| Dreamweaver's Sigh. (A elegant glass whistle that illuminates faintly when played.) | Attunable By Bard Class. Once per Short rest, you may force a creature to make a DC 16 WIS saving throw. The target automatically fails if they are already asleep. On a failed save, the target it put to sleep and experiences either sweet dreams or nightmares for 2 turns, and you may end the effect early if you wish. During this time, they are considered Unconscious. If they are dreaming, the creature gains 2d10 temp. HP and can expend hit dice to recover faster. If they are having nightmares, the creature takes 3d10 psychic damage. If the creature is injured by a different source while dreaming, they may repeat the saving throw. | | ------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Cloak of the Undaunted. (Rare) | While wearing this cloak, you are immune to the Frightened and Charmed conditions. If an effect from a spell or physical force causes you to unwillingly move, you may use your reaction to instead move 0 feet. | | Ghost sight Lantern.<br>(Uncommon, A) | While within 30 ft of you, creatures cannot benefit from being Invisible and cannot pass through solid objects.<br>- Once per day you may cast Speak With Dead | | Spell Woven Rug. (Rare) | This rug acts as a flying carpet. It has an AC of 10, 30 HP, and movement speed of 45 ft. If you cast a spell that requires concentration, you may transfer the concentration to the rug. If the rug drops to 0 hit points, it loses all magical abilities until the end of your next long rest. If attacked after losing magical abilities, the rug is destroyed. | | Shadowed Bandolier<br>(Rare) | After you've dealt at least 50 necrotic damage, within an 8 hour accumulation period, a vial on the bandolier becomes charged. There are a total of 6 vials on the bandolier. As part of an attack action, you may discharge one of the vials in the bandolier to add 3d8 necrotic damage to your damage roll. This does not assist in charging another vial. | | Blade of Myriad Selves. (rare, A) | A +2 Longsword. When you take the attack action, you may create a mirrored image of yourself within 5 ft of you. The clone does not attack or deal damage but functions as the final clone of the Mirror Image spell. | | Aether Engine (A cylindrical shaped engine, pistons carved with Runes) (Very Rare, A) | The engine has 6 charges and recharges 1d4+2 charges at dawn.<br>-When casting a 1st level spell or higher, you may expend a charge to ignore resistance against one type of damage from the spell.<br>-If the spell forces a saving throw, you may expend a charge to give one target disadvantage on the saving throw.<br>-You may expend 2 charges as a bonus action to double the spell's range, add an additional damage die, or increase the save DC of the spell by 2. | | SparkWhistle (A small, elongated whistle) Rare | The Sparkwhistle has 3 charges and regains all charges at Dawn.<br>-As an action, you may expend a charge to force all creatures to make a CON save equal to your save DC. If you do not have one, use 8+prof+highest available physical stat (STR, DEX, CON). On a failed save, each creature takes 1d12 lightning damage and is unable to take reactions until the start of your next turn.<br>-As a Bonus action, you may blow the whistle to add 1d12 lightning damage to your next spell or attack. Once this feature is used, it cannot be used again until your next short rest. | | Luxior, Gift of Realms (Legendary, A) | A +3 Longsword with a 10 ft reach. While weilding and attuned to the item, you cannot be targeted by spells, attacks, or be subjected to any saving throws. Instead, you gain a shield that extends in a 5 ft radius around you. The shield is immune to all conditions, psychic damage, and rejects all forms of Aether and life forms outside of you. It has 100 HP and an AC of 18. Only once the shield is broken, can you be targeted as normal. The shield recovers during the next Dawn. | | Volcanic Breaker (Lava/obsidian made Greatsword) Very Rare, A | +2 Great sword, deals an additional 1d6 fire damage. <br>-On an attack hit, you may force a creature to make a DC 19 DEX save. On a failed save, the creature takes an additional 2d8 fire damage and becomes ignited. At the start of the creatures turn, they take 1d8 fire damage. The creature may use their action to put out the flames. You may use this feature 3 times per long rest.<br>-As an action, you may force creatures of your choice in a 20 ft cone to make a 17 DEX save. On a failed save, they take 3d8 fire and 3d8 bludgeoning damage, or half as much on a successful save. Additionally, that area becomes difficult terrain until the end of your next turn.<br> | | Ring of Once and Future (Legendary, A) | This ring has 5 charges. Restore 1 charge per dawn and dusk.<br>-You may expend a charge to gain the effects of Foresight for 1 minute. You must maintain concentration.<br>-You may expend a charge to make any attack miss or automatically succeed on a saving throw as long as you have already taken damage of the same type as the attack or spell that threatens damage. | | ManaFlux Reservoir | You may consume your HP in place of spell slots to cast spells, and you may consume spell slots to restore your own HP at the following conversion rate.<br>1st = 10 hp, 2nd = 15, 3rd = 35, 4th = 50 hp, 6th = 75 hp, 7th = 80 hp, 8th = 100 hp, 9th = 120 hp. | | Banner of Victory | You may take an action to utilize the banner. All creatures of your choosing within a 100 ft radius gain the following benefits. +3 to AC, adv. on attack rolls, adv. on death save, adv on spell saves, and regain 20 hp on initiative count 20, losing to speed ties. You do not gain these benefits and must maintain concentration on the effect. You cannot take actions, BA, or reactions while the effect is ongoing, but you can still move. If your concentration is broken by a source besides yourself, you are stunned for one round. | | Brand of the Ice Queen | While branded, you gain immunity to cold damage and resistance to slashing damage. <br>-When you cast a spell that deals either acid, fire, lightning, poison, or thunder damage, you can choose to change the spell's damage type to cold instead. When you deal at least 35 cold damage to a creature with a single spell, that creature must also make a DC 17 CON saving throw. On a failed save, the creature is restrained by ice and must make another CON saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to ice and subjected to the petrified condition for 1 hour. | | Graviga Blade | A small +2 dagger orbits around you. A creature can use an action to grasp the dagger to separate it from you, either by an attack roll against AC 24 or a successful DC 24 Acrobatics check. You can use an action to seize the dagger. When you take the Attack action while the dagger is orbiting you, you can use a bonus action to cause the dagger to attack a target within 10 feet of you. The dagger uses your attack roll and ability score mod for its damage rolls. After the attack, the dagger returns to orbit you. The dagger also creates a small gravitational field that wards off harm. While it orbits you, when you are hit by a ranged weapon attack, the damage you take from the attack is reduced by 1d10 + ability score mod. If the damage is reduced to 0, the missile slows to a stop without hitting you and falls to the ground at your feet. | | Crimson Fermament | A necklace with a lone ruby-like jewel attached to it. When you are unarmed, your damage becomes magical slashing damage and damage increases to 1d12 and 1d12 fire damage. | | Juggernaut's Cloak | You gain an additional 100 hit points while the cloak is attuned to you and your AC increases by 5. You additionally gain immunity to non-magical damage. However, you can no longer be healed be by conventional means. Instead you can only heal yourself through spells that also inflict damage on a creature or through healing potions. | | Gambler's Spell Crown (Fractured glass-like half crown) | Whenever you cast a spell, you may choose to roll a d20 with no additional modifiers. 1st - 3rd level = DC 10, 4th - 6th = DC 15, 7th-8th = DC 19. 9th = DC 20. On a successful check, you regain the spell slot. On a failed check, the spell fizzles. | | The Tide Star | If you were to drop to 0 hit points, if there is water located near you, you may temporarily construct a simulacrum that lasts for 1 minute, made of water. The Simulacrum has access to all abilities and spells you do, but does not have the ability to equip armor or weapons. During this minute, you do not make death saving throws (but the body being struck can still cause you to fail death saves). Once the minute ends, if your body has not been healed above 0 hit points, you become stabilized but unconscious. If you have been healed, your consciousness returns back to your body as normal. You may choose to end the effect whenever you wish. | | Shade of the Moons. | If you were to activate a magic ability that does not consume a spell slot, you may expend at least a 4th level spell slot to activate the ability again to double its effect or targets. | | Blade Shield | A +2 shield. Once per long rest, if you were to take damage from an attack or spell, you may use a reaction to reduce that damage to 0. When you do, for each point of damage that was negated, you summon a dagger that deals exactly one point of damage. You may use an action to fling the daggers at a creature you can see within 30 ft of you. They must succeed against their own spell save DC if they have one, if they do not instead use their 8+profciency+highest physical stat to determine the DC. On a failed save they take full damage, on a success, the creature only takes half. | | Maul of Zahna | A +2 maul.<br>-Whenever you make an attack roll with the Maul, you may force a creature to make a DC 16 STR saving throw. On a failed save, the creature is knocked prone and takes an additional 2d8 Nature Damage. On a successful save, they take half the damage and are not knocked prone. You may use this ability equal to your proficiency bonus per long rest.<br>-Whenever a creature attempts to make an attack roll against you, you may (no reaction required) attempt to disrupt the attack. The creature must make a DC 16 CON saving throw. On a failed save, the creature is moved 15 ft back, loses the rest of its movement, and takes 2d12 nature damage. Once this feature is used, it cannot be used again until your next short rest. | | Storyteller's Chronicle.<br><br> | As a bonus action, you may read aloud a triumphant line from the Chronicle.<br><br>- Choose up to 3 creatures of your choice within 30 feet. For 1 minute<br>Illusory afterimages trail their movements. They gain half cover, +2 AC and +2 DEX saves. The first attack made against each affected creature each round is made with disadvantage. Once this property is used, it cannot be used until the end of your next short or long rest.<br><br>-As an action, you may dramatically condemn a creature within 60 feet, portraying them as the doomed antagonist of a nondescript story. For 1 minute on a failed WIS save of 19: The first attack made against them each round has advantage, they see any allies as additional enemies, and they perceive the terrain as difficult terrain. Once this property is used it cannot be used until the end of your next long rest. | | Staff of Sanctity. | While holding the staff you have a +1 to spell attack rolls and damage rolls.<br>- Creatures within 10 ft of you have advantage against being frightened and charmed.<br>-The staff has 5 charges that recharge 1d4+1 charges at dawn. You may expend charges to cast the following spells. 1 charge = Cure wounds, 2 charges = lesser restoration, 3 charges = Beacon of Hope<br>-As an action, you may expend 2 charges to sanctify the ground within a 15 ft radius. When you do, the area grants the following effects to creatures of your choosing. Allies who start their turn in the radius gain temporary hit points equal to your proficiency bonus + character level. Allies in the area have advantage on death saving throws. Creatures in the area are under the effect of the Spell Sanctuary. | | The Radiant Sword Staff | This weapon is a +2 weapon that deals 2d12 Radiant damage on damage rolls, with a 15 foot reach, but opportunity attacks at 5, 10, and 15 ft.<br>-Once per week, when you drop to 0 hit points, you recover 50 HP instead of entering death saving throws. This effect cannot be stopped by effects that prevent you from healing.<br>-You may cast a modified version of misty step. When you do, you leave behind a brief flash of light, causing creatures adjacent to the space you were in to have disadvantage on any attack roll until the end of their next turn. You may use this feature 3 times per long rest. | | Sanguinarch's Chalice | The chalice can store up to 3 Fragments of vitality.<br>-When a creature dies within 30 ft of you, you may use your reaction to capture a fragment of vitality from it with the Chalice. <br>-As a bonus action you may drink from the chalice consuming one Fragment, and regaining 2d8+CON modifier HP. | | Lantern of The Final March.<br> | -When an ally drops to 0 hit points, they instead are left alive at 1 hit point. Once this feature is used, it cannot be used again until the next long rest.<br><br>-As an action, you light a 15 ft radius that you can see within 60 ft. The area becomes heavily obscured as spectral soldiers clash and charge their. Enemies treat the area as difficult terrain and whenever an creature enters the area or starts its turn their, it must make a INT saving throw or take 3d8 psychic damage. Once this feature is used, it cannot be used again until the next long rest. | | Shardwyrm's Might | +2 Halberd. It deals force damage instead of slashing damage.<br>-Sapphire Gem Aspect. When a creature within your reach misses you with a melee attack, you may use your reaction to make a melee attack against it. | | Playful Soul | A playful animal spirit is bound to a thin sheet of curved metal. When attuned, the aether matter forms a complete sphere with the metal. When the ball is thrown, a playful animal spirit of your choosing chases and retrieves the item for you. You may bind the spirit to a different item of your choosing by pressing the metal plate against the item during a short or long rest. This causes the item to emit a dim light out to a 10 ft radius and the metal plate attaches to the item. So long as the item does not have the Heavy Property, the animal soul will still fetch the item and bring it back. You can undo the binding by gently wrestling the item away from the spirit during a long or short rest. | | Whispervine Scarf | While wearing this scarf you have a +1 increase to your AC, and gain advantage on stealth checks in forest and wooded areas.<br><br>As a reaction when you are hit by an attack, you may cast a modified version of the spell Entangle centered on yourself (DEX save of 17). On a failed save, the creature takes an additional 3d6 piercing damage. You can use this feature 3 times per short or long rest. |