Magical Items

  • Judge

    Darbello’s Rapier

    Weapon (rapier), rare

    This +1 rapier is finely crafted, perfectly balanced, and has a basket-hilt trimmed with a silver and platinum filigree, set with a single sapphire.

    Requires attunement: Etched into the blade are swirling runes that spell out a command word that anyone attuned to the blade may use to cast a Heroism spell once per day.

    Legend holds, this sword belonged to Darbello, one of the greatest Imperial swordsmen and captain of the Seascale, a warship that belonged to one of the Imperial rulers of Izuz in its early history.


    Weapon (light hammer), rare

    This +1 light footman’s hammer is made entirely of cold iron and the head of its hammer-end has a dwarvish rune meaning “shush” engraved into it. Softened leather is wrapped around the butt-end.

    Requires attunement: A natural 20 rolled on an attack against a spellcaster automatically casts a “silence” spell that affects only the target of the attack. The wielder must be attuned to Throatbreaker for this effect to function.

    Throatbreaker was forged by Qjorn the Red during the war between the dwarves of The Grey Mountain and the elves of the Jungle of the Wyrd on the Isle of the Fey a thousand years ago.

  • Dungeon Master Adventurer

    Rod of Security

    Rod, very rare

    While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.

    For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don’t age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).

    When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can’t be used again until ten days have passed.

  • Dungeon Master Adventurer

    Ring, very rare (requires attunement outdoors at night)
    While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
    The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
    Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
    Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameler spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
    Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
    As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
    Spheres Lightning Damage
    4 2d4
    3 2d6
    2 5d4
    1 4d12

    Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

  • Adventurer

    Cronia's Tears

    The tears of the Crone have the ability to undo any event in recorded time with the caveat that there is a failure chance of 1% per word used in the request.

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