Magic Items


The Fiend's Dice

Mantle of the Godslayer 

Maul of the Storm Lord

Ring of Sanguine Power

Ring of Speed


Talon

Requires Attunement

+1 Greatsword

This weapon was once wielded by Andith Tresendar. Also known as the "Black Hawk", Andith fought against orcs and goblins during the glory days of Phandalin. However, he went on a raid one night and never returned. Both him and his sword were lost to the ages....


The Glass Staff

Requires Attunement

+1 AC

This magical staff has 10 charges, and regains 1d6 + 4 expended charges each day at dawn. Using these charges, the wielder may cast the following spells:

1 charge: Mage Armor, as an action

2 charges: Shield, as a reaction

This beautiful staff, made entirely of glass, was once wielded by Iarno Albarek, a former member of the Lords Alliance who went rogue. It's distinctive appearance is what gave Iarno his nickname: "Glasstaff"


Bag of Tricks - Icewind Dale

This pure white bag appears to have a single, fuzzy, object inside. When this object is dropped or thrown it turns into a random arctic creature. The summoned creature acts on the turn of the person who summoned it, and can be commanded as a bonus action. The bag contains a total of 3 objects, which regenerate each day at dawn.

Unmarred by dirt or dust this blindingly white bag is etched with symbols of the arctic environment, as well as arcane runes indicating magical power. Its immediate uses are unclear, but its potential is limited only by the imagination of the wielder.


Silver Raven Statue

As an action, this statue can be turned into a magical raven named "Poe". It lasts for 12 hours, after which two days must pass before it can be used again. The raven understands the party and obeys commands.

While in Raven form, the party can cast Animal Messenger on it at will.

A small, but immensely detailed, statue of a raven. This silver figurine is so perfectly carved it almost seems lifelike. Arcane runes are carved into the base, although they are not written in any language that the party can speak...


Dio’Ghaltis, Greatsword of Vengeance

Requires Attunement

Spirit of Andith Tresendar: 12 INT, 8 WIS, and 16 CHA. Possesses 60ft of blindsight, and may or may not use this to assist the wielder.

Greatsword +1d4 damage (+1d4 vs goblinoids)

The ebony hilt of this greatsword appears to be a screaming face, locked in a rictus of agony. The pommel is fashioned into the image of a decapitated Hawk's head pinned on a spear. The shining blade is etched with what appears to be blood. Anyone who picks it up hears an ancient, crazed, voice in their head. As long as the sword is being held, the blood etched into the blade begins flowing, dripping onto the floor, as if salivating.

The spirit locked in the blade is Andith Tresendar, the “Black Hawk”. He was captured in the fighting and his spirit was twisted by dark sorcery and imbued within this blade. He was then used by Orc warlords to cut down his former allies. Driven insane by killing his former friends, and then centuries of isolation in Wave Echo Cavern, he hungers for nothing more than vengeance and slaughter. Andith speaks directly into the mind of the wielder, but whenever he talks the face on the pommel almost appears to move.


Nak’Vamni, The Steel Wind

Requires Attunement

Coated in elvish runes, this light crossbow is ornately decorated. A masterpiece of human ingenuity and elven craftsmanship, even looking upon it brings a feeling of awe. It feels light and easy to hold in your hands, and as you aim it you can almost feel the winds shifting in your favor.

Stats

Heavy Crossbow

+1d4 to hit

While wielding this weapon, you can cast “Gust” as a bonus action.


Black Dragon Scale Pendant

Requires Attunement

A scale of a black dragon, etched with magic. If you take physical or acid damage while this pendant is worn you can use your reaction and speak the command word “Sab’Hail” to gain resistance to that type of damage until your next turn, as your skin becomes scaly and dark. You cannot use this feature again until you finish a short or long rest.

The command word is written on the amulet in Draconic.


Driftglobe

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.


Cloak of Arachnida

Requires Attunement

This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:

• You have Resistance to poison damage.

• You have a climbing speed equal to your walking speed.

• You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

• You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain.

• You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.