Weapons Spear of Light Weapon (Spear), Uncommon A golden wreath spirals around the length of this spear, emanating a sheen of holy light. Strikes against creatures with an evil alignment deal an additional 1d4 radiant damage. A golden wreath spirals around the length of this spear, emanating a sheen of holy light. Strikes against creatures with an evil alignment deal an additional 1d4 radiant damage. If a creature of non-good alignment holds this weapon, the holy sheen dissipates and the bonus damange is not applied. Spear of Dark If a creature of non-good alignment holds this weapon, the holy sheen dissipates and the bonus damange is not applied. Weapon (Spear), Uncommon Black, thorny vines spiral around the length of this spear, emanating a sheen of unholy energy. Strikes against creatures with an good alignment deal an additional 1d4 necrotic damage. Black, thorny vines spiral around the length of this spear, emanating a sheen of unholy energy. Strikes against creatures with an good alignment deal an additional 1d4 necrotic damage. If a creature of non-evil alignment holds this weapon, the unholy sheen dissipates and the bonus damange is not applied. Axe of Spite If a creature of non-evil alignment holds this weapon, the unholy sheen dissipates and the bonus damange is not applied. Weapon (Any Axe), Rare (requires attunement) This battle-worn axe shows wear on its dulled blade, but still gives the impression of lethal capability. The wielder adds an additional 1d6 slashing damage to each of their attacks for each attack that has missed the target. Switching targets resets this. Cursed This battle-worn axe shows wear on its dulled blade, but still gives the impression of lethal capability. The wielder adds an additional 1d6 slashing damage to each of their attacks for each attack that has missed the target. Switching targets resets this. This weapon is cursed by the bloodshed it witnessed by its former owners. Attuning to this weapon will cause the wielder to become consumed by bloodlust during combat. After you attack a target creature, attempting to change targets requires a DC 18 Constitution saving throw. On a success, you are able to overcome the bloodlust and may perform actions on the new target. On a fail, you are unable to focus away from your target. Casting Detect Magic or Identify will reveal the unholy energy emanating from the weapon. Sanguine Eye This weapon is cursed by the bloodshed it witnessed by its former owners. Attuning to this weapon will cause the wielder to become consumed by bloodlust during combat. After you attack a target creature, attempting to change targets requires a DC 18 Constitution saving throw. On a success, you are able to overcome the bloodlust and may perform actions on the new target. On a fail, you are unable to focus away from your target. Casting Detect Magic or Identify will reveal the unholy energy emanating from the weapon. Weapon (Mace), Rare (requires attunement) A twisted mace in the shape of an eye. Its spikes drink the blood of its foes and rejuvenate the wielder. On hit, gain 1d4 health. Jolt Mark A twisted mace in the shape of an eye. Its spikes drink the blood of its foes and rejuvenate the wielder. On hit, gain 1d4 health. Weapon (Any sword), Rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. You gain a +1 bonus to attack and damage rolls made with this magic weapon. This perplexing blade is split down the middle, connecting at the hilt. It's lightweight nature makes it powerful in combat. Each time you hit a creature with this weapon and it deals damage, you gain 1 charge and a blue mist of energy begins to form and grow in intensity within the split blade. These charges do not dissapate and remain until expended. This perplexing blade is split down the middle, connecting at the hilt. It's lightweight nature makes it powerful in combat. Each time you hit a creature with this weapon and it deals damage, you gain 1 charge and a blue mist of energy begins to form and grow in intensity within the split blade. These charges do not dissapate and remain until expended. Once you have 5 charges, you may mimic the effects of the Lightning Bolt spell as you discharge the energy through the tip of the blade. Hell-Tyrant's Whip Once you have 5 charges, you may mimic the effects of the Lightning Bolt spell as you discharge the energy through the tip of the blade. Weapon (Whip), Rare (requires attunement) This infernal whip is made from molten ash from the lower planes, typically wielded by the overseers there. Add an additional 1d6 fire damage on attacks. This infernal whip is made from molten ash from the lower planes, typically wielded by the overseers there. Add an additional 1d6 fire damage on attacks. If you score a critical hit with this weapon, the flames explode off the target. Each creature within 5 feet must make a DC 10 + your dexterity modifier + your procifiency bonus Dexterity saving throw. On a fail, they take 1d6 fire damage. Armor Ghast Mail If you score a critical hit with this weapon, the flames explode off the target. Each creature within 5 feet must make a DC 10 + your dexterity modifier + your procifiency bonus Dexterity saving throw. On a fail, they take 1d6 fire damage. Armor (Light, Medium, or Heavy), Rare (requires attunement) This blackened suit of armor is barbaric in design. Its scarred plates show the history of battle and bloodshed that it has seen, striking fear in those who see it. The wearer gains -2 to Charisma (Persuasion) checks, but +2 to Charisma (Intimidation) checks. Thorn mail This blackened suit of armor is barbaric in design. Its scarred plates show the history of battle and bloodshed that it has seen, striking fear in those who see it. The wearer gains -2 to Charisma (Persuasion) checks, but +2 to Charisma (Intimidation) checks. Armor (Medium or Heavy), Rare (requires attunement) A set of armor coated in sharp spikes and points. When you successfully grapple a target, at the start of each of that creatures turns, they take 1d8 piercing damage. Shimmer Skin A set of armor coated in sharp spikes and points. When you successfully grapple a target, at the start of each of that creatures turns, they take 1d8 piercing damage. Armor (Light), Very Rare (requires attunement) A regal suit of light armor that emanates a hazy shimmer. Once per day, when the wearer is hit by or made the target of a spell, negate all effects of the spell. Items Glasses of Dark Sight A regal suit of light armor that emanates a hazy shimmer. Once per day, when the wearer is hit by or made the target of a spell, negate all effects of the spell. Wonderous Item, Common These odd looking pair of glasses sport a circular frame housing shaded lenses. Wearing them grants darkvision up to 60 ft. Mask of Deception These odd looking pair of glasses sport a circular frame housing shaded lenses. Wearing them grants darkvision up to 60 ft. Wonderous Item, Common This odd mask covers the face and hides ones intent. The wearer gains advantage on Charisma (Deception) checks. Engraving Quill This odd mask covers the face and hides ones intent. The wearer gains advantage on Charisma (Deception) checks. Wonderous Item, Common This stone quill carries unprecedented weight for some a small and thin object. The wielder may, as an action, write a message onto a surface of their choosing. The message is magically engraved onto that surface regardless of its density or material composition. Moonlit Cloak This stone quill carries unprecedented weight for some a small and thin object. The wielder may, as an action, write a message onto a surface of their choosing. The message is magically engraved onto that surface regardless of its density or material composition. Wonderous Item, Common A normal looking silver cloak that shimmers a variety of colors when touched by moonlight. Cloak of Spectral Flame A normal looking silver cloak that shimmers a variety of colors when touched by moonlight. Wonderous Item, Uncommon As an action, you may ignite the cloak in harmless flames that produce light for up to 30 ft. Once ignited, as an action, you can put the flames out. Heathens Cowl As an action, you may ignite the cloak in harmless flames that produce light for up to 30 ft. Once ignited, as an action, you can put the flames out. Wonderous Item, Uncommon This stripes-adorned cowl is a mockery to the gods themselves. Wearing it grants advantage on saves against spells cast using a holy symbol. This stripes-adorned cowl is a mockery to the gods themselves. Wearing it grants advantage on saves against spells cast using a holy symbol.

Boots of Ice Wonderous Item, Uncommon These fur-lined boots fit snug to the feet and emanate a chilling aura. The wearer gains the effects of the Water Walk spell for as long as they wear these boots. This effect only applies to liquids that are not high in temperature. Gauntlets of Density These fur-lined boots fit snug to the feet and emanate a chilling aura. The wearer gains the effects of the Water Walk spell for as long as they wear these boots. This effect only applies to liquids that are not high in temperature. Wonderous Item, Uncommon These dense, metal-clad gauntlets produce extra fatigue with each blow, but provide increased levels of impact. While wearing these gauntlets, your unarmed strikes now deal an additional 1d8 bludgeoning damage, but you gain a -2 to these attacks. Gloves of Deafening These dense, metal-clad gauntlets produce extra fatigue with each blow, but provide increased levels of impact. While wearing these gauntlets, your unarmed strikes now deal an additional 1d8 bludgeoning damage, but you gain a -2 to these attacks. Wonderous Item, Uncommon These thin cloth gloves fit snug to the hand. As an action, you may clap your hands or snap your fingers. Doing so will emit a sonic boom in a 15 ft radius around you, deafening all creatures within range excluding you if they fail a DC 17 Constitution saving throw. Circlet of Translation These thin cloth gloves fit snug to the hand. As an action, you may clap your hands or snap your fingers. Doing so will emit a sonic boom in a 15 ft radius around you, deafening all creatures within range excluding you if they fail a DC 17 Constitution saving throw. Wonderous Item, Rare (requires attunement) This simple, thin circlet sits gently on the head. It's distinct lack of detail creates an impression of modesty. While wearing this helm, all languages you hear are translated to your native language. Veiled Heart This simple, thin circlet sits gently on the head. It's distinct lack of detail creates an impression of modesty. While wearing this helm, all languages you hear are translated to your native language. Wonderous Item, Rare This heart-shaped crystal is light in weight and slightly translucent. Within its core, magical energy swirls. As an action, you may take a bite from the crystal which crumbles easily. Your maximum hit points increase by 1d10. Once this effect is applied, the magical energy dissipates and the Veiled Heart loses all magical properties. Chromatic Quiver This heart-shaped crystal is light in weight and slightly translucent. Within its core, magical energy swirls. As an action, you may take a bite from the crystal which crumbles easily. Your maximum hit points increase by 1d10. Once this effect is applied, the magical energy dissipates and the Veiled Heart loses all magical properties. Wonderous Item, Rare (requires attunement) Bands of crystal line this ornate quiver, and arrows drawn from it have imbued properties. As a bonus action, you may draw an arrow from this quiver to use in a ranged attack. When you do, roll a 1d6. You deal an additional 1d6 damage of the type determined in the following table: Imbued Damage Roll Damage Type 1 Fire 2 Cold 3 Lightning 4 Thunder 5 Acid 6 Poison Bands of crystal line this ornate quiver, and arrows drawn from it have imbued properties. As a bonus action, you may draw an arrow from this quiver to use in a ranged attack. When you do, roll a 1d6. You deal an additional 1d6 damage of the type determined in the following table: If the arrow has not left your person after 6 seconds, the effect ends. Quill of Binding If the arrow has not left your person after 6 seconds, the effect ends. Wonderous Item, Very Rare (requires attunement) This elven quill is elegantly crafted and emblazoned with ancient inscriptions. The wielder, as an action, may write a name of a creature onto an object that weights no more than 100 lbs. That creature, as an action, may summon the object into their hands as long as they are on the same plane. Only one object can be marked like this at one time. Marking an object while one has already been marked will replace it. Cursed This elven quill is elegantly crafted and emblazoned with ancient inscriptions. The wielder, as an action, may write a name of a creature onto an object that weights no more than 100 lbs. That creature, as an action, may summon the object into their hands as long as they are on the same plane. Only one object can be marked like this at one time. Marking an object while one has already been marked will replace it. The inscriptions tell of greed and desire as all-consuming emotions, and how the power of this quill can lead one to madness. If the wielder attempts to write their own name onto an object, the writing immediately dissapates and the effect is not applied. Successful reading of the inscriptions will reveal this. Gatekeeper's Ring The inscriptions tell of greed and desire as all-consuming emotions, and how the power of this quill can lead one to madness. If the wielder attempts to write their own name onto an object, the writing immediately dissapates and the effect is not applied. Successful reading of the inscriptions will reveal this. Wonderous Item, Legendary (requires attunement) This ornate ring is a simple band with complex swirling chains engraved throughout. As an action, the wearer may mark a location they can see by uttering a phrase of their choosing. Once marked, as an action, the wearer may speak the phrase they chose to be teleported in a surge of magical energy to the marked location as long as they share the same plane of existence. Marking a location while one has already been marked will replace it. This ornate ring is a simple band with complex swirling chains engraved throughout. As an action, the wearer may mark a location they can see by uttering a phrase of their choosing. Once marked, as an action, the wearer may speak the phrase they chose to be teleported in a surge of magical energy to the marked location as long as they share the same plane of existence. Marking a location while one has already been marked will replace it. You can bring along objects as long as they don't exceed your maximum load, but are not able to bring another creature with you. If the teleportation would place you within an object, you are violently forced out to the nearest available space and take 2d10 force damage. You can bring along objects as long as they don't exceed your maximum load, but are not able to bring another creature with you. If the teleportation would place you within an object, you are violently forced out to the nearest available space and take 2d10 force damage. Using this effect greatly drains the energy of the ring which will have to be restored over time. You may only use this ability once per day. Sets Using this effect greatly drains the energy of the ring which will have to be restored over time. You may only use this ability once per day. Sets represent a collection of magical items or artifacts with significant historical impact. These items can either reveal the history of a long lost hero, elude to a type of secret combat style, or even create world lore by detailing far off lands lands. While powerful individually, these items culminate in a powerful additional enchantment if the wielder possesses the full set, making these worth searching for. Armor of The Fallen King Armor (Light or Medium), Very Rare (requires attunement) A royal suit armor fashioned of dark steel and mythril, endorned by onyx crystals and silver gemstones. A royal suit armor fashioned of dark steel and mythril, endorned by onyx crystals and silver gemstones. While wearing this armor, if you are reduced to 0 or less health by necrotic damage, you are not instantly slain, and may roll your death saves as normal. While wearing this armor, if you are reduced to 0 or less health by necrotic damage, you are not instantly slain, and may roll your death saves as normal. If you are wearing both pieces of the Falling King's armor, gain the following effect for as long as you wear both pieces of armor: You carry the legacy of the Fallen king, they who watched tirelessly as their kingdom rose and fell. You no longer need to sleep, nor do you suffer the effects of Exaustion. Helm of The Fallen King If you are wearing both pieces of the Falling King's armor, gain the following effect for as long as you wear both pieces of armor: Wonderous Item, Very Rare (requires attunement) A royal helm fashioned of dark steel and mythril, endorned by onyx crystals and silver gemstones. While it provides little protection to the head, it's elegant creation gives the sense of authority befitting a noble person. A royal helm fashioned of dark steel and mythril, endorned by onyx crystals and silver gemstones. While it provides little protection to the head, it's elegant creation gives the sense of authority befitting a noble person. While wearing this helm, you have advantage on saving throws against being frightened. While wearing this helm, you have advantage on saving throws against being frightened.