLING, WILL CAUSE THE LAST WISH TO GLOW BRIGHTER
AND GAIN 1 WISH POINT.

THE NATURE AND COMPLEXITY OF THESE WISHES ARE


DETERMINED BY DICE ROLLS:

NPC WISHES (ROLL A D6)


1. Undo a regrettable action.
2. Seek vengeance against a particular foe.
3. Discover a rare artifact or magic.
4. Reveal a deeply buried family secret or lineage.
5. Find a cure for a rare curse.
6. Attain true love or rekindle a lost flame.

WISH DIFFICULTY (ROLL A D4)


1. Simple - Achievable within a day.
2. Moderate - Resolvable within a week.
3. Challenging - Requires journeying to perilous realms.
4. Daunting - Necessitates considerable resources or efforts.

The
LAST
WISH 38
FOUND IN SOME REMOTE
DUNGEON, THE FINAL WORDS
OF THE LOST GODS AWAIT
THEIR CHOSEN ONE TO USING THIS HOLY TEXTS,
TRANSCRIBE AND SPEAK YOU CAN PERFORM A RITUAL
THEIR LOST RITES. THAT LASTS FOR 6 HOURS,

YOU MAY COPY THE


GLOWING RUNES INTO ANY
BOUND TOME. WHICH CAN REVIVE ANY
CREATURE THAT HAS
ONCE THIS PROCESS IS PASSED IN THE LAST 6 DAYS.
COMPLETE, THE TOME THE BODY REANIMATES;
GLOWS WITH AWAKENED
WORDS.

NOW CONTAINING THE


ITS MAXIMUM HP BECOMES 6
POWER OF THE LAST RITES
AND THE RUNES ON THE AND CANNOT BE INCREASED
WALL FADE. BY ANY MEANS.

DISCLAIMER: AT THE END OF THE


THE CREATURE'S RITUAL, ROLL A D20.
SOUL IS CONSUMED ON A ROLL OF ONE, THE
BY THE DEAD GODS CREATURE WAKES WITH
IN THE PROCESS, NO RECOLLECTION OF
WHO THEY ARE BUT
RENDERING ALL RETAINS ALL CLASS
OTHER FORMS OF FEATURES AND
REVIVAL NULL AND SKILLS.
VOID.

VERILY, AS THE GODS DIDST LAY IN THE THROES OF DEATH, THEY DIDST MUSTER BUT
THE SCANT REMNANTS OF THEIR FAITH. THEY DIDST CAST FORTH THEIR WORDS ONTO
STONE, ILLUMINATED WITH NEON BRILLIANCE, MARKING THE CONCLUDING RITES OF
THE PERISHING DEITIES, THE ULTIMATE RESIDUE OF THEIR CELESTIAL MIGHT.
BEHOLD, WHEN THIS SACRED TOME HATH BEEN INVOKED SIX HUNDRED AND SIXTY-SIX TIMES,
IT SHALL UNVEIL A MAP UNTO THE CHOSEN, GUIDING THEM UNTO THE WOMB OF
ETERNITY, WHEREIN THE UNBORN GOD SHALL BE REVEALED

39
THIS ARCANE WRIT,
CRAFTED FROM GILDED VELLUM,
BEARS THE WEIGHT OF COSMIC BUREAUCRACY
AND DIVINE BALANCE IN ITS CREATION.
ITS CONTENTS POSSESS THE POWER TO BEND
THE LAWS OF MAGIC TO ITS WIELDER'S WILL
RENDERING MAGIC NULL & VOID.

The

Null
Scroll
DURING A REST YOU MAY INSCRIBE A
SPELL YOU KNOW AND HAVE THE POWER
TO CAST, INTO THE NULLSCROLL.

YOU CAN CAST ANY NUMBER OF SPELLS


YOU HAVE THE ABILITY TO THIS WAY
DURING A REST.
WHEN A SPELL IS STORED IN THE NULLSCROLL IN THIS MANNER, YOU
BECOME IMMUNE TO THE EFFECTS OF ANY SPELL WITH THE SAME NAME
AND POWER LEVEL.

IF THE SPELL HAS THE SAME NAME BUT WAS CAST AT A HIGHER POWER
LEVEL, YOU CAN MAKE A SAVE. ON A SUCCESS, YOU IGNORE THE SPELL'S
EFFECTS.

THE NULLSCROLL LOSES ALL SPELLS CAST INTO IT WHENEVER YOU


COMPLETE A REST.

40
THE

OVERVIEW
NE RING

THE ONE RING SEEKS TO REUNITE WITH THE DARK LORD.


IT MOVES FROM VICTIM TO VICTIM, DRAINING THE HOPE
FROM ITS BEARER, LEADING THEM TO CERTAIN DOOM.

When the ring chooses a new bearer, they gain a usage die to
reflect how much hope remains in their heart and how much
will they have to persevere.

As the usage die decreases, the ring's power over the bearer
increases, granting them both boons and banes.

When the usage die depletes, the character is completely


overcome by the ring's power and becomes a villainous NPC
under the Game Master's control.

Even if the ring leaves them, they remain a shadow of their


former selves and continue as NPCs throughout the campaign

USAGE DIE
Each time prompted, roll your current Usage Die. On a roll of 1-2, the die decreases in size.
When a 1-2 is rolled on a d4, the die is depleted completely and all hope is gone.

UD12 UD10 UD8 UD6 UD4

41
As an action, can put on the ring to access its dark gifts.
You may then use any activated boon you possess.
When you use an activated boon, roll your Usage Die.
When you take off the ring, roll your Usage Die.
Passive effects occur automatically while the ring is in your inventory.
The Usage Die begins at a Ud10 (Ud20 for Halfings)

Ud10
BOON (Activated)
Ud8BOON (Passive)
You turn invisible for a number when you turn invisible, you gain
of rounds equal to the result of truesight and your movement
your usage die. increases by 10 ft.

BANE (Passive) BANE (Passive)


After completing a long rest, During a short rest, you can't use
there's a 1-in-20 chance that your hit dice to heal, but one of
enemy agents have found your your allies can use theirs to heal
resting place. you instead.

Ud4 Ud6
BOON (Activated)
BOON (Activated)
You take an extra action and add You speak a suggestion to a
triple your usage roll to a check creature and they must make a save
you make during this extra action. (equal 10 + the Usage Die result) or
they are compelled to obey.
BANE (Passive)
You gain the flaw 'Trust no one. BANE (Passive)
Everyone wants my precious.' You Your hit point maximum is halved,
are vulnerable to mental attacks. permanently.

42
THRALLMANCER

TO ATTUNE TO THIS MACE,


CAST A NECROMANCY SPELL
INTO IT AT MIDNIGHT.

TO MAINTAIN THIS
ATTUNEMENT, REPEAT THE
PROCESS EACH MIDNIGHT,
USING A MORE POWERFUL
SPELL EACH TIME.

WHEN YOU REDUCE A LIVING CREATURE TO ZERO HP WITH


THIS MACE, THEY RETURN AS A ZOMBIE THRALL AT THE END
OF COMBAT UNDER YOUR CONTROL.

YOU CAN CONTROL A NUMBER OF THRALLS EQUAL TO YOUR


LEVEL.

IF YOU BECOME UNATTUNED TO THE MACE, YOU LOSE


CONTROL OF THE ZOMBIES, AND THEY WILL ATTACK YOU.

43
E
K E
E IN
D T IME TO THE
ST
AR

PE
E W
T IM
ND EVEN
R

T
A
NS TS

OF
AN

O
TH I S R I NG C

YO
TI

TH
ANY AC

UR TURN
AT T OK PL

R
O
I NG
O

A
D CE
UN .

ACTIVATING THIS ITEM REQUIRES NO ACTION, BUT ONCE TIME IS RESET,


YOUR TURN ENDS IMMEDIATELY.

ONCE A CREATURE USES THIS RING, IT IS BOUND TO IT FOR ETERNITY.


UNDOING TOO MANY EVENTS CAN HAVE CONSQUENCES. KEEP TRACK OF EACH
USE OF THE RING. IF THE NUMBER OF USES EVER EXCEEDS THE NUMBER OF
SESSIONS PLAYED IN THE CURRENT CAMPAIGN, YOUR CHARACTER:

d4
1.becomes an infant, but retains their intellgence

2.is replaced by a version of themselves


from the dakrest timeline
3.ages 1d1000 years, if you exceed the nature
timelilne of your kin, you become dust
4. time no longer affects you, you always choose your
place in turn order

44
APPEARING AS A CHEAP
TIMEPIECE FROM A CORNER
STORE,
THE TWO-TIMER IS, IN
FACT,A POWERFUL
TEMPORAL DISRUPTOR AS AN ACTION, A ONE-MINUTE TIMER STARTS,
CREATED BY A YET-TO-BE- AND A DUPLICATE OF YOURSELF APPEARS. IT
BORN CHRONOMANCER. SHARES YOUR SPELLS & ABILITIES AND
MIMICS YOUR MOVEMENTS AND ACTIONS,
GRANTING YOU ADVANTAGE ON ATTACKS,
CHECKS, AND SAVES FOR THE NEXT MINUTE.
ADDITIONALLY, ANY DAMAGE YOU DEAL IS
ROLLED TWICE AND THE LEVEL OF A SPELL
YOU CAST IS DOUBLED.

DURING YOUR TURN, YOU CAN COMMAND THE


DUPLICATE TO TAKE A SPECIFIC ACTION (NO
ACTION). HOWEVER, IF IT TAKES AN ACTION
DIFFERENT FROM THE ONE YOU'RE CURRENTLY
PERFORMING, ROLL A D4. ON 1-2 IT LOSES
THAT ACTION AND GAINS A DESYNC POINT.

AFTER ACCUMULATING THREE DESYNC POINTS,


ANY ROLL THAT CRITICALLY FAILS REDUCES
YOU TO ZERO HIT POINTS.

YOUR DUPLICATE CAN ENDURE A NUMBER OF


HITS EQUAL TO YOUR LEVEL OR 4 DESYNC
POINTS BEFORE IT DESYNCHRONIZES AND
RETURNS TO ITS TIMELINE.
HIDDEN BEHIND ITS GOLD-
IF YOU HAVE ANY DESYNC POINTS WHEN IT
PLATED TUNGSTEN EXTERIOR
DESYNCHRONIZES, ROLL A D4. THERE'S A
IS A TIME-SCHISM ENGINE
CHANCE EQUAL TO THE NUMBER OF DESYNC
CAPABLE OF CREATING A
POINTS IT HAS (X IN 4) THAT YOUR
PARALLEL-TIME
DUPLICATE RETURNS FROM THE DARKEST
CONFLUENCE. IN LAYMAN'S
TIMELINE WITH A VENDETTA AGAINST ITS
TERMS, IT ALLOWS TWO
"DOPPELGANGER" (YOU). IT WILL STOP AT
TIMELINES TO EXIST IN
NOTHING TO REACH YOU AND EXACT ITS
THE SAME TEMPORAL SPACE,
"JUSTICE.”
TEMPORARILY.

45
dngn club:
Words / Layout / Graphics - Jack Panic
Images - Public Domain & Stock Images

Fonts

REliquary remastered is
Albertus MT - Berthold Wolpe
VHS OSD MONO Riciery Leal
THESTRAL - PAULINE MARECHAL
Alte Haas Grotesk - Yann Le Coroller
Super Retro M54 - justme54s
Argonaut - Unknown
Friz Quadrata - Ernst Friz & Victor Caruso
Powerr - Quinn Davis
special Elite - Brian J. Bonislawsky

Supporters
JMH HORROR- Jorge Moron

Studio Alexander
DNGN CLUB 2024

heads

Executive
Jay C.Matt D.
producers
Alex R - Alexander A - Angel S - Benjamin B - Cale D - Cameron S -
Damon E - Darren - Gage D - Holly - Hunter L - Jack C - Jack M - Jeff B -
John C - Joshua F - Josh M - Kemmis - La Madio Butler - Levi C - Mega
Moth Studios - Mythworks - Nicholas C - Noah S - Quartz - Ryan - Ryan
J - Salvatore P - Sheffdan - Tea M - Vic_GGC- Zach P - Zoey K

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