Warhammer Fantasy Magic Items Magical items from the Warhammer Fantasy universe.

Common Magic Items These items are found and recognised in all realms of The Old World, however this does not make these items feeble or worthless. It is worth remembering that a Wizard would only invest time in creating many of the same item if that item is useful... Lesser Power Stone Wondrous item, Common While holding this stone, as a bonus action and expend a spell slot of up to 2nd level. Until the end of your turn, you temporarily gain a spell slot with a level equal to the level of the expended slot + 1. You cannot create a spell slot of a level greater than the maximum level of spell slot that you can use. The temporary spell slot is lost if you fail to use it by the end of your turn. When this property is used, the stone becomes a non-magical gem worth 5 gp. Minor Power Stone Wondrous item, Uncommon While holding this stone, as a bonus action and expend a spell slot of up to 4th level. Until the end of your turn, you temporarily gain a spell slot with a level equal to the level of the expended slot + 1. You cannot create a spell slot of a level greater than the maximum level of spell slot that you can use. The temporary spell slot is lost if you fail to use it by the end of your turn. When this property is used, the stone becomes a non-magical gem worth 50 gp. Major Power Stone Wondrous item, Rare While holding this stone, as a bonus action and expend a spell slot of up to 6th level. Until the end of your turn, you temporarily gain a spell slot with a level equal to the level of the expended slot + 1. You cannot create a spell slot of a level greater than the maximum level of spell slot that you can use. The temporary spell slot is lost if you fail to use it by the end of your turn. When this property is used, the stone becomes a non-magical gem worth 500 gp. Greater Power Stone Wondrous item, Very Rare While holding this stone, as a bonus action and expend a spell slot of up to 8th level. Until the end of your turn, you temporarily gain a spell slot with a level equal to the level of the expended slot + 1. You cannot create a spell slot of a level greater than the maximum level of spell slot that you can use. The temporary spell slot is lost if you fail to use it by the end of your turn. When this property is used, the stone becomes a non-magical gem worth 5000 gp. Lesser Dispel Scroll Wondrous item, Common While holding this scroll, you can perform the following actions: As an action, you can read the scroll to cast Dispel Magic at 3rd level.

As a reaction, when you see a creature cast a spell within 30 feet, you can read the scroll to cast Counterspell at 3rd level. Your spellcasting ability modifier is used for any DC checks you must make as a result of using this item. If you have no Spellcasting ability, you cannot attempt any DC checks to dispel or block higher level magic. Once the scroll has been used, it crumbles to dust. Minor Dispel Scroll Wondrous item, Uncommon While holding this scroll, you can perform the following actions: As an action, you can read the scroll to cast Dispel Magic at 5th level.

As a reaction, when you see a creature cast a spell within 30 feet, you can read the scroll to cast Counterspell at 5th level. Your spellcasting ability modifier is used for any DC checks you must make as a result of using this item. If you have no Spellcasting ability, you cannot attempt any DC checks to dispel or block higher level magic. Once the scroll has been used, it crumbles to dust. Major Dispel Scroll Wondrous item, Rare While holding this scroll, you can perform the following actions: As an action, you can read the scroll to cast Dispel Magic at 7th level.

As a reaction, when you see a creature cast a spell within 30 feet, you can read the scroll to cast Counterspell at 7th level. Your spellcasting ability modifier is used for any DC checks you must make as a result of using this item. If you have no Spellcasting ability, you cannot attempt any DC checks to dispel or block higher level magic. Once the scroll has been used, it crumbles to dust.

Greater Dispel Scroll Wondrous item, Very Rare While holding this scroll, you can perform the following actions: As an action, you can read the scroll to cast Dispel Magic at 9th level.

As a reaction when you see a creature cast a spell within 30 feet, you can read the scroll to cast Counterspell at 9th level. Your spellcasting ability modifier is used for any DC checks you must make as a result of using this item. If you have no Spellcasting ability, you cannot attempt any DC checks to dispel or block higher level magic. Once the scroll has been used, it crumbles to dust. Fencers Blade Magic Weapon (Rapier), Uncommon (Requires attunement) The first time you hit an enemy with a melee attack with this weapon in your turn, you gain a +5 bonus to hit with all subsequent attacks made against that enemy with this weapon until the beginning of your next turn. Spellthieving Blade Magic Weapon (Dagger), Rare (Requires attunement) When you hit a spellcaster with this weapon, you can expend a bonus action to attempt to steal magic from that enemy. Make a contested Dexterity check against their spellcasting ability. If your total is lower, nothing happens. If your total is higher, then you steal a spell slot of a level equal to half the difference between your totals (rounded down, minimum of 1), and the dagger begins to glow with a pale blue light, shedding dim light in a 10 radius. When you steal magic in this way, the next creature you hit with this weapon within a minute takes an additional 1d6 force damage for each level of spell slot that was stolen. The Terrifying Mask of EEEEE! Wondrous item, Rare (Requires attunement by an Evil Spellcaster) This masks hellish visage is woven from sticks and hair, with long canine teeth. Only the casters eyes are visibile, though these are stained a deep red. While attuned to this item, you know the Fear spell and can cast that spell once at 3rd Level without expending a spell slot. Once you have cast the spell in this way, you cannot do so again until the following dawn. When you cast Fear, you can expend an additional 1st level spell slot to augment the spell. The range of the spell becomes a 30ft. sphere centered on you. When this feature is used, you release a chilling howl that is audible to 100ft. Finally, the mask causes your eyes to glow a deep red while the mask is worn. Orb of Focussed Mind Wondrous item, Legendary (Requires attunement by a Spellcaster) This Crystal Orb has a diameter or 4 inches, and can be held comfortably in the hand of a small or medium sized creature. When the orb is not held, it is a cloudy white colour. While this Orb is held in the palm of your hand, you can maintain concentration on one additional spell at a time. However, the DC of the constitution save to maintain concentration increases by 5 (this modifier is applied after calculating the DC after damage). If you fail the save to maintain concentration, you lose concentration on all spells you are concentrating on. You also take d8 psychic damage, and suffer disadvantage on all ability checks and attack rolls until the end of your next turn.

Dwarfs Runic Magic Items Dwarfen weapons are inscribed with runes through Hammercraft. The Winds of Magic are channeled and bound to metal, creating the mighty runes of power. Much of the art has been lost to the depths of time, but what secrets remain are guarded jealously by the Ancient Guild of Runesmiths. Becoming a Runesmith requires years of toil as an apprentice under a demanding and unforgiving master. Appointed Runesmiths can then choose to spend their years toiling away at molten furnaces and anvils, or to delve deep into forgotten holds in an attempt to recover the knowledge that has been lost. The Rules of The Runes These rules are held as sacred lore by the Guild of Runesmiths. They exist to protect the weilders of the Runic Weapons, and the craft of the Runesmiths. When creating a Runic Item, the following rules should be observed. Design Note Some runes can be inscribed multiple times onto an item, however the effects are not cumulative unless explicitly stated. Runes descriptions include a rarity rating. When multiple runes are inscribed onto the same weapon, use the highest rarity rating of the inscribed runes. Rule of Three No single item can bear more than three runes of power; No material is strong enough to contain that amount of power, and attempts to break the Rule of Three are not discussed. Rule of Form Runes should only be incribed on equipment appropriate for the Rune; Weapon runes for weaponry, Armour runes for armour, Talimanic runes for talismans. This ensures that the rune performs as expected and reduces any unexpected effects. Only weapons with the Versatile property are valid targets for weapon runes - unless explicitly stated otherwise. Rule of Pride Runesmiths do not copy eachothers work at any time outside of apprenticeship. They also greatly dislike repeating the arduous process of creating a set of runes. It is therefore very uncommon that items surface that have the same combination of runes. Jealous Runes The Master Runes are themselves the lords among the Runes of Power. They are exceptionally difficult to create and are often very powerful. There are suggestions of sentience bound within the runes, as each is aware of other Master Runes and will refuse their powers if they sense an identical Master Rune bound to their Master. Only one Master Rune can be inscribed onto a Runic item at any time. Also, a creature can never attune to two Master Runes of the same kind. Weapon Runes Runes inscribed onto a weapon grant the effects listed below, and a bonus to attack and damage rolls made with that weapon. Master Runes grant a +2 bonus to attack and damage rolls made with the weapon. Other Runes grant a +1 bonus to attack and damage rolls made with the weapon for each rune inscribed on the weapon. For example, a weapon inscribed with two Runes of Fire and a Rune of Fury would confer a bonus of +3 to attack and damage rolls in addition to the effects of the runes. A weapon inscribed with a Master Rune of Smiting and two Runes of Cleaving gives a bonus of +4 to attack and damage rolls in addition to the effects of the runes. All runic weapons require attunement. Master Rune of Skalf Blackhammer Weapon rune, Legendary This rune excels at breaking through an enemies defences, be they material or incorporeal. Damage caused by a weapon inscribed with this rune ignores resistance to Bludgeoning, Slashing and Piercing damage. Targets that are immune to Bludgeoning, Slashing and Piercing damage are instead resistant to this damage. Additionally, when rolling damage for attacks made with a weapon incribed with this rune, you may roll the damage dice twice and choose the highest total. Master Rune of Smiting Weapon rune, Legendary The Master Rune of Smiting turns the lightest of taps into a thunderous strike. When rolling damage for attacks made with a weapon inscribed with this rune, you can increase the number of dice rolled for damage by three. Master Rune of Alaric the Mad Weapon rune, Legendary The Master Rune of Alaric the Mad allows a weapon to bypass armour with ease. Attacks against creatures with Natural Armour or non-magical armour target the creatures base AC (10 + Dexterity bonus). Additional AC modifiers such as cover and shields still apply. Master Rune of Kragg the Grim Weapon rune, Very Rare The Master Rune of Kragg the Grim helps the wielder unleash devastating strikes with Two-Handed weapons. Can only be inscribed on melee weapons with the Heavy property. The wielder can expend a bonus action to gain a +5 to hit rolls on all attacks with the weapon inscribed with this rune until the beginning of the wielders next turn.

Master Rune of Snorri Spagelhelm Weapon rune, Legendary The Master Rune of Snorri Spagelhelm guides the weapon toward the wielders enemies. Once per turn when making a weapon attack with this weapon, you can gain a +10 bonus to the attack roll. Master Rune of Swiftness Weapon rune, Legendary The Master Rune of Swiftness gifts the wielder with incredible speed. The Master Rune of Swiftness gives the following traits to the weapon: The weapon gains the "finesse" property.

The wielder gains a +10 bonus to Initiative rolls.

The wielder can Dash as a bonus action.

Once per long rest, the wielder can cast haste, targetting only the wielder, as a bonus action. Concentration must be maintained by the wielder. Master Rune of Breaking Weapon rune, Legendary The Master Rune of Breaking shatters the magical equipment of the enemies. Once per long rest, when you hit an enemy bearing a magical item with a weapon attack with a weapon inscribed with this rune, you can expend a bonus action to attempt to destroy that item. Make an Intelligence skill check (if you are proficient with the weapon, you are proficient in this check). The DC of the check is determined by the rarity of the item you are attempting to destroy, and shown in the table below. You must be aware of the magical item's presence to attempt to destroy it. Item Rarity DC Common 5 Uncommon 10 Rare 15 Very Rare 20 Legendary 25 Artifact 30 Rune of Flight Weapon rune, Rare A weapon inscribed with this rune flies swift and true when thrown, returning to the wielder after striking enemies. Cannot be inscribed on a weapon with the Heavy property. The Master Rune of Flight gives the weapon the Thrown property with a normal range of 20 feet, and a maximum range of 60 feet. Immediately after the attack, the weapon flies back to the wielder's hand. Rune of Fire Weapon rune, Uncommon - Very Rare. The flames used to forge the weapon are bound into the rune, and imbues the weapon with fire. The Rune of Fire can be inscribed onto the same weapon up to three times. The traits conferred depend on the number of runes inscribed. One Rune of Fire. Uncommon. Uncommon. The weapon is always under the effect of the Searing Smite spell at 1st-Level, requiring no concentration by the wielder. The save DC of the spell is 11. Only one creature can be affected by the spell at any one time. Two Runes of Fire. Rare. Rare. The weapon is always under the effect of the Searing Smite spell at 1st-Level, requiring no concentration by the wielder. Only one creature can be affected by the spell at any one time. Additionally, once per long rest the wielder can cast Burning Hands at 1st-Level without requiring somatic components. The spell save DC of both Searing Smite and Burning Hands is 13. Three Runes of Fire. Very Rare. Very Rare. The weapon is always under the effect of the Searing Smite spell at 2nd-Level, requiring no concentration by the wielder. Only one creature can be affected by the spell at any one time. Additionally, once per long rest the wielder can cast Burning Hands at 3rd-Level without requiring somatic components. The spell save DC of both Searing Smite and Burning Hands is 15. Rune of Fury Weapon rune, Uncommon - Very Rare. A weapon inscribed with this rune quickens strikes, allowing the wielder to unleash a barrage of metal against his enemies. The Rune of Fury can be inscribed onto the same weapon up to three times. The traits conferred depend on the number of runes inscribed. One Rune of Fury. Uncommon. Uncommon. When you make a weapon attack with this weapon, you can make an additional attack with this weapon as a bonus action. Two Runes of Fury. Rare. Rare. When you make a weapon attack with this weapon, you can make an additional attack with this weapon as part of that attack action. Three Runes of Fury. Very Rare. Very Rare. When you make a weapon attack with this weapon, you can make an additional attack with this weapon as part of that attack action. Additionally, once per turn, if you have advantage on an attack you make with this weapon you can forgo that advantage to make an additional weapon attack with this weapon as part of that attack action.

Rune of Dismay Weapon rune, Uncommon - Very Rare A weapon inscribed with this rune causes enemies to recoil in horror when struck, turning the wielder into an avatar of fear and terror. The Rune of Dismay can be inscribed onto the same weapon up to three times. The traits conferred depend on the number of runes inscribed. One Rune of Dismay. Uncommon. Uncommon. When you strike a creature with this weapon , you can force them to make a Wisdom saving throw with a DC of 11. If they fail this saving throw, they take 1d8 psychic damage and are frightened of you for the next minute, repeating the save at the end of each of its turns to end the effect. Two Runes of Dismay. Rare. Rare. When you strike a creature with this weapon , you can force them to make a Wisdom saving throw with a DC of 13. If they fail this saving throw, they take 1d8 psychic damage and are frightened of you and incapacitated for the next minute, repeating the save at the end of each of its turns to end the effect. Three Runes of Dismay. Very Rare. Very Rare. When you strike a creature with this weapon , you can force them to make a Wisdom saving throw at disadvantage with a DC of 15. If they fail this saving throw, they take 1d8 psychic damage and are frightened of you and incapacitated for the next minute, repeating the save at the end of each of its turns to end the effect. Rune of Cleaving Weapon rune, Uncommon - Very Rare A weapon inscribed with this rune bite deep into the flesh of enemies. The Rune of Cleaving can be inscribed onto the same weapon up to three times. The traits conferred depend on the number of runes inscribed. One Rune of Cleaving. Uncommon. Uncommon. Attacks made with this weapon gain a +1 bonus to damage. Two Runes of Cleaving. Rare. Rare. Attacks made with this weapon deal an additional dice of damage. Three Runes of Cleaving. Very Rare. Very Rare. Attacks made with this weapon deal an additional dice of damage, and the weapon inscribed with this weapon functions as a Sword of Sharpness. Rune of Might Weapon rune, Uncommon - Rare This Rune blazes into life when the wielder is faced with a terrible foe, granting amazing strength. The Rune of Might can be inscribed onto the same weapon up to two times. The traits conferred depend on the number of runes inscribed. One Rune of Might. Rare. Rare. Attacks made with this weapon against a creature that is at least two sizes larger than the bearer gain a bonus to attack and damage rolls. This bonus equals the wielders Proficiency bonus. Two Runes of Might. Legendary. Legendary. As One Rune of Might, but the bonus to damage equals twice the Proficiency Strength bonus. Rune of Striking Weapon rune, Uncommon - Vary Rare This Rune guides the weapon towards foes, granting unerring incredible accuracy. The Rune of Striking can be inscribed onto the same weapon up to three times. The traits conferred depend on the number of runes inscribed. One Rune of Striking. Uncommon. Uncommon. Attacks with this weapon gain a bonus to hit equal to half the wielders proficiency modifier (rounded down). Two Runes of Striking. Rare. Rare. As One Rune of Striking, plus once per turn the wielder can reroll an attack roll made with this weapon. You must use the new roll. Three Runes of Striking. Very Rare. Very Rare. As Two Runes of Striking, plus once per short rest the wielder can choose to hit with a weapon attack made with this weapon. This feature must be used before the attack roll is made. Grudge Rune Weapon rune, Rare This Rune grants direction of the hatred and grudge born fury of the dwarfs. The Grudge Rune can only be inscribed onto the same weapon once. The Grudge Rune grants the wielder the ability to cast Hunter's Mark at 1st-Level, without requiring concentration. This feature can only be used once per day. Rune of Parrying Weapon rune, Rare This Rune guides the weapon into the path of incoming strikes, turning them aside. As a reaction to being targetted by a melee weapon attack, the wielder can expend it's reaction to gain a bonus to AC equal to it's proficency bonus. This bonus remains until the beginning of the wielder's next turn.

Rune of Speed Weapon rune, Rare This Rune grants the wielder unnatural speed. The Rune of Speed can be inscribed up to three times onto the same weapon. Each Rune of Speed inscribed onto a weapon grants a +2 bonus to Initiative rolls, and a +5ft bonus to its base walking speed. Rune of Demon Slaying Weapon rune, Rare - Legendary. This Rune was forged to allow the wielder to meet the strongest of Demons in single combat. This Rune lies at the heart of many songs and fire-side tales. The Rune of Demon Slaying can be inscribed onto the same weapon up to three times. The traits conferred depend o the number of runes inscribed. One Rune of Demon Slaying. Rare. Rare. When you hit a Demon with this weapon, you deal an additional 2d6 damage of the weapon's type. Two Runes of Demon Slaying. Very Rare. Very Rare. As One Rune of Demon Slaying, additionally when you hit a Demon with this weapon, the demon has disadvantage on attacks that do not target you until the start of your next turn. Three Runes of Demon Slaying. Legendary. Legendary. As Two Runes of Demon Slaying, additionally, if you hit a Demon with this weapon, you gain resistance to all damage dealt by that Demon until the start of your next turn. For the purpose of this rune, "Demon" refers to any creature with the "Demon" type. For the purpose of this rune, "Demon" refers to any creature with the "Demon" type.

Armour Runes Runes inscribed onto armour grant a bonus to AC in addition to the effects described. Master Runes grant a +2 bonus to AC, and other runes grant a +1 bonus to AC. This is cumulative with any bonuses to AC already given by the Rune. For example, armour inscribed with the Master Rune of Gromril and two Runes of Stone gives a bonus to AC equal to 4 + the wearers proficiency bonus. Master Rune of Adamant The Master Rune of Adamant is an incredibly powerful rune, perfected for the preservation of the bearer. The Master Rune of Adamant is so powerful that armour inscribed with it cannot be inscribed with any additional Runes. The Master Rune of Adamant grants the following bonusses: You gain 100 temporary hit points at dawn each day. These temporary hit points last as long as the armour is worn, or until the following dawn when they are replenished.

When you make the "dodge" action, you gain resistance to all damage, except psychic, until the beginning of your next turn. Master Rune of Gromril The Master Rune of Gromril hardens the wearer's defences, turning enemy weapons aside. The Master Rune of Gromril grants a bonus to AC equal to the your proficiency bonus. Rune of Fortitude The Rune of Fortitude bolsters the wearer's resilience to inhuman levels. The Rune of Fortitude can be inscribed onto the same suit of armour up to three times. The traits conferred depend on the number of runes inscribed. One Rune of Fortitude. You gain a +2 bonus to Constitution while the armour is worn. Two Runes of Fortitude. As One Rune of Fortitude, additionally you have advantage on saving throws to resist disease and poison, and resistance to poison damage. If you are naturally resistant to poison, you instead gains immunity to poison and poison damage. Three Runes of Fortitude. As Two Runes of Fortitude. Additionally whenever you take damage of any kind except psychic, that damage is reduced by an amount equal to twice your constitution modifier. Rune of Iron The Rune of Iron gifts the characteristics of metal to the wearer. The Rune of Iron can be inscribed onto the same suit of armour up to three times. The traits conferred depend on the number of runes inscribed. One Rune of Iron. Once per short rest, as a bonus action you can gain 10 temporary hit points. These temporary hit points last for a minute. Two Runes of Iron. As One Rune of Iron, additionally as a reaction when hit by a melee attack you can force the attacking creature to make a Constitution saving throw with a DC of 13, taking 1d8 radiant damage and becoming blinded for the next minute on a failure; the armour flashes brightly in response to the blow. Three Runes of Iron. As Two Runes of Iron, however the DC of the Constitution saving throw increases to 15. Additionally, you regain a number of hit points equal to your proficiency bonus at the start of each of your turns if you have no more than half of your maximum hit points remaining. Rune of Shielding The Rune of Shielding offers unparalleled protection against ranged attacks. This rune can only be inscribed on a shield. You can activate the rune as an action to grant yourself total cover against ranged attacks originating from any point within a cone directly in front of you. This bonus extends to any creature within 5 feet directly behind you (the side directly opposite the cone of protection). When you use this feature, you cannot use it again until after the following dawn. Rune of Impact The Rune of Impact glows brightly as the bearer charges into combat, granting strength to smash foes to the floor. If you move at least 20 feet toward an enemy and hit with a melee weapon attack in the same turn, the attack deals additional damage equal to half your level. Additionally, if the target is a creature of size medium or smaller, it must succeed on a DC 13 Strength Saving throw or be knocked prone. Rune of Stone The Rune of Stone strengthens armour, improving its defensive capabilities. This comparatively simple rune is a staple of the Runesmiths. Each rune inscribed onto a piece of armour increases the bearer's AC by 1. This rune is comparatively common among the Dwarves, and is considered exempt from the Rule of Pride.

Talismanic Runes Runes inscribed onto talismans grant a bonus to savings throws against spells. Master Runes grant a +2 bonus to saving throws against spells, and other runes grant a +1 bonus to saving throws against. This is in addition to any effects granted by the Runes. A Talisman is any item is not armour, and is not a weapon. For example, Crowns, Warhorns, Tomes, Rings and Pendants are all talismans. Master Rune of Kingship The Master Rune of Kingship forms the centerpiece of many crows of the great holds. The loss of such an artifact is a grave loss, as the wisdom from wearers is passed from one to the next. Can only be inscribed onto a Crown. The Rune of Kingship grants you, and friendly creatures within 30 feet are immunine to the frightened condition. Additionally, when any friendly creature makes an attack roll or saving throw within 30 feet of you, they can add d4 to that roll provided that they can hear and understand you or see you. The creature can only benefit from one leadership dice at a time. The aura effects end if you are knocked unconscious. Additionally, if you are knocked unconscious by an enemy creature all friendly creatures within 30 feet of you that can see that enemy creature gain advantage on attack rolls made against it until the end of their next turn. Master Rune of Balance The Master Rune of Balance blazes with power in the presence of magic, absorbing the magical energy and providing unparalleled protection. You have advantage on all saving throws against spell effects, and resistance to all damage from spells. Additionally, if you fail a spell save you can instead choose to succeed. Once you use this feature, you cannot use it again until after the following dawn. Master Rune of Spite The Master Rune of Spite blazes with fury, rebuking enemies with scorching hate. Originally designed for inscription on Stronghold Gates, it has since been inscribed on other objects. You gain the ability to case Hellish Rebuke at 2nd-level without expending a spell slot. The save DC for the spell when cast in this way is 17. If this rune is inscribed on an object, if the object is struck by a melee attack, the attacker takes 2d10 fire damage. Master Rune of Passage The Master Rune of Passage guides the bearer through dangerous climes, and wards off the harsh elements of nature. You are immune to the effects of difficult terrain, and have advantage on saves to resist the effects of extreme heat and cold, and exhaustion. You can expend an action to extend this effect to all allies within 30 feet for an hour. When you use this feature, you cannot use it again until after the following dawn. Master Rune of Challenge This rune is used to compel enemies to engage with the Heroes of the Dwarves for the protection of friends, and the forging of songs. Once per day, you use the Use Item action to activate this rune. The activation of this rune is always audible to the distance of 30 feet. You place your hand on the rune, point at the enemy of your choice and say the words of challenge. Choose a creature within 30 feet that can see and hear you. For the next minute, that creature has disadvantage on all attack rolls that do not target you. Additionally, the creature must succeed on a DC 17 Wisdom saving throw or be compelled to use it's movement to move towards you until it has made a melee weapon attack against you. Rune of Command The Rune of Command allows the bearer greater influence over others. The Rune of Command can be inscribed onto the same talisman up to three times. The traits conferred depend on the number of runes inscribed. One Rune of Command. You gain a +2 bonus to Charisma checks. Additionally, you can cast the Friends cantrip with only a verbal component (a greeting to the target of the spell). The Spell Save DC for the spell when cast in this way is 13. Two Runes of Command. As One Rune of Command, however the Spell Save DC for the Friends cantrip is increased to 15. Additionally, you can expend a bonus action to target 5 allies that you can see within 60 feet. Each of those allies can expend their reactions to move up to their speed along a path of your choosing. After you use this feature, you cannot use it again until you finish a long rest. Three Runes of Command. As Two Runes of Command, however the Spell Save DC for the Friends cantrip is increased to 17. Additionally, as an action you can target an ally you can see within 30 feet. That ally can expend a reaction to immediately take an action of your choice. After you use this feature, you cannot use it again until you finish a long rest.

Rune of Warding The Rune of Warding protects the wearer from harm, turning the eyes of enemies away and absorbing blows. The Rune of Warding can be inscribed onto the same talisman up to three times. The traits conferred depend on the number of runes inscribed. One Rune of Warding. When you take damage, you can expend a reaction to roll a d12. Add your Constitution modifier to the roll, and reduce the damage by that total. After you use this feature, you can't use it again until you finish a short or long rest. Two Runes of Warding. As One Rune of Warding. Additionally, you are always considered to be under the effects of the sanctuary spell with a spell save DC of 13. A creature that succeeds on the spell saving throw is immune to the effect for the next hour. Three Runes of Warding. As Two Runes of Warding. Additionally, when you are targetted by a spell or attack, you can expend your reaction to become immune any damage and effects that occur as a result of the triggering attack. This effect must be used before the damage or effects have been stated. When you use this effect, you cannot use it again until after the following dawn. Rune of Spellbreaking The Runes of Spellbreaking were created to protect the armies of the Dwarves against the Magic of Enemies. These runes disperse the magic, and baffle the minds of enemy Mages. The Rune of Spellbreaking can be inscribed onto the same talisman up to three times. The traits conferred depend on the number of runes inscribed. One Rune of Spellbreaking. Once per day, you can cast Counterspell at 5th-Level. Two Runes of Spellbreaking. Twice per day, you can cast Counterspell at 5th-Level. Additionally, if the Counterspell is successful, the target of the spell takes 2d8 psychic damage. Concentration saves made against this damage are made with disadvantage. Three Runes of Spellbreaking. Three times per day, you can cast Counterspell at 5th-Level. Additionally, if the Counterspell is successful, the target of the spell takes 2d8 psychic damage and must succeed on a DC 15 Constitution saving throw or become blinded and deafened for a minute, and lose any maintained concentration. Rune of Luck The Rune of Luck is a strange little rune that seems to bring fortune and cheer to the bearer. The Rune of Luck can only be inscribed once onto the same item, and you gain no additional benefit for bearing multiple items inscribed with the Rune of Luck. When you roll a 1 on attack roll, an ability check or a saving throw, you can reroll the dice and must use the new roll. Rune of Furnace The Rune of Furnace is a utilitarian rune, often inscribed on a forgemasters trinket. It offers protection against the incredible heat of the Dwarven forges. You gain resistance to fire damage, and become immune to the effects of extreme heat. Additionally, once per day you can expend an action to become immune to fire damage for a minute. Rune of Fate The Rune of Fate gifts a vision of the future to the bearer. Though the winds of fate are notoriously fickle. The Rune of Fate can only be inscribed once onto the same item. When you finish a long rest, roll a d20 and record the result. You can replace any attack roll, saving throw, or ability check made by you or a creature you can see with this roll. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each roll can only be used once. When you finish a long rest, you lose any unused rolls from the previous day.

Wood Elves Spirit Blade Weapon (Greatsword), Legendary (requires attunement by a Wood Elf) This large mithril sword dances with the bearer, painting the surround with the blood of enemies. The sword is bound with the spirits of the forest, and the souls of past wielders. The sword seems unnaturally light, and the swish of the blade through the air seems to echo the rustling of leaves in autumn as, much like the leaves, the sword invites its enemies to fall. You gain a +3 bonus to attack and damage rolls made with this weapon. This weapon has the Finesse property. Spirit Strike. Once per turn when you make a melee attack with this weapon, you can replace that melee attack with a Spirit Strike. Roll to hit as normal, but if the attack hits it deals psychic damage instead of slashing damage. Additionally, the target must succeed on a DC 15 Wisdom Saving throw or become frightened of you for the next minute. Summon Spirits. You can unleash the spirits bound within the sword to assist you in battle. You can cast Spirit Guardians at 3rd level, requiring no material components. The guardians called are of Fey nature, and the damage of the spell is Radiant. The spell save is against the Spirit Blades' spell save DC (15). You maintain concentration for this spell. Sentient. The Spirit Blade is a sentient Choatic Neutral weapon with an Intelligence of 12, Wisdom of 16 and Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with the wielder and can understand Elvish and Common, though it chooses to only speak in Elvish. Purpose. The Spirit Blade was a gift from the spirits of the forest to the Wood Elves to aid them in the protection of the forest. The sword retains a portion of the personality of those that have wielded it before, but it's general demeanour is consistent. The Spirit Blade hates any and all that harm the forest and nature, and will compell its wielder to attack any creature that it deems dangerous to the Forest. The blade secretly longs to be returned to the forest, to rest in the secret glades beneath the Oak of Ages, and secretly worries that each additional spirit that is bound to it darkens it's mind and feeds it's growing hatred for all humanoids. Bow of Loren Weapon(Longbow), Very Rare (Requires Attunement) The Bow of Loren is the symbol of the Silent Watch of Loren, and the tool that has turned would be invaders aside with furious ambushes. If you make an attack with this weapon against a creature that you are hidden from, you can expend a bonus action to make two additional attacks against that target. Additionally, attacks made with the weapon against a target that is surprised deal an additional 2d8 piercing damage. Helm of The Hunt Wondrous Item, Uncommon (Requires Attunement) This dragonhide helm gives a +1 bonus to AC and resistance to fire damage while it is worn. If you take fire damage while wearing this helm, the dragonhide begins to glow gently. Until the end of your next turn, any melee attacks you make deal an additional 1d6 fire damage. Hail of Doom Arrow Weapon (Arrow), Rare The legends of the Sylvan bowmen are many, but most frequent is the story of their ability to turn the sky black with arrows. Little do the younger races know that only one archer is needed to achieve this... You can use this arrow to cast Conjour Volley at 5th level with a spell casting DC of 15. Once the arrow is used, it disappears with the other arrows created as a part of the spell.

The Empire Ghal Maraz Weapon (Great Hammer), Artefact (Requires Attunment) This Rune-Forged hammer was wielded by founded of the Empire of Men: Sigmar Heldenhammer. The weapon was gifted to Sigmar when his warband rescued Dwarf High King Kurgan Ironbeard from the captivity of the Orc Warlord Vagraz Headstomper. This weapon symbolises the treaty of friendship between men and dwarves, and lead to the proliferation of iron-working, engineering and literacy throught the world of man. Its power is reminiscent of the ancient ancestor-forged weapons - capable of ending empires with a single swing. This weapon is a large golden warhammer, with runes that glow when it is swung by a worthy wielder. Magical Weapon. Attacks made with this weapon gain a to attack and damage rolls equal to the wielder's proficiency bonus. This weapon functions as a Vorpal Sword, however the additional damage dealt with a critical strike is bludgeoning. This weapon requires two hands to wield, and deals 5d6 + Strength Modifier damage on hit. Damage caused by this weapon ignores resistance to Bludgeoning damage. A target that is immune to Bludgeoning damage is instead resistant to this damage. Additionally, when rolling damage for attacks made with this weapon, you may roll the damage dice twice and choose the highest total. Attacks against creatures with Natural Armour or non-magical armour target the creatures base AC (10 + Dexterity bonus). Additional AC modifiers such as cover and shields still apply. Sentient. Ghal Maraz is a sentient Lawful Good weapon with Intelligence of 16, Wisdom of 18, and a Charisma of 17. It has hearing and darkvision out to 120 feet. The weapon can speak and read Ancient Dwarven, Dwarven and Common, and can communicate with it's wielder telepathically. If the attuned wielder cannot speak a language that Ghal Maraz can speak, it will act as a translator for the wielder. Only when Proven. Ghal Maraz will only allow those it deems worthy to wield it. Prospective wielders must have gained renown and respect amongs his (or her) peers (exact criteria at DM discretion), and be of good alignment. Any creature who is not attuned to Ghal Maraz that attempts to make an attack with the weapon must succeed on a DC 23 Strength Saving throw or drop the weapon and take 2d8 psychic damage. If the wielder passes the save, the attack is made with disadvantage; Ghal Maraz will stoicly resist any unworthy user. Symbol of Office. This legendary weapon is known throughout the Empire as the herald of heroes. It has been wielded those who have become Gods amongst men, and commoners speak its name only with hushed voices. The wielder of this weapon will be welcomed by all as a Lord of the Empire; a hero of the age. This esteem and honour extends to the Dwarves. The wielder has advantage on all Persuation, Performance and Intimidation checks when interacting with Humans and on all Persuation checks when interacting with Dwarves. Inspiring Light. As an action, you can unleash the light within the weapon to inspire you allies and dazzle your foes. All hostile creatures within 30 feet of you must succeed a DC 18 Constitution or take 3d8 radiant damage and be blinded for 1 minute (blinded creatures can repeat the save at the end of each turn). Any creatures you choose within 30 feet gain the effects of the Aura of Life spell. This effect lasts up to the duration of the spell, and concentration is maintained by Ghal Maraz. Random Properties. Ghal Maraz grants the following random properties: 1 Major Beneficial Property.

2 Minor Beneficial Properties.

1 Minor Detrimental Property Destroying Ghal Maraz. This weapon can only be destroyed by being unmade in the forge that it was created in; a great forge of the ancestors in the depths of one of the great dwarf holds. However, the exact location and method of its making has been lost to the depths of time. Runefang Weapon(Longsword), Legendary (Requires Attunement) 12 Runefangs were forged for the tribal leaders of the Man by Alric the Mad. These weapons are unique in many ways, and break two of the Rules of the Runes; the Rule of Pride and the Jealous Runes. Weapons of this power have never been created since, and Alric the Mad disappeared into the South soon after their creation. The Runefang functions as a Sword of Sharpness. Additionally, damage caused by this weapon ignores resistance to Bludgeoning damage. A target that is immune to Bludgeoning damage is instead resistant to this damage. Additionally, when rolling damage for attacks made with this weapon, you may roll the damage dice twice and choose the highest total. Attacks against creatures with Natural Armour or non-magical armour target the creatures base AC (10 + Dexterity bonus). Additional AC modifiers such as cover and shields still apply. Random Properties. The magic of the Runefangs have changed over time; each growing in power as their stories developed. A Runefang grants the following random properties: 1 Major Beneficial Properties.

1 Minor Beneficial Property.

1 Minor Detrimental Property Design Note GMs should keep the random properties constant between wielders, unless the Runefang is affected by a major event (such as being taken from the dead hands of the previous wielder). There is also a risk that a Runefang that is lost, or wielded by a person of great evil, will begin to grant Detrimental Properties until it can be cleansed. This is an opportunity to weave the history of the weapon into the properties it grants.

Mace of Helstrum Weapon (Maul), Rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. While wielding the Mace of Helstrum, you can cast Erupting Earth at 3rd level, centered on a target within your melee reach. The spell save DC is 14. The Mace of Helstrum protects you from the spell's damage. Once this property is used, it cannot be used again until the next Dawn. Hammer of Judgement Weapon (Warhammer), Vary Rare (requires attunement by a Cleric) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The Hammer has 5 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells using your spell attack modifier and spell save DC: Guiding Bolt (1 charge), Healing Word (1 charge), Mass Healing Word (3 charges), Spirit Guardians (3 charges). The Hammer regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the Hammer explodes with radiant light, dealing 15 radiant damage to all hostile creatures within 15 feet and regaining 5 charges. This effect can only happen once per day. The Gilded Armour Armour (Plate), Rare (requires attunement) While wearing this armour, you gain a +2 bonus to AC. You are always considered to be under the effects of the sanctuary spell with a spell save DC of 13. A creature that succeeds on the spell saving throw is immune to the effect for the next hour. Additionally, once per short rest, you can expend a bonus action to gain 15 temporary hit points for one minute. Van Horstmann's Speculum Wondrous Item (hand mirror), Very Rare (requires attunement) As an action, you can present this mirror in an attempt to steal the physical characteristics of an enemy for a period of time. Choose a humanoid within 15 feet of you that you can see. That creature must succees on a DC 17 Wisdom Saving throw, or have its Strength, Dexterity and Constitution characteristics swapped with the wielder of this item. The change in constitution can cause changes to the maximum hit points of both you and the targetted creature, and you gain or lose a number of hitpoints equal to this change. The number of attacks you can make as part of an attack action is also exchanged. If the target can multiattack, then you can make a number of attacks equal to the total number of actions that the target can take as part of its multiattack. If you can make more than one attack as part of your attack action, then the target can make a number of attacks equal to this number (chosen randomly from available actions where neccessary). Additionally, you have disadvantage on attack rolls that target any creature except the affected creature and the targeted creature has disadvantage on all attack rolls against targets other than you. The disadvantage lasts for the duration of the effect. This effect lasts for up to a minute, or until you or the targetted creature falls unconcious. Doomfire Ring Ring, Rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing this ring you can expend 1 of its charges to cast one of the following spells: Fireball (save DC 13)

Burning Hands (3rd level)

Elemental Bane (choosing fire damage only) You must concentrate on the spell as normal if the spell requires you to do so. You can also know the Control Flame cantrip.