Repository of Arcane Oddities Vol. II

Abraxas's Disks of Power

Weapon (darts), uncommon (requires attunement)

Three disks made of obsidian with hollows centres, the edges glow with yellow light. You can make a weapon with these magical darts (or shurikens if they exist in your game); the disk then flies right back to your hand, returning to you at the start of your next turn.

You can also use bonus action when you throw a disk to have it stop in mid air at any point within range. The disk has enough strength to support up to 300 pounds of weight. It is big enough to stand on with one foot.

Boneflux

Weapon (longbow), rare (requires attunement)

A longbow finely carved from the bones of a long dead green dragon; it's string made of the dragon's sinew. There are ancient Draconic characters along the limbs of the bow that read 'Strike them down and name yourself a champion'. You have +1 to all attack and damage rolls with this magical longbow.

Boneflux has 3 charges; on your turn you can expend 1 charge when you make an attack roll. On a hit, the target must succeed a DC 15 Constitution saving throw or take 2d10 poison damage, taking half damage on a successful save.

Boneflux regains all expended charges daily at dawn.

C Sharp

Weapon (shortsword), very rare (requires attunement from a bard)

A blue swortsword with a fancy hand guard in the shape of a treble clef and viola strings running down the blade; it comes with its own, equally fancy bow. It has 3 charges and regains a number of charges equal to half your charisma modifier daily at sunrise to a maximum of 3 charges.

You have +1 to attacks and damage rolls made with this magical shortsword.

On your turn, you can expend 1 charge as an action to play one of the following pieces, you use your bard spell save DC for the effects of each piece if it requires one.

1. Prelude of Healing. Choose a target within 30ft, that target can regains 2d4 + your Charisma modifier hit points.

2. Hymn of Valour. All targets within 30ft of you gain +1 to attack rolls and have advantage on saving throws against becoming freightened for 1 minute.

3. Serenade of Charming. You cast the charm person spell without using any components or spell slots.

4. Minuet of Haste. Choose a creature within 30ft, that creature gains 5ft of movement and adds your Charisma modifier to their Dexterity (Acrobatics) for 1 minute.

5. Nocturne of Despair. Choose a creature within 30ft, that creature must succeed on a Wisdom saving throw or feel an unrelenting sense of despair; causing them to have disadvantage on attack rolls until the end of your next turn.

6. Lullaby of Lethargy. You cast the sleep spell without using any components or spell slots.

You can also, as an action, spend 1 or more charges to make a crescendo. When used, 2 (+ 1 per charge used) enemies of your choice within 60ft of you must make Wisdom saving throws (against your spell DC) or be stunned until the end of your next turn; once again this feature has no effect on targets who are deafened.

Electrum Void

Wonderous item, very rare

A magical electrum piece that shines with a magical glow. Once per day, when a creature casts a spell, you can make a Dexterity saving throw against the target’s spell save DC using your reaction. On a success you may cast the spell Counterspell at 7th level as you hold the coin out to absorb the spell. The coin then draws the spell's energy into the magical void that has been magically formed within it. The coin takes the remaining time in the day to to quell the spell's power within itself.

You do not have to make this saving throw if the coin is already held in your hand.

If two electrum voids remain within 30 feet of one another for more than a few hours, the magic destroying effects within the coins warp the power of both coins, dealing 3d10 force damage to however holds them as they explode violently.

Hand of the Tactician

Armour (shield), artefact (requires attunement)

Red Knight, the lady of strategy, grandmistress of the board was a legendary hero during the Shadowplague who, using her unmatched intellect and strategic skills, fought off an army of 30,000 Shadowspawn with just under 1,000 men. He bright red armour shone like a beacon of hope to those around her as she fought alongside her brave warriors. As a gift for her greatness, Alene granted her a boon in the form of the Hand of the Tactician; a red and gold gauntlet holding a crystal. Using its power, Alene strengthened her allies in battle and earned her victory after sacrificing herself to destroy a particularly large Shadow titan, where the Hand of the Tactician was lost, along with Red Knight’s true name.

Random Properties. The Hand of the Tactician has the following random properties:

2 minor beneficial properties

1 major beneficial property

Mystical Protection. Whilst you wear this gauntlet, you gain resistance to bludgeoning damage, the gaunlet itself counts as a shield.

Spells. The gauntlet has 7 charges and regains 1d6 expended charges daily at dawn. If you wear the gauntlet whilst attuned to it you can expend charges to cast the following spells (DC 18): command (5th level version, 3 charges), compelled duel (1 charge), hold monster (3 charges), hold person (2 charges). The gauntlet concentrates on these spells so that you don’t have to.