Hearthstone Amulet Type: Amulet/Light-Weapon Rarity: Legendary Attunement: By a Paladin or Cleric or creature with 14 or more charisma and 10 or more strength Description: An amulet with a smooth-cut yellow stone in the center of it, similar to the stones one might find in the center of some Mountain Dwarf communities. The amulet is small, about two inches in diameter. The weapon that it summons varies in size and shape by whoever the amulet is bonded to at the time. The blade and hilt or shaft of the weapon are a golden-tinted metal that is slightly transparent. Features: Gain use of the amulet's Call Light-Weapon spell. The item and spell name change to Call Light-[Weapon name] depending on what type of weapon is bonded to it. On acquiring of the amulet and once per long rest after that, perform a ritual to bond the amulet to any martial weapon. The weapon takes on the shape and statistics of any non-magical weapon. The non-magical weapon is destroyed but the amulet can now summon that weapon. The new weapon gains all the bonuses of the previous non-magical weapon. The weapon is now considered magical, dealing only radiant damage with a +2 bonus (plus any bonus received from the first non-magical weapon) (Ex. a longsword deals 1d8+2 radiant damage or a +1 battleaxe deals 1d8+3 radiant damage). The amulet is the holy symbol of a Mountain-Dwarf City and as such can be used as a Holy Symbol for all intents and purposes. While wielding the holy weapon, you gain Channel Divinity: Turn Undead from the Cleric skill list. If the weapon is knocked or thrown more than 100ft away from its owner it will immediately disappear in a flash of bright light and must be summoned again. When the LightWeapon is thrown it flies unnaturally well. The range of the weapon when thrown is 15/50. Do not add your proficiency bonus to the attack roll but roll damage normally. Call LightWeapon spell details As a Bonus Action you can cast Call LightWeapon. While holding the amulet, speak the words inscribed along the edge of it to summon a weapon made of light. The weapon can only be summoned if there is enough space for it to appear in a hand or on your back.

After already summoning the weapon, you may cast Call LightWeapon again. If the weapon is thrown away or a single arm is pinned, you can return the weapon to another chosen hand or your back. Channel Divinity: Turn Undead spell details As an action, you present your Holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. "A glorious weapon. How far can you throw it?" - Avor 2

Bonded Soul Ring Type: Ring Rarity: Legendary Attunement: By a Spellcaster or creature with 14 or more wisdom or intelligence Description: A small bone loop, it has no additional markings on it but it looks to be milky and flow around your finger. The ring is tinged with colors depending on the alignment of the creature bonded to it. Evil: Brown Neutral: no color Good: Purple Chaotic: Sparks flow around the ring Lawful: Swirls flow around the ring Features: Gain the use of the ring's Bonding Ritual spell. The ring allows the user to summon and store the souls of one Large, Medium, or Small creature or two Tiny creatures to assist you and your party. Creatures bonded in this way are called Vessels. When the ring has a Vessel bonded to it, gain the use of the Summon Vessel spell. Bonding Ritual spell details In order to bond Vessels, perform a ritual that lasts 8 hours on any recently deceased (after 24 hours a creature can no longer be bonded) or willing creature. The body of the creature(s) must be fully intact.



After the 8 hours, bonding a Combat Rating 0-½ creature requires a roll of 10 or more to succeed, bonding a CR 1 creature requires a roll of 15 or more, and bonding a CR of 2 requires a 22 or more. Bonding with a creature of CR higher than 2 requires a roll of 25. You may add your wisdom modifier to this roll. Creatures that were bound willingly may unbind themselves at any point after they are summoned by succeeding on a DC 10 wisdom save. Bonding animals and willing creatures is considered a Neutral action, while bonding non-willing humanoids is considered Evil and will change the player's alignment closer to Evil.

Vessels retain all knowledge from life but can still keep their own secrets. In order to gain information you must make your Vessels trust you.

If Vessels are willing, you may share a telepathic link with them.

Vessels will not willingly attack their owner or their former brethren.

Statistics of Vessels match the statistics of their living creature counterparts.

Vessels roll their own initiative in battle and can use their own skills but will try and follow commands as best they can. Summon Vessel spell details As a bonus action you can cast Summon Vessel. Summon your Vessel to a spot you can see within 5 feet of you that it can fit.

Vessels can only be summoned twice per long rest, but are summoned until you decide to dismiss them. Vessels with a CR of 3 or higher must be dismissed after each encounter.

The Vessel can be summoned a number of times according to it's cr Creature CR Times Summonable 0-½ ∞ 1-5 3 6-10 3 11-15 2 16-20 1 "Vessels? Hmmph, Mere husks of what they once were." - Rawetl 3

The Wiseman's Lantern Type: One-handed flail Rarity: Legendary Attunement: By a Cleric or creature with 14 or more wisdom and 12 or more strength or dexterity Description: A white-steel flail, smaller than normal, with golden accents and a blue glowing gem caged in its head. The gem can emit a small amount of light around the head. The flail resembles a lantern on a chained rod. Runes flow around it's head that resemble holy prayers and symbols and when the flail is illuminated these runes ignite into flame. If the flail is out of sight of its owner the runes immediately ignite, burning much more intensely. Features: Gain the use of the flail's Illumination spell. Due to its small size and weight it can be used with the finesse property. 1d6 damage +4 radiant damage, attacks with this weapon are considered magical. Gain a +2 to hit with this weapon. By spending a charge you cast Illumination as a normal action. You can set up the flail as a modified Immovable Rod. By spending charges and as a normal action, gain the use of the Magic Circle spell. This weapon can be used as an Arcane Focus. Holds 4 charges upon acquiring. Upon taking a long rest, roll a 1d4 and regain that many charges. Illumination spell details As a Bonus Action, illuminate from the flail a 10 foot radius circle of bright light and an additional 20 foot radius of dim light after that (30 feet in total). This counts as magical light. Illumination can only be used during the night, or in dark, or vision impaired places. Once activated, the illumination cannot be stopped or turned off until 2 hours have passed.

While illuminated, add 1d4 fire damage to spells and attacks made by the wielder of this weapon. "The old and wise can be equally deft and strong." - Serati























Immovable Rod ability details As a Standard Action, set up the flail on the ground or a wall as a modified immovable rod. Creatures and players can move the flail when they come in contact with it, but non sentient things (Ex. rocks, wind, water, arrows, etc.) cannot move or knock the flail over. Magic Circle spell details Choose how many charges you want to use for this spell.



Using this spell requires concentration while holding the weapon.



The flail can be set up on a wall or ground while the magic circle is in effect.

The spell only lasts for 3 turns per charge consumed after being set down, when used in this context. While illuminated and set up on the ground or a wall the magic circle will deal 1d4 fire damage to any creature that steps into the circle, each round until they leave the circle.



You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on the flail. Glowing runes appear wherever the cylinder intersects with the floor or other surface.



Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.

The creature has disadvantage on attack rolls against targets within the cylinder.

Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.



When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. 4

Raven Scythe Type: Scythe 2-handed reach weapon Rarity: Legendary Attunement: By a Monk or creature with 14 or more dexterity or strength Description: On the head of this scythe is a small totem shaped like a perched raven with a gaping maw. The scythe is a very dark color. Less black and more just an absence of light. When you put your ear close to the open mouth of the raven you can hear what seems like a long echo, as if the opening is a cavernous void. Features: Gain the use of the scythe's Mocking Call spell. This weapon gives a +5 reach. Can be used as a versatile Monk Weapon. 1d10 damage +2 cold damage, attacks with this weapon are considered magical. Gain a +2 to hit with this weapon. Monks can use a 1d8 for damage die when using this weapon with one hand but the scythe loses it's reach attribute. This weapon can be used with the finesse property. Starting at 11th level, Slicing Arc gains a second extra attack (to a maximum of 3 attacks) and there is no limit to the number of times you can use it. Gain a Sweeping Strike attack - as a reaction, if you are flanked by at least two enemies, you can attack all enemies in a circle around you. These attack rolls follow the same rules as the Slicing Arc attack. Gain an Ethereal Piercing ability - once per long rest the scythe can be activated, as a bonus action, to ignore all magical and normal armor and natural armor for a round. Resistances no longer apply and immunities are reduced to become resistance.









































Mocking Call spell details This is a modified Ventriloquism spell that can be used as a Standard Action.



The Raven totem comes to life as a Spectral Raven that only you can see. You can make your voice (or any sound that you have heard in the last minute or can produce vocally) seem to issue from the Spectral Raven, at a point you can see within 50ft. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and makes a successful Wisdom save against your spell save DC recognizes it as illusory (but still hears it). You can choose to taunt enemies who fail the Wisdom Save. If you choose to do so, the creature must attempt a Charisma save against your spell save DC. On a fail, they are drawn towards the point that the sound came from. If you are playing a class that has no inherent spell save DC use 8 + your proficiency bonus + your wisdom modifier. "Fear the call of the Raven." - Krull 5

Stonefist's Giant Gauntlet Type: Gauntlet Rarity: Legendary Attunement: By a Barbarian or Fighter or creature with 14 or more constitution and 12 or more strength Description: An extra large gauntlet made to look like the hand of a troll with four fingers. Chiseled from rock with steel accents, glowing blue runes have been etched in it's face, written in the Giant language. Four small orbs are embedded in the knuckles of the gauntlet that glow with a swirling rainbow of color. A magical aura allows it to fit the hand of medium sized creatures. Features: Gain the use of the gauntlet's Giant's Blood ability. +1 AC The gauntlet weighs 50lbs. While a creature with 13 STR or less is wearing the gauntlet they have disadvantage on dexterity saving throws and they have a movement speed penalty of -10. At 14 STR the movement speed penalty is decreased to -5 and the weight can be ignored while the gauntlet still holds charges. At 16 STR or more there is no movement speed penalty and the weight can be ignored entirely. While wearing the gauntlet you cannot hold items in the gauntleted hand. For spells and abilities that depend on the use of a shield, the gauntlet may be treated as such. For unarmed attacks gain a +2 to attack and damage rolls. Attacks with this gauntlet are considered magical and deal force damage. Failing your first two death saving throws have no consequences while the gauntlet remains on your arm and holds charges. When all charges are used, the gauntlet cannot be removed and the unarmed attack bonus is reduced to +1 and is considered non-magical. Can store 4 charges. Regain 2 every 24 hours. Giant's Blood ability details After receiving half your hitpoint maximum as damage, during one encounter, the gauntlet expends one of its charges to use its Giant's Blood ability.



Giant's blood can be activated prematurely by sacrificing a charge and half of your current hitpoints as a bonus action.



Giant's blood courses through your veins. While under the effects of Giant's blood, your strength score increases by 4, to a minimum of 16. When the ability is activated: Regain ¼ hitpoint maximum over 1d6 rounds, gain ¼ hitpoint maximum as temporary hitpoints for half the duration, your size increases to large, and your range is +5. The +1 AC bonus is also replaced by a -1 AC penalty. While the shielding and health regeneration portions of Giant's Blood are in effect, the wielder is under the effect of the spell Stoneskin - this spell turns the flesh of the user as hard as stone. Until the spell ends, the user has resistance to magical and non-magical bludgeoning, piercing, and slashing damage. "They say everything happens for a reason. When I punch you in the face, remember.. I have a reason." - Omen 6

Raikarth's Longbow And Quiver Type: Bow and Quiver Rarity: Legendary Attunement: By a Ranger or creature with 14 or more dexterity and 12 or more wisdom Description: The bow that was wielded by Defender Raikarth during the Siege of Trohlin. This bow is a contained thunderstorm, in the shape of a longbow. Clouds and lightning flow through it and it is damp to the touch. The quiver is dark blue-grey and glows faintly with a crackling yellow. If you listen closely you can hear a low rumbling of thunder, just like hearing the ocean when you put your ear to a conch shell. Features: This Bow has the characteristics of a Longbow. 1d8 damage +1 Thunder damage and gain a +2 to hit with this weapon. Attacks with this weapon are considered magical. This bow can fire normal arrows along with magically modified Raikiri that resemble arrows with small lightning bolts as tips. Raikiri can be prepared during a short or long rest. You can prepare and store a maximum of 20 Raikiri every 24 hours and they last 48 hours before dissipating into nothing. You can also create a single Raikiri each round as a Bonus Action. When created in this way they dissipate after 2 rounds. At 11th level you can prepare and store 40 Raikiri every 48 hours and at 16th level it increases to 60. Raikiri deal an inherent +1 lightning damage, are not retrievable, and can only be stored in Raikarth's Quiver. The quiver can store a maximum of 60 Raikiri.

Raikiri have an innate magical piercing ability and can go through solid stone. As such, enemies attacked in this way do not benefit from any cover less than ¾ cover. Raikiri can easily pass through 1 foot of solid material becoming more difficult the thicker it is; To shoot through walls, succeed on a DC 10 strength check, as you pull back harder on the string, with +5 for every additional foot past 1ft. Gain the following abilities (1st Level - Bonus Action) Flash - the next Raikiri you fire blinds anyone within 15 feet of the place where it hits (DC as ranger spell save). (1st Level - Bonus Action) Bang - the next Raikiri you fire has a chance to knock the target it hits prone (DC 15 +-5 per size category away from medium; bigger creatures are harder to effect) and a chance to deafen anybody within 10 feet of it's destination (DC as ranger spell). (3rd Level - Standard Action) Lightning Rod - this ability acts as a modified Call Lightning spell. Can be used twice per short rest. (6th Level - Standard Action or Ritual) Thundercloud - this ability acts as a modified Control Weather Spell. The ability's action cost changes dependent on it's short or long use guidelines. Can be cast twice per long rest.



Lightning Rod ability details When you use this ability, choose a point or creature you can see within range and fire (roll damage if applicable) a Raikiri at that point or creature. A bolt of lightning flashes down from the cloud to that point, whether it hits a creature or not. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much on a successful one. On each of your turns until the spell ends, you can use your actions to shoot a Raikiri and call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you use this ability, the ability gives you control over the existing storm instead of creating a new one. Under such conditions, the ability’s damage is increased by 1d6.

This ability can be used in conjunction with the Thundercloud spell, usable by the wielder of this weapon.

At 6th level the damage die for this ability become d10. "A storm approaches. Lightning rains down like arrows." - Tyt'n 7

Thundercloud spell details When you cast this spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. After you take control of the conditions of weather, you can change the conditions again by firing a Raikiri into the sky. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early. When the spell ends, the weather gradually returns to normal. Short Use Fire a Raikiri into the sky and control the conditions of weather. The weather you create must be more precipitous in nature than the current weather conditions. You take control of the conditions of weather within 500 feet of your position for the duration. It takes 1d4 rounds for the new weather conditions to take effect, lasts for a minimum of 4 rounds, but be continued for up to 8 rounds with concentration. Long Use If the spell is used outside of combat, the weather it creates is stronger, however, it takes longer to form. Perform a ritual to control the conditions of weather in the sky. When used in this way, the weather you create can be more or less precipitous in nature than the current weather. You now take control of the conditions of weather within 5 miles of your position for the duration. It takes 1d4 x 10 minutes for the new weather conditions to take effect and can last for up to 8 hours. Optional Rules for Raikarth's Longbow and Quiver Add the following spell to the ability list. If you do, change the level of the Lightning Rod ability to 5th level and increase the damage die to d10 at 9th level. Also, increase the level of the Thundercloud ability to 9th level. (3rd Level - Bonus Action) Blast - can only be cast during tumultuous weather conditions (thunderstorms, heat lightning, etc.), you may evoke a tendril of lightning from yourself aimed at a single creature within 100 feet. Treat this spell as a normal bow attack for targeting purposes. Blast the creature for 2d4 thunder damage and 1d4 lightning damage. In addition, any enemy within 30 feet of that target that has taken lightning damage in the previous 3 rounds is shocked for 1d4 Lightning Damage, as a tendril of energy shoots out from the original target toward them. Enemies hit with more than 1 Raikiri take an additional 1d4 Lightning Damage, per extra Raikiri attached to them. 8

The Sanguine Scriber Type: Pen or Scimitar Rarity: Legendary Attunement: By a Warlock or creature with 14 or more charisma and 12 or more intelligence Description: This item has two forms, pen and sword. The pen appears as a black fountain pen that always writes in dark red blood. If the user writes for extended periods, they have a tendency to get light-headed. The sword appears as a deep red-colored scimitar that telescopes out from the pen when a drop of blood is touched to its tip. The hilt of the scimitar resembles the end of the fountain pen. Features: The Scriber functions as an arcane implement for Warlocks and Wizards in both forms. As a Bonus Action, you can change the form of the Sanguine Scriber from Pen to Scimitar. If lost, the pen can be recovered by the same process as the Tome of Shadows, however the Patron will be unhappy and will require compensation for returning the Scriber. Sanguine Scriber: Pen Form As a Pen, the user can forge documents using CHA (Deception) checks and at a cost of 1 maximum HP per page of writing. This roll is countered by whatever official's Insight roll, to spot a fake. For 2 points of the user's maximum Hitpoints the user can write a Yes/No question in their Tome of Shadows (from the warlock feature) and get a response from their patron (based on the knowledge and desires of the Patron, not the DM). The user can scribe scrolls without paying any material cost other than the paper. For each level of the spell being scribed, the user loses 1 maximum Hitpoint upon completion (so a 6th level spell scroll would cost 6 max hp if it was written with the pen). Sanguine Scriber: Scimitar Form The Scriber has the Finesse property and deals 1d8 Psychic damage. As a Scimitar, the wielder may add half of their Charisma Modifier (if being used by a Wizard or Sorcerer, use Intelligence) to attack and damage rolls when striking with the sword. The sword may be used to channel touch spells through. Additionally, when a creature is killed with the scimitar, the user regains some of their lost maximum Hitpoints (if applicable, 1 HP regained per CR of the creature, fractions must be completed before being regained). If a target is within melee range when the wielder changes this item from a pen to a scimitar, once per combat the user may make a free melee attack against that target.





















































































"The Pen-Sword is mightier than the Sword-Sword" - Lorde J. 9