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Compendium 3 - 03. March - Pages

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Contents

ICONIC DUOS 1 ELDRITCH SEAS 25


Assault & Battery. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Blastin’ Blade Gunlass. . . . . . . . . . . . . . . . . . . . . . 26
Death & Taxes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Blaze Barrel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Dusk & Dawn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Captain’s Skullcloak. . . . . . . . . . . . . . . . . . . . . . . . 28
Hide & Seek. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Deckhand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Hot & Heavy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Eye on the Prize . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Insult & Injury . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Hull to Pay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Live & Learn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Leviathan Leathers . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Rise & Shine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Leviathan’s Ink. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Slice & Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Lichkraken’s Roar. . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Smoke & Mirrors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 P.O.L.L.Y., Squawk-Work Parrot. . . . . . . . . . . . . . 33
Sticks & Stones. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Seadog’s Sceptre. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Supply & Demand. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Treasure Map of Holding. . . . . . . . . . . . . . . . . . . 36

FOUR FACTIONS 13 Appendix A - Spells 37


Bulwark Blades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Calm Waters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Cowl of the Final Watch. . . . . . . . . . . . . . . . . . . 15 Gravity Smash. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Horizon’s Reach. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Gravity Repulsion. . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Keen Eye Crowsbow. . . . . . . . . . . . . . . . . . . . . . . . . . 17 Incorporeality. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Last Nail. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Inequality. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Misthunter Cloak. . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Riptide. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Robes of the Stardust Savant . . . . . . . . . . . . . . 19
Staff of Sun’s Demise. . . . . . . . . . . . . . . . . . . . . . . . . 20 Appendix B - Equipment 39
Stone of the Senseless. . . . . . . . . . . . . . . . . . . . . . . 21 Hookshot (X ft.). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Stone Plate of the Fort Knight. . . . . . . . . . . . 22 Launch (XdX, X ft.). . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Tactician’s Turret Ring. . . . . . . . . . . . . . . . . . . . . 23 Nunchaku. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Undying Grips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Legal 40
Copyright Notice. . . . . . . . . . . . . . . . . . . . . . . . . . . . 40

B
C
Theme 1: Iconic Duos

ICONIC DUOS

1
Assault & Battery
Weapon (nunchaku*), uncommon (requires
attunement)
Component: Construct gears
for each charge expended or push the target away from
While the Clockwork Arcadian turbines in these you 5 feet for each charge expended (your choice).
nunchaku spin, each swing of their handles generates
bursts of lightning that crack across the internal coils. Rare variant: When you roll initiative while wield-
In the hands of a master, each stance evokes the fear- ing these nunchaku, you can use a reaction to squeeze
some sound of approaching thunder. the turbine trigger, causing the nunchaku to gain 1d3
The motion-turbine batteries in these nunchaku charges. While holding these nunchaku, you can
can carry a maximum of 3 charges. Whenever you expend 2 charges to cast the misty step spell, teleport-
take 10 or more lightning damage while holding the ing with a burst of lightning. Once the nunchaku have
nunchaku, they gain 1 charge for every 10 lightning been used to cast the spell, they can’t be used to cast
damage you take. The nunchaku lose all unexpended that spell again until the next dawn.
charges at the end of each of your turns. Very rare variant: Increase the maximum charges
Pressing Charges. When you attempt to flourish with to 4. When you roll initiative while wielding these
these nunchaku’s Special: Flourish property, you gain nunchaku, you can use a reaction to squeeze the tur-
a bonus to the Dexterity check equal to the nunchaku’s bine trigger, causing the nunchaku to gain 1d4 charg-
charges. On a successful check, the nunchaku gain 1 es. While holding these nunchaku, you can expend 2
charge. If you roll a 20 on the check, the nunchaku charges to cast the misty step spell or 4 charges to
instead gain charges up to their maximum. cast the lightning bolt spell (save DC 16). Once the
nunchaku have been used to cast a spell, they can’t be
Dishonourable Discharge. When you hit a target used to cast that spell again until the next dawn.
with these nunchaku, you can expend any number of
charges to either deal an extra 1d8 lightning damage *See Appendix B

2
Theme 1: Iconic Duos
Theme 1: Iconic Duos

Death & Taxes


Weapon (shortsword and dagger), rare (requires
attunement)
Component: Undead ethereal ichor
Relentless and cruel, these two blades represent the dread
that looms over every living thing. They drain the life
and joy from every creature they touch. Compared to
actual taxes, however, they’re practically a mercy.
This shortsword, death, and this dagger, taxes, count
as a single magic item with regard to the number of
magic items you can attune to. These weapons have a
combined 2 charges and regain all expended charges
daily at dawn.
Inevitable Demise. Once per turn, when you hit a
creature with death, you can expend 1 charge to deal an
extra 1d10 necrotic damage to the creature.
Inescapable Tariff. Whenever you hit a Small or
larger creature with taxes, you can force the creature to
make a DC 15 Charisma saving throw. On a failure,
these weapons regain 1 expended charge and you learn
the following information:
• How much money the creature is carrying and
where on its person it keeps it.
• The most valuable item the creature is carrying.
Once a creature has failed this saving throw, it is im-
mune to this property for the next 24 hours.
Endless Pursuit. Whenever you hit a creature with both
death and taxes on the same turn, the creature’s speed is
reduced by 10 feet until the end of its next turn.

Uncommon variant: Decrease the DC to 13. Once


the Inescapable Tariff property has been used, it can’t be
used again for 1 minute.
Very rare variant: Increase the DC to 13, the charges
to 5, and the damage to 1d12. When a creature fails its
saving throw against the Inescapable Tariff property,
you also learn of any damage and condition immunities,
resistances, and vulnerabilities the creature has.

Dusk & Dawn


Wondrous item, uncommon (requires attunement)
Component: pouch of Fey scales
Gently glowing with the resplendence of the sun and
moon, these gauntlets embody both radiance and shad-
ow. Their ever-shifting lights are a constant reminder
of the passage of time. They also look really neat at
evening parties.

3
While wearing these gauntlets, you always know wheth-
er the sun is up.
Celestial Conduit. While wearing these gauntlets, you
can cast the dancing lights cantrip, as well as the spells list-
ed below (save DC 13), depending on the light conditions.
Once the gauntlets have been used to cast a spell, they
can’t be used to cast that spell again until the next dawn.
• Breaching Sun. While in bright light, you can cast
the detect magic and faerie fire spells.
• Engulfing Moon. While in dim light or darkness, you
can cast the silent image and sleep spells.

Rare variant: Increase the DC to 15. Add see invisibil-


ity to the list of spells in Breaching Sun and invisibility to
the list of spells in Engulfing Moon.
Very rare variant: Increase the DC to 16. Add see
invisibility to the list of spells in Breaching Sun and invis-
ibility to the list of spells in Engulfing Moon. The gaunt-
lets have the Woven Light property.
Woven Light. While in bright light, you have advan-
tage on Perception checks that rely on sight. While
in dim light or darkness, you have advantage on
Stealth checks made to avoid being seen.

Hide & Seek


Armour (any light), rare
Component: pouch of Plant leaves
After a group of wood elves, accustomed to
slower foes, was ambushed by a warren of
kobolds, the elves realised they couldn’t
rely on their speed and agility. Instead,
they adorned their armour with countless
leaves, infused their goggles with chlo-
rophyll, and hid in plain sight. When the
kobolds attacked again, they were easy
pickings for the elves.
This armour has 7 charges and regains 1d4 + 3
expended charges daily at dawn.
Verdant Veil. While wearing this armour, you are indis-
tinguishable from a shrub to creatures that haven’t seen
you move or act. While you are motionless, a creature
that can see you can discern your true nature by using its
action to make a successful DC 15 Intelligence (Inves-
tigation) check. Additionally, while wearing the armour,
you can expend 1 charge to take the Hide action as a
bonus action.
Wild Hunt. When you hit a creature with a weapon at-
tack while wearing this armour, you can expend 1 charge

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Theme 1: Iconic Duos
Theme 1: Iconic Duos

to mark it as your quarry. Your weapon attacks score Hot & Heavy
a critical hit on a roll of 19 or 20 against your quarry,
and you can roll one additional weapon damage die Weapon (mace, maul, or warhammer), rare
when determining the extra damage for a critical hit. Component: Elemental volatile mote of fire
A creature remains your quarry for 1 minute, until it Whether lit or unlit, this hammer radiates warmth like
drops to 0 hit points or falls unconscious, or until you a sunbathed rock, even in the dead of night. When the
use this property again. hammer’s flames are ignited and fragrant smoke pours
from its chamber, it becomes almost too hot to handle.
Uncommon variant: Reduce the charges to 3 and Light the Spark. You can spend 1 hour (which can
the DC to 13. The armour regains all expended charg- be during a short rest) stoking the chamber of this
es daily at dawn. The armour doesn’t have the Wild hammer with 5 gp worth of high-quality coal, causing
Hunt property. it to light up for the next 8 hours. While lit, the ham-
Very rare variant: Increase the DC to 16. You have mer sheds bright light in a 5-foot radius and dim light
a +1 bonus to AC while wearing this armour. The for an additional 5 feet, and deals an extra 1d6 fire
armour has the Unerring Strike property. damage to the first target it hits on each of your turns.
Unerring Strike. When you miss a creature with Heat the Room. While the hammer is lit, you can
a weapon attack while wearing this armour, you use an action to unlatch the chamber and scatter hot
can expend 1 charge to gain a +10 bonus to the coals on each space within 10 feet of you. Each crea-
attack roll and the attack ignores half cover and ture in the area other than you must make a DC 15
three-quarters cover as it weaves around obstacles, Dexterity saving throw, taking 5d6 fire damage on
potentially turning the miss into a hit. a failed save, or half as much damage on a successful
one. Once this property of the hammer has been used,
the hammer becomes unlit.

Uncommon variant: Reduce the damage of the


Light the Spark property to 1d4, and reduce the Heat
the Room property’s DC to 13 and damage to 3d6.
Once the hammer has been lit, it can’t be lit again
until the next dawn.
Very rare variant: Increase the damage of the Light
the Spark property to 1d10, and increase the Heat the
Room property’s DC to 16 and damage to 6d6.

5
Insult & Injury Uncommon variant: Reduce the attack and damage
bonus to +1, the charges to 4, and the recharge to 1d4.
Weapon (greatclub or maul), rare (requires The weapon doesn’t have the Schadenfreude property.
attunement)
Component: Fey horn Very rare variant: The weapon has the Showstop-
per property.
A Fey prince once tasked a pair of satyr brothers with
composing a song together, in order to worsen their Showstopper. When you hit a creature with an
fabled rivalry. The satyrs couldn’t even agree on the attack using this weapon, you can expend up to 3
first note, but when they realised the prince’s true charges. The target must make a DC 16 Consti-
intent, they cut off their horns, carving musical motifs tution saving throw. On a failed save, the target
into them, and crafted them into an instrument that takes 2d6 thunder damage for each expended
they used to mock and ridicule the prince. charge and is incapacitated until the start of your
next turn. On a successful save, the creature takes
You have a +2 bonus to attack and damage rolls
half as much damage and isn't incapacitated. If the
made with this magic weapon. This weapon has 6
target was subjected to the Taunting Tune property
charges and regains 1d4 + 2 expended charges daily
since the start of your last turn, it has disadvan-
at dawn.
tage on its saving throw. Once this property is
Taunting Tune. When you hit a creature with an used, it can't be used again until the next dawn.
attack using this weapon, you can expend 1 charge to
taunt the target with a mocking note. Until the start of
your next turn, the target has disadvantage on attack
rolls against creatures other than you.
Schadenfreude. When a hostile creature you can
see within 30 feet of you misses with an attack roll
or fails an ability check or saving throw, you can use
your reaction to expend up to 3 charges to ridicule
the target, revelling in its misfortune and gaining 2d6
temporary hit points for each charge expended.

6
Theme 1: Iconic Duos
Theme 1: Iconic Duos

Live & Learn Pop-Up Stocker. Over the course of a short rest, a
creature proficient with painter’s supplies can expend
Wondrous item, rare materials worth 20 gp to illustrate a potion on a page
Component: phial of Plant sap in the book, causing it to regain 1 potion pop-up. Once
<Caution! Objects in this pop-up book are more real- the book has regained 2 potion pop-ups in this way, it
istic than they appear.> can’t regain more until the next dawn.
— Warning Label An Illustrated Guide. Over the course of 1 minute,
This thick parchment book can hold a maximum of you can consult this book's accumulated knowledge
5 potion pop-ups, beautifully illustrated on stiffened on alchemy or herbalism. Once you do, you gain
parchment. When first found, the book has 1d4 + 1 advantage on the next ability check you make using
potion pop-ups. alchemist's supplies or a herbalism kit within the next
hour. Once this property of the book has been used, it
Pop-Up Locker. While holding the book, you can can’t be used again until the next dawn.
use an action or bonus action to tear a pop-up from its
pages, causing it to magically transform into a random Uncommon variant: The book can hold a maxi-
potion. Roll a d4 and consult the table below to deter- mum of 2 potion pop-ups and has 2 potion pop-ups
mine the potion, which can be drunk as an action and when first found. Reduce the temporary hit points
loses its potency after 1 hour if not consumed. A crea- granted by the Bolstering Layer potion to 10, and the
ture that drinks the potion gains its associated benefit. number of pop-up potions that can be painted into the
book each day to 1.
Potion Pop-Up
Very rare variant: Increase the number of pop-up
d4 Benefit potions that can be painted into the book each day to
3. The potions created by the book can be consumed
1 Animated Tabs. For 1 minute, the creature can use a as a bonus action instead of an action.
bonus action to take the Dash action.
2 Bolstering Layer. The creature gains 15 temporary
hit points that last for 1 minute. If the creature is poi-
soned, the poisoned condition is suppressed while
these temporary hit points persist.
3 Healing Volvelle. The creature regains 2d6 + 2
hit points.
4 Unfolding Heroism. For 1 minute, the creature
gains 1d4 temporary hit points at the start of each
of its turns, and it has advantage on saving throws
made to avoid or end the frightened condition. Any
remaining temporary hit points disappear when this
potion’s effects wear off.

7
Rise & Shine
Wondrous item, uncommon (optional attunement)
Component: pouch of Celestial dust
Golden light traces the seams of this cloak, a gar-
ment fit for an angel with a celestial loftiness woven
into its threads. When dropped, it never impacts the
ground with force, magically slowing its descent at
the final moment.
Early to Rise. When worn, the hem of this light-
weight cloak hovers gently above the ground. While
wearing the cloak, when a creature within 60 feet of
you knocks you prone, you can use your reaction to
resist it. The cloak immediately lifts you back to your
feet and flashes with brilliant light. If the creature
can see the cloak, it must succeed on a DC 13 Con-
stitution saving throw or be blinded for 1 minute.
A blinded creature can repeat the saving throw at the
start of each of its turns, ending the effect on a suc-
cess. If a creature’s saving throw is successful or the
effect ends for it, the creature is immune to being
blinded by this property for the next 24 hours.
Optional Attunement. If you choose to attune to this
item, you can use the Dawn Star property while you
remain attuned to it.
OA: Dawn Star. While wearing this cloak, you can
cast the light cantrip at will. You can also cast the
levitate spell, targeting yourself only. While you
are under the benefits of levitate from this item,
the cloak sheds bright light in a radius equal to
twice the distance between you and the ground
and dim light for an additional equal distance, to
a maximum range of 60 feet each. For example,
while you levitate 10 feet above the ground, the
cloak sheds bright light in a 20-foot radius and
dim light for an additional 20 feet. Once levitate
has been cast using this property, it can’t be cast
from the cloak again until the next dawn.

Rare variant: Increase the DC to 15. When you


cast levitate from the cloak, the light you produce is
sunlight. Additionally, you can cast the spell twice,
regaining all expended uses daily at dawn.

8
Theme 1: Iconic Duos
Theme 1: Iconic Duos

Slice & Dice higher than when the weapon is being wielded with
one hand (up to a maximum of a d12). The weapon’s
Weapon (longsword), uncommon (requires damage die resets to a d8 at the end of your turn if you
attunement) haven't used it to attack since the end of your last turn.
Component: Construct (iron golem) metal plating
The dice that form the blade of this weapon, origi- Rare variant: Increase the attack and damage bo-
nally intended to even the odds in games of chance, nus to +2. The weapon has the Rigged Roll property.
were transmuted from the plate of an iron golem and
Rigged Roll. Whenever you make an attack with
enchanted with arcane runes. However, when these
this weapon and don’t score a critical hit, the
dice failed to end a streak of bad luck, their owner
range of rolls on which you score a critical hit
forged them into the first weapon of this kind, vowing
increases by 1. For example, if you normally score
to plunge it into Lady Luck’s heart.
a critical hit on a roll of 19 or 20, the next attack
You have a +1 bonus to attack and damage rolls scores a critical hit on a roll of 18-20. The number
made with this magic weapon. required to score a critical hit resets to normal
Incremental Impact. After you hit with an attack us- each day at dawn or when you score a critical hit.
ing this weapon, its damage die increases by one step Once this weapon is used to score a critical hit
(for example, from a d8 to a d10), to a maximum of a thanks to this property, this property can't be used
d12. After you miss with an attack using the weapon, again until the next dawn.
its damage die decreases by one step (for example, Very rare variant: Increase the attack and damage
from a d8 to a d6), to a minimum of a d4. While bonus to +2. The weapon has the Rigged Roll and
wielding this weapon with two hands as part of its Loaded Dice properties.
Versatile property, the damage die is always one size
Loaded Dice. Once on each of your turns when you
roll damage for an attack with this weapon, you
can flip the damage die over and use the number
on the opposite side. If the damage die is a d4, a 1
can be flipped into a 4, a 2 can be flipped into a 3,
and vice-versa.

9
Smoke & Mirrors a turn, it must succeed on a DC 16 Wisdom saving
throw or be frightened of the fog for 1 minute.
Wondrous item, very rare (requires attunement) While frightened this way, the creature must move as
Component: Elemental volatile mote of air far as possible out of the fog’s area on its turn. It can
“This is not a trick! This is a world-class illusion! A repeat the saving throw at the start of each of its turns,
trick is something a novice sorcerer does for money.” ending the condition on a successful save. If a crea-
— Man of Mystery, Amateur Magician ture's saving throw is successful or the effect ends for
it, the creature is immune to this property for the next
This helmet has 5 charges and regains 1d3 + 2 ex- 24 hours. Once this property of the helmet has been
pended charges daily at dusk. used, it can’t be used again until the next dawn.
Not a Trick—an Illusion! While wearing this
helmet, you can cast the minor illusion cantrip at will Rare variant: Reduce the charges to 4, the recharge
(save DC 16). You can also expend charges to cast to 1d3 + 1, and the DCs to 15. Once the Only Smoke!
one of the following spells: fog cloud (1 charge) or property has been used, it can’t be used again until
mirror image (2 charges). the next dawn. When a creature fails the saving throw
against the Only Mirrors! property, it is only fright-
Only Smoke! When a creature destroys one of the ened until the start of its next turn.
duplicates produced by the mirror image spell cast
from the helmet, you can reveal that the illusory Legendary variant: Increase the DCs to 17. The
duplicate was made of smoke. The duplicate bursts helmet has the Vanishing Act property.
into thick smoke that heavily obscures a 5-foot radius Vanishing Act. While wearing this helmet, you can
sphere centred on your space. The smoke lasts until use an action to expel magical smoke in a 20-foot
the end of your next turn, or until you dismiss it (no cone, forcing each creature in the cone to make a
action required). You can use this property twice, DC 17 Charisma saving throw. A creature can
regaining all expended uses daily at dawn. choose to fail this saving throw. Each creature that
Only Mirrors! When you cast the fog cloud spell fails the saving throw teleports to an unoccupied
from this helmet, you can modify the spell’s fog to be space closest to one point of your choice within 60
made of mirrored smoke, producing eerie shapes as feet of you; you can include yourself in this tele-
if strange figures lurk within. When a creature starts portation. Once this property of the helmet has been
its turn in the fog or moves into it for the first time on used, it can’t be used again until the next dawn.

10
Theme 1: Iconic Duos
Theme 1: Iconic Duos

Sticks & Stones piercing damage on a failed save, or half as much


damage on a successful one.
Weapon (any crossbow), uncommon
Component: Plant bark • Sling Bullet. The bullet expands into a massive
boulder, which falls in a 5-foot-radius, 20-foot-
“Sticks and stones may break my bones, so please stop tall cylinder centred on a point within 30 feet of
hitting me with them!” you. Each creature in the area must make a DC 13
— Common saying popularised Dexterity saving throw, taking 4d6 bludgeoning
during the forest gnome revolts damage on a failed save, or half as much damage
on a successful one.
This crossbow can use both crossbow bolts and sling
bullets as ammunition. When using sling bullets, it
deals bludgeoning damage instead of piercing dam- Rare variant: Increase the DCs to 15, each damage
age. The crossbow has 2 charges and regains all to 6d6, the length of the line to 60 feet, the radius of the
expended charges daily at dawn. cylinder to 10 feet, and the distance the cylinder’s cen-
tre can be from you to 60 feet. You gain a +1 bonus to
Logs & Boulders. As an action while holding this attack and damage rolls made with this magic weapon.
crossbow, you can expend 1 charge, shoot one piece
of ammunition, and speak a command word to cause Very rare variant: Increase the charges to 3, the
the ammunition to enlarge. Depending on the type of DCs to 16, each damage to 8d6, the length of the line
ammunition shot, it has one of the following effects: to 60 feet, the radius of the cylinder to 10 feet, and the
distance the cylinder’s centre can be from you to 60
• Crossbow Bolt. The bolt expands into a sharp- feet. You gain a +1 bonus to attack and damage rolls
ened log, which is shot in a 30-foot-long, 5-foot- made with this magic weapon.
wide line. Each creature in the area must make
a DC 13 Dexterity saving throw, taking 4d6

11
Supply & Demand
Rod or staff, rare (requires attunement by a
spellcaster)
Component: Fiend (devil) horn
Any tinker or mage will tell you that the basic prin-
ciples of economic success are simple and easy to
understand: limit supply, increase demand, and, of
course, use magic to cheat your way to the top.
This item has 8 charges and regains 1d6 + 4 ex-
pended charges daily at dawn.
Spells. While holding this item, you can expend
1 or more of its charges to cast one of the following
spells from it (save DC 15): create food and water (3
charges), creation (5 charges), fabricate (4 charges),
or inequality* (2 charges).
Change Exchange. Whenever you cast a spell that
requires a material component with a cost while hold-
ing this item, you can replace the material component
with an amount of money equal to the component’s
cost + 50 gp, which flies from your person and into
the slot on the staff. Once this property has been used,
it cannot be used again until the next dawn.
Curse. This item is cursed, and attuning to it ex-
tends the curse to you. While cursed in this way, you
are unwilling to part with any money or treasure you
possess unless you are using the Change Exchange
property or exchanging your wealth for something of
equal or greater value, and will go out of your way to
obtain more whenever possible.

Very rare variant: Increase the charges to 12, the


recharge to 1d8 + 4, and the save DC to 16. There
is no limit to the number of times the Change Ex-
change property can be used.
*See Appendix A

12
Theme 1: Iconic Duos
Theme 2: Four Factions

FOUR FACTIONS

13
Bulwark Blades
Shield, uncommon (requires must make a DC 13 Dexterity sav-
attunement) ing throw. On a failed save, a creature
Component: Construct stone takes 1d4 slashing damage and is pushed
5 feet directly away from you.
The bulwark blades, signature weap-
ons of the Last Legion, demonstrate Rare variant: While holding this item in the
their unusual protective philosophy. Even as form of two shortswords, you gain a +1 bonus
these swords whirl in devastating patterns, they to attack and damage rolls made with these magic
still maintain a steady defence. The shield often weapons.
fells more enemies than the blades.
Very rare variant: While holding this item in the
Defender’s Blades. While this item is in its form of two shortswords, you gain a +1 bonus to
shield form, you can use a bonus action to perform attack and damage rolls made with these magic weap-
a defensive split, transforming it into two magical ons. While you wield this item in the form of a shield,
shortswords. When you do, your speed increases by you have a +2 bonus to AC.
10 feet and you gain a +1 bonus to AC until the start
of your next turn.
Attacker’s Aegis. While this item is in the form Stone Legionnaire
of two shortswords, you can use a bonus action to Item Set. While you are attuned to any two of bul-
perform a unifying sweep attack, transforming it back wark blades, stone plate of the fort knight, and
into a shield which you immediately don. When you tactician’s turret ring, you gain the durability and
do, each creature of your choice within 5 feet of you certainty of stone. You gain a +1 bonus to your AC.

14
Theme 2: Four Factions
Theme 2: Four Factions

Cowl of the Final Watch Binding of Eyes. As an action, you can wrap the
bands of this cowl around your eyes. When you do,
Wondrous item, rare (requires attunement) you gain blindsight out to a range of 15 feet, beyond
Component: Undead rancid fat which you are blind. This effect lasts until you use an
Upon their monasteries, the Order of the Purging action to unwrap the bands.
Sun blinds itself to the mundane chaos of the world,
choosing to devote their resources and attention to the Uncommon variant: Reduce the DC to 13. The
greatest of purposes: to let the light cleanse all shad- Vigilant Light property deals no damage and produces
ow, and burn away those that would hide within it. normal light instead of sunlight.
This cowl has 5 charges and regains 1d4 + 1 ex- Very rare variant: Increase the DC to 16, the charges
pended charges daily at dawn. to 7, the recharge to 1d4 + 3, and the damage of the
Vigilant Light. This cowl is adorned with magical Vigilant Light property to 3d8.
candles. As a bonus action while wearing the cowl,
you can speak its command word to light or extin- Stalwart of the Order of the Purging Sun
guish the candles. While lit, the candles shed bright
light in a 15-foot radius and dim light for another 15 Item Set. While you are attuned to any two of cowl
of the final watch, last nail, and undying grips, your
feet. As a bonus action while the candles are lit, you
attacks are infused with a purging light. Whenever
expend 1 charge to snuff out one candle, sending its you deal bludgeoning, piercing, or slashing dam-
light to appear as a flickering flame at a point with- age with a weapon attack, you can choose to make
in 30 feet of you. The flame sheds bright light in a the damage radiant instead. Additionally, whenev-
15-foot radius and dim light for another 15 feet; this er you reduce a creature of CR 1 or higher to 0 hit
light is sunlight and lasts for 1 minute. If this flame points, you gain 10 temporary hit points.
appears in the same space as a creature, the creature
must succeed on a DC 15 Dexterity saving throw or
take 2d8 radiant damage. An invisible creature or
one hidden from you has disadvantage on this
saving throw. While a creature is within
the bright light from this flame, it cannot
benefit from being invisible. If all
charges have been expended, all the
candles go out and can’t be lit
again until the next dawn.

15
Horizon’s Reach concentration ends (as if concentrating on a spell).
While restrained in this way, the target hovers in the
Prosthesis, very rare (requires attunement) centre of the rings. As a bonus action, you can move
Component: Celestial soul a target restrained in this way up to 30 feet in any
The Scholars of the Dark Dawn seek, above all else, to direction, including vertically. At the end of each of
understand the stars. They believe the movements of its turns, the target can repeat the saving throw, ending
celestial bodies can reveal the secrets of fate and allow the effect on a success.
one to directly intervene in the schemes of destiny.
Prosthesis Properties. This prosthesis can replace or Uncommon variant: Reduce the DC to 13 and the
enhance an arm. It has the Hookshot (30 ft.) property. distance you can move a creature restrained by Orbital
Instead of firing a hook and rope, this prosthesis fires Binding to 10 feet. The Orbital Binding property
the hand itself, bound by a gravitational tether that doesn’t deal damage.
cannot be damaged or destroyed. It otherwise func- Rare variant: Reduce the DC to 15, the damage to
tions in the same way. 3d6, and the distance you can move a creature re-
Gravitational Anchor. As an action while your strained by Orbital Binding to 20 feet.
hookshot hand is attached to a target, you can reel
yourself in. When you do, you move up to 30 feet in Scholar of the Dark Dawn
a straight line towards the hand. Additionally, while
your hookshot hand is attached and you are within 15 Item Set. While you are attuned to any two of hori-
zon’s reach, robes of the stardust savant, and staff
feet of it, you have a flying speed of 15 feet.
of sun’s demise, you gain advantage on Arcana
Orbital Binding. As an action, you can send a series checks. Additionally, you can spend 1 minute stud-
of expanding rings to bind a creature you can see ying a written language, after which you can read
within 60 feet of you. The creature must succeed on a that language for the next hour.
DC 16 Strength saving throw or take 5d6 force dam-
age and become restrained for 1 minute or until your

16
Theme 2: Four Factions
Theme 2: Four Factions

Keen Eye Crowsbow


Weapon (any crossbow), rare (requires attunement) knows it was shot by you. While a creature has an
Component: pouch of Beast feathers ethereal feather lodged in it, you can use an action to
The crow’s sharp senses and dark plumage make it see through the creature’s eyes and hear what it hears
a fitting symbol for the Mist Hunters. This crossbow until the start of your next turn, gaining the benefits
takes inspiration from the corvid’s precision and cun- of any special senses that the creature has. During this
ning, allowing Mist Hunters to see beyond the limits time, you are deaf and blind with regard to your own
of their own eyes. senses. Once this property has been used, it can’t be
used again until the next dawn.
This item has 7 charges and regains 1d4 + 3 ex-
pended charges daily at dawn.
Very rare variant: Increase the DC to 16. Both
Piercing Wing. Once per turn, whenever you hit a targets of the Piercing Wing property take an extra
creature with this crossbow, you can expend 1 charge 1d6 damage.
to send the bolt flying towards one additional target.
Make a second attack roll against another target with- Stalker in the Mist
in the crossbow’s normal range of the first target.
Item Set. While you are attuned to any two of keen
Bird’s Eye View. As an action, you can fire an ethe- eye crowsbow, misthunter cloak, and stone of the
real feather at a creature you can see within the cross- senseless, you gain darkvision out to a range of 60
bow’s normal range. The creature must make a DC 15 feet. If you already have darkvision, its range in-
Intelligence saving throw. On a failure, the feather creases by 60 feet. Additionally, you add your profi-
ciency bonus to initiative rolls while in areas of dim
lodges in the creature’s psyche for 1 hour. Once the
light or darkness.
effect ends, the feather fades away and the creature

17
Last Nail
Weapon (war pick), rare (requires attunement)
Component: Undead bone
“The barrier between life and death is not a door. It
is a deep pit, from which none are meant to return.
Those who do are trespassers in the land of light.”
— High Chamberlain of the
Order of the Purging Sun
Death’s Grasp. Whenever you deal damage to a
creature using this weapon, it cannot regain hit points
until the start of your next turn.
Finishing Blow. Whenever a creature within 5 feet
of you takes damage from an attack not made by you,
you can use your reaction to make an attack against it
using this weapon. If the attack hits, the target takes
an extra 1d10 piercing damage.

Uncommon variant: The Finishing Blow property


doesn’t deal extra damage.
Very rare variant: You gain a +1 bonus to attack
and damage rolls made using this magic weapon.

Stalwart of the Order of the Purging Sun


Item Set. This item is part of a set of items that po-
grants extra benefits while attuned to them. Refer
to the cowl of the final watch for more details.

Misthunter Cloak
Wondrous item, rare (requires attunement)
Component: Undead ethereal ichor
Just as the cold fog seeps through cracks in doors and
windows, so too do the Mist Hunters as they stalk
their prey. There’s no escape when the air and shad-
ows seek your demise.
This item has 10 charges and regains 2d6 + 4 ex-
pended charges daily at dawn.
Fleeting Shadows. When you start your turn in dim
light or darkness while wearing this cloak, your speed
increases by 10 feet until the end of your turn.
Shadow Dance. Whenever you are the target of a
melee attack from a creature in dim light or darkness
while wearing this cloak, you can use your reaction to
expend 1 charge and teleport to an unoccupied space
within 5 feet of the attacking creature. As you teleport,
you wreath yourself in protective shadow, gaining a +2
bonus to AC until the start of your next turn.

18
Theme 2: Four Factions
Theme 2: Four Factions

Deadly Passage. As an action while wearing this Robes of the Stardust Savant
cloak, you can expend 4 charges to turn your physical
form into a deadly mist and move up to 30 feet in a Wondrous item, uncommon (optional attunement)
straight line without provoking opportunity attacks, Component: phial of Aberration blood
passing through creatures and gaps as narrow as 1 Even those who know nothing about the Scholars of the
inch wide, returning to your normal form at the end Dark Dawn know of the Stardust Savants: beings who
of the movement. Each creature you pass through represent the pinnacle of astronomical prowess and are
must make a DC 15 Constitution saving throw, symbolic of a kinship with the stars themselves.
taking 2d8 cold damage on a failed save, or half as Starlit Mantle. These robes twinkle with stars that
much damage on a successful one. If you end this can even be seen in pitch dark. While wearing these
movement occupying the same space as an object or robes, whenever a creature within 5 feet of you hits
creature, you take 1d10 force damage and are shunted you with an attack roll, you can use your reaction
to the nearest unoccupied space. to engulf the creature in starlight. The creature must
make a DC 13 Wisdom saving throw. On a failed
Very rare variant: Increase the AC bonus granted save, a creature takes 4d6 radiant damage, and the
by the Shadow Dance property to +3, the DC to 16, next attack roll made against it before the end of your
and cold the damage of the Deadly Passage property next turn has advantage. On a successful save, it
to 3d10. takes half as much damage and suffers no additional
effects. Once this property of the item is used, roll a
Stalker in the Mist d6. On a roll of 3 or lower, this property can’t be used
again until the next dawn.
Item Set. This item is part of a
set of items that pogrants extra Optional Attunement. If you choose
benefits while attuned to them. to attune to this item, you can use the
Refer to the keen eye crowsbow Stardust Savant property while you
for more details. remain attuned to it.

19
OA: Stardust Savant. As an action while wearing
these robes, you can absorb whispers and light
from the world and beings around you. For 1
minute, you know the location of any Humanoid
within 30 feet of you and can hear their surface
thoughts. Additionally, you learn the location and
subject of any nonmagical books, scrolls, or other
forms of information within 30 feet of you. You
do not gain any of the knowledge they hold, but
gain a general idea of what could be learned by
reading them. Once this property has been used, it
can’t be used again until the next dawn.

Rare variant: The robes have the Dark Nebula


optional property.
OA: Dark Nebula. As an action, you can cause
nebulous mists to fill a 20-foot-radius sphere
centred on you. The area is heavily obscured, it
is stationary, and it lasts for 1 minute. Whenever
a hostile creature within the mists is hit with an
attack, it takes an extra 1d4 radiant damage. Once
this property has been used, it can’t be used again
until the next dawn.
Very rare variant: You have a +1 bonus to AC
while wearing these robes. The robes have the Dark
Nebula optional property, which deals 1d8 radiant
damage instead of 1d4.

Scholar of the Dark Dawn


Item Set. This item is part of a set of items that po-
grants extra benefits while attuned to them. Refer
to the horizon's reach for more details.

Staff of Sun’s Demise


Staff, rare (requires attunement by a spellcaster)
Component: Aberration heart
A small faction of the Scholar of the Dark Dawn ded-
icated itself to researching the shadows between the
stars and the spaces where light cannot reach. Most of
them went mad, and the resulting experiments were
nearly as unstable as the scholars themselves.
This staff has 9 charges and regains 1d6 + 3 ex-
pended charges daily at dawn.
Spells. While holding this staff, you can expend 1 or
more of its charges to cast one of the following spells
from it (save DC 15): darkness (2 charges), feather
fall (1 charge), gravity repulsion* (4 charges), levi-
tate (2 charges), or slow (3 charges).

20
Theme 2: Four Factions
Theme 2: Four Factions

Unstable Focus. As an action while holding this Stone of the Senseless


staff, you can expend 3 charges to extend the pull of
the black hole at its tip beyond the restraints of the Wondrous item, very rare (requires attunement)
staff. Each other creature within 30 feet of you must Component: Aberration eye
make a DC 15 Strength saving throw. On a failed These crystalline amulets are a symbol of status
save, a creature takes 5d6 force damage, is pulled 30 among the Mist Hunters, marking a master of sight
feet towards you, and is knocked prone. On a suc- and shadow. Beautiful to onlookers but blinding to
cessful save, a creature takes half as much damage enemies, these powerful trinkets are often described
and is not pulled or knocked prone. Additionally, as… eye-catching.
any loose items in the area that aren’t being worn Dark’s Betrayal. As a bonus action while wearing
or carried are pulled 30 feet towards you. If a non- this amulet, you can cast the hunter's mark spell from
magical item reaches you in this way, it is consumed it, causing the crystal to fill with a blood red smoke.
and destroyed by the black hole. Any creature that is While the spell lasts, the target can’t benefit from dark-
reduced to 0 hit points by this property and is pulled vision and has disadvantage on Perception checks.
within 5 feet of you is also consumed and destroyed
by the black hole. Sensory Deprivation. As an action while wearing
this amulet, you can attempt to deprive your enemies
Uncommon variant: Reduce the DCs to 13, the of their senses. Each creature of your choice within
charges to 5, and the recharge to 1d4 + 1. Reduce the 20 feet of you must make a DC 16 Wisdom saving
cost to use the Unstable Focus property to 2 charg- throw. On a failure, a creature is blinded, deafened,
es, its damage to 2d6, and the distance a creature is and cannot benefit from blindsight or tremorsense
moved to 20 feet. Remove gravity repulsion from the until the start of your next turn. Once this property has
Spells property’s spell list. been used, it can’t be used again until the next dawn.

Very rare variant: Increase the DCs to 16, the Rare variant: The hunter’s mark spell from the
charges to 13, and the recharge to 1d8 + 5. Increase Dark’s Betrayal property has a range of touch. Re-
the cost to use the Unstable Focus property to 5 move the Sensory Deprivation property.
charges and its damage to 9d6. Add gravity smash*
(5 charges) to the Spells property’s spell list.
*See Appendix A
Stalker in the Mist
Item Set. This item is part of a set of items that po-
grants extra benefits while attuned to them. Refer
Scholar of the Dark Dawn to the keen eye crowsbow for more details.
Item Set. This item is part of a set of items that po-
grants extra benefits while attuned to them. Refer
to the horizon's reach for more details.

21
Stone Plate of the Fort Knight Rare variant: The armour has the Bitty Ballistae
property.
Armour (half-plate or plate), uncommon (requires
attunement) Bitty Ballistae. The armour’s pauldron towers are
Component: Giant (stone giant) skin equipped with four tiny ballistae. As an action
while wearing this armour, you can fire them.
No one would blame you for mistaking a Fort Knight
Make four ranged weapon attacks using the bal-
for a distant tower. This armour transforms soldiers
listae, with a normal range of 20 feet and a long
into strongholds. It’s said that one legionnaire used
range of 40 feet, that deal 1d4 piercing damage
it to hold out alone against ninety-nine other skilled
on a hit and deal double damage to objects and
warriors in a bloody battle to the death.
structures. You are considered proficient with the
Buddy Battlement. As a bonus action while wear- ballistae. Once the ballistae have been fired, they
ing this armour, you can extend its protection to your take 1 minute to reload.
allies. Until the start of your next turn, creatures of
Very rare variant: The armour has the Bitty
your choice within 5 feet of you have three-quarters
Ballistae property. You have a +1 bonus to AC while
cover. Once this property has been used, it can’t be
wearing the armour.
used again until the next dawn.
Stone Anchor. While wearing this armour, you can’t Stone Legionnaire
be knocked prone against your will.
Item Set. This item is part of a set of items that po-
grants extra benefits while attuned to them. Refer
to the bulwark blades for more details.

22
Theme 2: Four Factions
Theme 2: Four Factions

Tactician’s Turret Ring 15, and 60 hit points. It can be raised or lowered
Wondrous item, very rare (requires attunement) as an action by a creature on the side of the wall
Component: Elemental (earth) bone without the moat.
Designed by the master strategists of the Last Legion, • Oil (4 panels): Each creature within 10 feet of
these rings have been used to control and conquer one side of the wall (your choice) when it’s creat-
countless conflicts. Commanders have been seen lift- ed must make a DC 16 Dexterity saving throw,
ing grand defences from the earth in battle. They’ve taking 3d6 fire damage on a failed save or half as
also been seen massaging their fingers. The rings are much damage on a successful one.
really heavy. • Abatis (5 panels): You create a line of spikes that
Tactician’s Tailored Barriers. While wearing this extends 5 feet out from one side of the wall (your
ring, you can use an action to cast the wall of stone choice). Each creature that is in this area when
spell (save DC 16). When you cast the spell in this you create the wall must make a DC 16 Dexterity
way, you can sacrifice a number of the panels it saving throw, taking 2d6 piercing damage on a
produces in order to augment the wall with one of the failed save or half as much damage on a success-
following additional defences: ful one. In either case, the creature is pushed back
5 feet, out of the spikes’ area. A creature that en-
• Archer (2 panels): The wall is lined with arrow ters the spikes for the first time on a turn or starts
slits, crenellations, walkways, and staircases on its turn in the spikes takes 1d4 piercing damage.
one side (your choice). Creatures using the arrow
slits have three-quarters cover from effects on the This property can be used three times, regaining all
other side, and creatures on top of the wall have expended uses daily at dawn.
half cover against effects from below.
• Moat (3 panels): You create a moat of mud or Rare variant: Reduce the DCs to 15. The Tacti-
shallow water that extends 10 feet out from one cian’s Tailored Barriers property can only be used
side of the wall (your choice). The moat is consid- twice, regaining all expended uses daily at dawn.
ered difficult terrain, and any creature that enters Remove the Abatis defence option.
the area for the first time on a turn or starts its turn
there must succeed on a DC 16 Dexterity saving Stone Legionnaire
throw or fall prone. As part of this defence, you Item Set. This item is part of a set of items that po-
can add a drawbridge that spans the length of the grants extra benefits while attuned to them. Refer
moat. The drawbridge is 5 feet wide, has an AC of to the bulwark blades for more details.

23
Undying Grips Uncommon variant: Reduce the damage of shock-
ing grasp to 1d8. Increase the damage of the Refiner’s
Wondrous item, rare (requires attunement) Fire property to 1d10. Remove remove curse from the
Component: pouch of Undead teeth Refiner’s Fire property’s list of spells.
Both terrible and beautiful, the Order of the Purging
Very rare variant: Increase the damage of shocking
Sun’s touch simultaneously sears and cleanses the
grasp to 3d8. Add greater restoration to the Refiner’s
soul. Those who have been healed by their light often
Fire property’s list of spells.
bear the mark of that blessing as a brand upon their
flesh, a symbol of the impurity they once carried.
Radiant Touch. While wearing these gauntlets, Stalwart of the Order of the Purging Sun
you can cast the shocking grasp (2d8 damage) and Item Set. This item is part of a set of items that po-
spare the dying cantrips. When you cast shocking grants extra benefits while attuned to them. Refer
grasp in this way, it deals radiant damage instead of to the cowl of the final watch for more details.
lightning damage.
Refiner’s Fire. While wearing these gauntlets, you
can cast the lesser restoration, protection from poison,
and remove curse spells. Whenever you cast one of
these spells using the gauntlets, the target creature
takes 1d6 radiant damage. Once these gauntlets have
been used to cast a spell, they can’t be used to cast
that spell again until the next dawn.

24
Theme 2: Four Factions
Theme 3: Eldritch Seas

ELDRITCH SEAS

25
Blastin’ Blade Gunlass
Weapon (scimitar), uncommon
Component: phial of Dragon blood
“What are ye plannin’ to do to me from all the way
over there? Slash me with yer sword? Ha!”
— Last words of a scallywag shot by a gunlass
This weapon also functions as a magitech pistol.
Point Plank. When using this weapon to make a
ranged weapon attack, being within 5 feet of a hos- Rare variant: Increase the damage of the Black
tile creature does not impose disadvantage on the Powder Blade property to 2d4. The pistol can be
attack roll. reloaded as a bonus action if you’ve made an attack
with the scimitar on the same turn.
Black Powder Blade. The steel of this weapon is
imbued with explosive energy that can be placed on Very rare variant: Increase the damage of the Black
an enemy, then ignited. Whenever you hit the same Powder Blade property to 2d6. The pistol can be re-
target for the second time on a turn with this weapon, loaded as a bonus action if you’ve made an attack with
the target takes an extra 1d4 fire damage from the the scimitar on the same turn. You gain a +1 bonus to
resulting blast. attack and damage rolls made with this magic weapon.

26
Theme 3: Eldritch Seas
Theme 3: Eldritch Seas

Blaze Barrel
Wondrous item, rare Warm Welcome. As an action while wearing this
Component: Elemental (efreeti) volatile mote of fire item, you can expend 2 charges to unleash scorching
flames in a 15-foot cone or a 30-foot-long, 5-foot-
This brass-bound barrel holds a plentiful supply of wide line (your choice). Each creature in the area
otherworldly alcohol, the same kind that lines the must make a DC 15 Dexterity saving throw, taking
cellars of nobles’ estates on the Elemental Plane of 5d6 fire damage on a failed save, or half as much
Fire. Equipped with a pair of sturdy leather straps damage on a successful one.
and a handy nozzle, anyone capable of carrying it can
dispense drinks and doom alike. Uncommon variant: Reduce the DC to 13 and the
This item has 6 charges and regains 1d4 + 2 ex- damage of the Warm Welcome property to 3d6. The
pended charges daily at dawn. item doesn’t have the Cheers! property.
Cheers! As an action while wearing this item, you Very rare variant: Increase the number of charges
can expend 1 charge to dispense enough liquid to fill to 10, the recharge to 1d8 + 2, and the DC to 16. In-
a single mug. A creature that drinks an entire mug of crease the area of the Warm Welcome property’s effect
this hearty, spiced brew gains resistance to cold dam- to a 30-foot-cone or a 60-foot-long, 5-foot-wide line,
age for 10 minutes and ignores the effects of extreme and the damage to 7d6.
cold in temperatures as low as -50 degrees Fahrenheit
for 1 hour.

27
Captain’s Skullcloak
Wondrous item, rare (requires attunement) Uncommon variant: The Hoist the Horrors prop-
Component: Undead ethereal ichor erty can be used twice, regaining all expended uses
daily at dawn. While frightened, a creature’s speed is
Some pirates wear eyepatches so one of their eyes is reduced by 10 feet.
always adjusted to the darkness below deck. Others
wear eyepatches so they never have to see the horrors Very rare variant: The cloak gains the Paralysing
that dwell in the abyss again. Fear property.
Hoist the Horrors. While wearing this cloak, you Paralysing Fear. When a creature you can see fails
can use your action to raise the jolly roger on it, caus- its saving throw against the Hoist the Horrors
ing ethereal tentacles to surface in a 20-foot-radius property, you can use your reaction to cause the
sphere centred on you. This area lasts for 1 minute or ethereal tentacles to coil around it. The target
until you dismiss it (no action required). When a crea- becomes paralysed until the end of your next turn
ture other than you enters the area for the first time or until it is outside the area. Once this property
on a turn or starts its turn there, it must succeed on a of the cloak has been used, it can’t be used again
DC 15 Wisdom saving throw or become frightened until the next dawn.
of the tentacles for 1 minute. While frightened this
way, a creature’s speed is reduced to 0 feet. A creature
frightened this way can repeat the saving throw at the
end of each of its turns, ending the effect on itself on
a success. This property of the cloak can be used three
times, regaining all expended uses daily at dawn.

28
Theme 3: Eldritch Seas
Theme 3: Eldritch Seas

Deckhand Eye on the Prize


Prosthesis, uncommon Wondrous item, uncommon
Component: Construct gears Component: Fiend skin
9 out of 10 captains agree that hooks are so last centu- “Beginner’s luck, he called it. After we found out the
ry. This practical prosthesis for the modern pirate will real reason why he was so lucky, he lost his other eye.”
get you pillaging and plundering at twice the usual
— Mitch “Pocket” Queens
rate—hook, line, and anchor!
Beginner’s Luck. While wearing this item, you
Prosthesis Properties. This prosthesis can replace
can reroll an ability check you make when playing a
or enhance an arm. It has the Hookshot (20 feet) and
nonmagical game of chance, such as a game of poker,
Launch (1d6 bludgeoning, 20 feet) properties.
but not pulling from a deck of many things. You must
Improved Hookshot. As an action while the hook decide to reroll before the GM determines the out-
is attached to a target, you can reel yourself in. When come of the check. Once this property of the item has
you do, you move a number of feet up to the item’s been used, it can’t be used again until the next dawn.
Hookshot range in a straight line towards the hook.
In addition, the DC of the ability check required to
forcefully detach the hook is 13.
Hoist the Sail. When you reel yourself towards a
creature using the Improved Hookshot property, you
can choose to hoist the sail on the prosthesis, reeling
even faster and creating an opportunity for you to
strike. At the end of your movement, you can make
one melee weapon attack as part of the action used
to reel yourself in. Once this property of the item has
been used, it can’t be used again until the next dawn.
Anchor-Clanker. While the prosthesis’ hook is
attached to a creature, that creature’s speed is reduced
by 10 feet.

Rare variant: Increase the DC to 15, the range of


the Hookshot and Launch properties to 30 feet, and
the speed reduction to 15 feet. The Hoist the Sail
property can be used at will.
Very rare variant: Increase the DC to 16, the
range of the Hookshot and Launch properties to
40 feet, and the speed reduction to 20 feet. The
Hoist the Sail property can be used at will, and
when you hit with an attack as part of that
property, it deals an extra 1d6 damage.

29
Golden Opportunity. When a creature you can see Hull to Pay
within 60 feet of you makes an attack roll against a
hostile creature or saving throw, you can use your Weapon (flail), rare
reaction to guess whether that creature’s attack will hit Component: Elemental volatile mote of air
or miss, or whether its saving throw will succeed or This insane design is the invention of a seasick cabin
fail. If you guess correctly, you gain a lucky coin. You boy drunk off his rocker on rum. He broke the deck and
can use a bonus action to give a creature you can see knocked out half the crew trying to prove how neat it
within 60 feet of you a lucky coin. Once this proper- was until the kickback blasted him unconscious into the
ty has been used to gain three coins, it can’t be used mast. This new one is probably safe though. Probably.
again until the next dawn. This magic weapon has the Reach property.
When a creature carrying a lucky coin misses with Ship Sinker. Attacks made with this magic weapon
an attack roll or fails a saving throw, it can expend the deal double damage to objects and structures.
coin to try its luck. Flip a coin and guess whether it will
land on heads or tails. If you guess correctly, the crea- Bombs Away. As an action, you can reel the cannon-
ture hits with its attack or succeeds on its saving throw. ball in and fire it against a target within 20 feet of you,
making a ranged weapon attack using the flail, which
Rare variant: Increase the number of coins that can uses your Strength modifier for the attack and damage
be gained each day to four. The item has the Lucky rolls. On a hit, the target suffers the attack’s normal
Number property. effects and must succeed on a DC 15 Constitution
saving throw or be stunned until the end of its next
Lucky Number. When you finish a long rest, choose turn. This property can be used twice, regaining all
a number on the d20 other than 1 or 20 to be your expended uses daily at dawn.
lucky number. Whenever you roll your lucky num-
ber on an attack roll or saving throw, you can roll Very rare variant: Increase the DC to 16. You gain
an additional d20. You choose which of the d20s is a +1 bonus to attack and damage rolls made with this
used for the attack roll or saving throw. Once this magic weapon.
property of the item has been used, it can’t be used
again until the next dawn.

30
Theme 3: Eldritch Seas
Theme 3: Eldritch Seas

Leviathan Leathers
Wondrous item, rare (requires attunement)
Component: Aberration tentacle
This ghostly set of a duster coat and matching hat is
bound to the soul of the madness-inducing sea crea-
ture from which it was made. Phantasmal tentacles
swirl from beneath the hem, intimidating foes and
making your skin uncomfortably damp and clammy.
One with the Deep. As a bonus action while wearing
this item, you can unleash the power of the phantom
leviathan for 1 minute or until you fall unconscious,
causing ghostly tentacles to extend from beneath the
coat and lift you off the ground. While in this form,
your walking speed increases by 10 feet, you can
breathe underwater, and you gain a swimming speed
equal to your walking speed. When a creature starts its
turn within 10 feet of you while in this form, you can
force it to make a DC 15 Wisdom saving throw. On a
failure, it becomes frightened of you until the start of
its next turn. If a creature’s saving throw is successful
or the effect ends on it, the creature becomes immune
to this effect for 1 minute. Once this property of the
item has been used, it can’t be used again until the
next dawn.
Beckoning Abyss. As an action while wearing this
item, you can extend a ghostly tentacle from the
coat to make a melee weapon attack with it against
a creature within 10 feet of you. You are considered
proficient with the tentacle, which uses your Strength
modifier for its attack and damage rolls. On a hit, the
target takes 3d8 necrotic damage and is pulled 5 feet
towards you. If the target is frightened of you, it takes
an extra 1d10 psychic damage.

Uncommon variant: Reduce the DC to 13. Creatures


within 10 feet of you make the saving throw against be-
ing frightened when you activate the One with the Deep
property, instead of at the start of their turns.
Very rare variant: Increase the DC to 16, and the
necrotic damage to 3d10, and the psychic damage to
2d10.

31
Leviathan’s Ink
Wondrous item (tattoo), uncommon (requires Inky Tendril. As an action while the tattoo is on your
attunement) skin, you can speak the tattoo’s command word, caus-
Component: phial of Monstrosity (kraken) blood ing the ink of the tattoo to protrude as a jet-black tenta-
cle or to retract back onto your skin. The tentacle has a
Only the most fearless sailors and dastardly sea dogs reach of 15 feet, and you can use it, as a bonus action,
dare to etch this design onto their skin, many seeing to manipulate an object, open an unlocked door or con-
it as an open invitation for savage storms and sea tainer, stow or retrieve an item from an open container,
monsters. Others, however, welcome the chance to or pour the contents out of a vial. The tentacle can
prove themselves against such forces of nature with wield a weapon that has the Light property or a shield.
open arms. You can use this weapon to engage in two-weapon
Tattoo Attunement. To attune to this item, you hold fighting, even if the weapon you’re wielding in your
the needle to your skin where you want the tattoo hands doesn’t have the Light property.
to appear, pressing the needle there throughout the
attunement process. When the attunement is complete, Rare variant: The item has the Blinding Ink
the needle turns into the ink that becomes the tattoo, property.
which appears on the skin. If your attunement to the Blinding Ink. As a reaction when a creature within 10
tattoo ends, it vanishes, and the needle reappears in feet of you hits you with an attack, you can fire a jet
your space. of ink at the creature. The target must succeed on a
DC 15 Constitution saving throw or be blinded
for 1 minute, or until it uses an action to wipe away
the ink. Once this property of the item has been
used, it can’t be used again until the next dawn.

32
Theme 3: Eldritch Seas
Theme 3: Eldritch Seas

Lichkraken’s Roar
Wondrous item, rare (requires attunement) Uncommon variant: Reduce the charges to 2 and
Component: Undead (lich) undying heart the DC to 13. The Spectral Salvo property doesn’t
When you see a storm gathering offshore, stay inside. prevent creatures from regaining hit points.
When you feel the waves beneath rumble, take cover. Very rare variant: Increase the DC to 16. The item
When you hear the ocean roar, say your prayers. has the Otherworldly Vigor property.
This item has 4 charges and regains all expended Otherworldly Vigor. When a creature restrained by
charges daily at dawn. the Spectral Salvo property dies, you can use your
Spectral Salvo. As an action while holding this item, reaction to absorb a fragment of the creature’s life
you expend 1 charge to fire an agglomeration of ethe- force. You gain 5d6 temporary hit points, which
real tentacles at a point you can see within 30 feet of last for 1 minute.
you, causing them to violently unfurl in a 10-foot-ra-
dius sphere centred on that point. Each creature in the P.O.L.L.Y., Squawk-Work Parrot
area must make a DC 15 Dexterity saving throw. On
a failed save, a creature takes 2d6 necrotic damage Wondrous item, rare (requires attunement)
and is restrained until the end of its next turn. On a Component: Construct instructions
successful save, it takes half as much damage and isn't Parrot for the Observation and Larceny of Landlub-
restrained. A creature that takes any of this necrotic bers and Yellowbellies is yer new best friend. She’ll
damage can’t regain hit points until the start of your perch on yer shoulder and scream at anything lookin’
next turn. to harm ye, until ye want to harm her.

33
Combat. In combat, P.O.L.L.Y. shares your initiative
count, but takes its turn immediately after yours. It
can move and use its reaction on its own, but the only
action it takes on its turn is the Dodge action, unless
you take a bonus action on your turn to command it to
take an action in its stat block or the Dash, Disengage,
Help, or Hide action.
Squawk-Work Form. If P.O.L.L.Y. is reduced to
0 hit points, it becomes inert. A creature can spend
1 hour repairing P.O.L.L.Y. using tinker’s tools,
causing it to regain all of its hit points. Additionally,
P.O.L.L.Y. regains 2d6 hit points each time the mend-
ing cantrip is cast on it. Except for these two means,
P.O.L.L.Y. can’t regain hit points.
Lookout Perch. As an action, you can command
P.O.L.L.Y. to keep lookout. While on lookout,
P.O.L.L.Y. cannot move or take actions and keeps
watch of a 60-foot radius area centred on itself.
Whenever a Tiny or larger creature enters the area,
the watch ends and P.O.L.L.Y. begins to squawk
loudly for 1 minute. When you set the lookout, you
can specify any creatures that won’t set off the alarm.
P.O.L.L.Y. stays on watch until triggered or you take
an action to revoke the command. A creature that trig-
gers P.O.L.L.Y. must make a DC 15 Wisdom saving
throw. On a failure, the creature is frightened of
P.O.L.L.Y. until it stops squawking. A creature fright-
ened in this way can repeat the saving throw at the end
of each of its turns, ending the effect on a success.

P.O.L.L.Y. Ship Sense. While in contact with a water vehicle, P.O.L.L.Y.


knows the exact location of any other creature in contact with
Tiny Construct, Unaligned the vehicle.
Armour Class 13 (natural armour) Flyby. P.O.L.L.Y. doesn't provoke opportunity attacks when it
Hit Points 18 (4d4 + 8) flies out of an enemy's reach.
Speed 20 ft., fly 30 ft. Immutable Form. P.O.L.L.Y. is immune to any spell or effect that
STR DEX CON INT WIS CHA would alter its form.
8 (-1) 15 (+2) 14 (+2) 2 (-4) 10 (+0) 6 (-2) Magic Resistance. P.O.L.L.Y. has advantage on saving throws
against spells and other magical effects.
Skills Perception +2, Sleight of Hand +4
Damage Vulnerabilities lightning Actions
Damage Immunities poison, psychic
Peck Their Eyes Out! (1/Day). Melee Weapon Attack: +4 to hit,
Condition Immunities charmed, deafened, exhaustion, fright-
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the
ened, paralysed, petrified, poisoned
target is blinded until the end of its next turn.
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages of the creature that is Squawk-work Beak. Melee Weapon Attack: +4 to hit, reach 5 ft.,
attuned to it but can only repeat short phrases one target. Hit: 4 (1d4 + 2) piercing damage.
Challenge 1/2 (100 XP) Proficiency Bonus +2 Larceny. P.O.L.L.Y. attempts to steal one Tiny item being worn
or carried by a creature within its reach. P.O.L.L.Y. makes a Dex-
terity (Sleight of Hand) check against the creature’s passive
Perception score, stealing the item on a success.

34
Theme 3: Eldritch Seas
Theme 3: Eldritch Seas

Seadog’s Sceptre
Rod or staff, rare (requires attunement)
Component: Undead bone
Carved from the figureheads of sunken ships, these scep-
tres are constantly dripping with the bitter saltwater of
sailors’ graves, and they don’t appreciate you splashing
it all over the captain’s quarters!
This sceptre has 7 charges and regains 1d4 + 3 ex-
pended charges daily at dawn.
Spells. While holding this sceptre, you can expend 1
or more of its charges to cast one of the following spells
from it (save DC 15): call lightning (3 charges), calm
waters* (2 charges), control water (4 charges), fog
cloud (1 charge), or riptide* (2 charges).
Figurehead. Over the course of a minute, you can
perform a ritual to magically attach the sceptre’s figure-
head to a water vehicle, replacing the existing figurehead
if it has one, or to remove the figurehead from a water
vehicle it’s attached to. While attached this way, the
sentience of the sceptre extends to the entire vehicle,
and the sceptre gains limited control over the vehicle’s
functions. You can issue mental commands to the sceptre
while aboard the vehicle, allowing it to steer the vehicle
and perform basic tasks like raising and lowering sails.
Additionally, you can use the vehicle’s helm (or equiva-
lent) as if it were the sceptre for the purpose of its Spells
property. Spells cast from the sceptre while it is attached
in this way can originate from any point on the ship and
can target water vehicles as if they were creatures.
Sentience. A seadog's sceptre is a sentient, chaotic
neutral item with an Intelligence of 12, a Wisdom of 14,
and a Charisma of 16. It has hearing and darkvision out
to a range of 60 feet. The item can communicate tele-
pathically with any creature touching it and can speak
and understand Aquan and Common.
Personality. The seadog's sceptre has the voice and
disposition of an old sailor, and will frequently recount
old tales of the sea and give unsolicited sailing advice
whenever there’s someone to listen. It gets rather at-
tached to its crew and will curse at any rival ships or
crews it can detect.

Uncommon variant: Reduce the DC to 13, the charges


to 4, and the recharge to 1d2 + 2. Remove call lightning
and control water from the Spells property’s spell list.
Very rare variant: Increase the DC to 16, the charges
to 10, and the recharge to 1d6 + 4. Add incorporeality*
(5 charges) to the Spells property’s spell list.
*See Appendix A

35
Treasure Map of Holding
Wondrous item, uncommon As an action, you can use your finger to draw an X
Component: Aberration hide on the spot on the map that corresponds to its linked
container’s location, causing the map to momentar-
A sailor once became shipwrecked on a deserted island. ily become a portal that can be reached through to
When all hope seemed lost, he came across a half-bur- retrieve or stow an item from the container as part of
ied treasure chest containing supplies! Miraculously, the same action. When you reach through the map for
every time he emptied the chest, it soon filled back up. a specific item, the item is always magically at the top
When a ship finally arrived, however, he wasn’t met by of the container. A creature that draws an X on any
sailors, but by four disgruntled adventurers. other location on the map takes 1d4 psychic damage.
X Marks the Spot. This treasure map is inscribed
with ink that ripples like sea waves. Over the course Rare variant: You can open the portal and retrieve
of 1 hour, you can touch the map to a container no or stow an item as a bonus action instead of an action.
more than 2 feet in any dimension, performing a ritual You can link the map to a container that is up to 4 feet
that links the two. This can be done as part of a short in each dimension.
or long rest. In order to access the magic of the map,
the linked container must then be buried, at which
point the map changes to display the general area in
which the container is located.

36
Theme 3: Eldritch Seas
Appendix A | Spells

Appendix A - Spells
Calm Waters Gravity Repulsion
2nd-level transmutation
4th-level evocation
Casting Time: 1 bonus action
Range: 120 feet (60-foot-cube) Casting Time: 1 action
Components: V, S Range: Self (20-foot-radius sphere)
Duration: Concentration, up to 1 minute Components: V, S
Classes: Bender (water), Druid, Ranger, Wizard Duration: Concentration, up to 1 minute
Class: Sorcerer, Warlock, Wizard
With a calming gesture and soothing Aquan word,
you still the water in a 60-foot-cube within range. In You emit waves of gravitational energy, distorting
the area, a tumultuous stream becomes swimmable, a the trajectories of incoming projectiles and making
stormy ocean gains a moment of reprieve, and the ef- movement difficult. For the duration, ranged weapon
fects of water-based spells of 2nd level or lower, such attacks made against you have disadvantage. In addi-
as the riptide spell, are suppressed. tion, the area within 20 feet of you is difficult terrain
for creatures of your choice that you can see.
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, the level of wa- Gravity Pulse. When you cast this spell and as a
ter-based spells suppressed by this spell increases by 1 bonus action on your subsequent turns, you can create
for each slot level above 2nd. a gravity pulse, forcing one Huge or smaller crea-
ture of your choice that you can see within 20 feet of
you to make a Strength saving throw. On a failure,
Gravity Smash the creature is pushed 10 feet in a direction of your
choice, which can be upward, and falls prone, taking
5th-level evocation
3d6 force damage.
Casting Time: 1 action
At Higher Levels. When you cast this spell using
Range: 120 feet (40-foot-radius, 100-foot-high cylinder)
a spell slot of 5th level or higher, the radius of the
Components: V, S
difficult terrain increases by 5 feet, and gravity pulse’s
Duration: Concentration, up to 1 round
damage and range increase by 1d6 and 5 feet, respec-
Class: Sorcerer, Warlock, Wizard
tively, for each slot level above 4th.
You strike the ground, choosing a point you can
see within range to begin accumulating gravity. A
40-foot-radius, 100-foot-high cylinder centred on
Incorporeality
that point becomes difficult terrain until the start 5th-level transmutation
of your next turn. When the spell ends, the gravity
reaches a critical magnitude, smashing all creatures Casting Time: 1 action
in the cylinder downwards; each creature in the area Range: Touch
must make a Strength saving throw. If the spell lasts Components: V, S
its full duration and ends at the start of your next turn, Duration: Concentration, up to 1 minute
then, on a failed saving throw, a creature takes 8d10 Class: Bard, Cleric, Druid, Sorcerer, Tamer, Warlock,
force damage and is knocked prone. If the spell ends Wizard
before the start of your next turn, a creature takes 4d10 You touch a willing creature, causing it, and
force damage on a failure instead. On a successful everything it is wearing and carrying, to become
save, a creature takes half as much damage and isn’t translucent. At the start of each of the target’s turns
knocked prone. for the duration, it can choose to become incorporeal
At Higher Levels. When you cast this spell using a (no action required) until the end of its turn. While
spell slot of 6th level or higher, both damage values incorporeal, it has advantage on Stealth checks; it
increase by 1d10 for each slot level above 5th. gains resistance to nonmagical bludgeoning, piercing,

37
and slashing damage; and it can move through other Riptide
creatures and objects as if they were difficult terrain.
If the target ends its turn inside an object, it is shunted 2nd-level transmutation
to the nearest unoccupied space, taking 1d10 force Casting Time: 1 action
damage for every 5 feet it is shunted. Range: 300 feet
At Higher Levels. When you cast this spell using Components: V, S
a spell slot of 6th level or higher, you can choose to Duration: Concentration, up to 1 minute
increase the spell’s duration, or the number of targets, Class: Bender (water), Druid, Sorcerer, Warlock,
for each slot level above 5th. If you choose duration, Wizard
the duration increases in increments to 10 minutes Choose one creature you can see within range that
(6th level), 1 hour (7th level), 8 hours (8th level), is in at least 2 feet of water and choose a direction.
or 24 hours (9th level). If you choose to increase the Turbulent currents wrap around the creature. For the
number of targets, the number increases by 1 for each duration, the target must make a Strength saving
slot level. throw at the start of each of its turns. On a failure, it
is dragged 30 feet in the direction you chose, and its
Inequality swimming speed is reduced to 0 feet until the start
of its next turn. On a success, the creature can move
2nd-level enchantment normally until the start of its next turn.
Casting Time: 1 action As a bonus action on your turn, you can change the
Range: 30 feet direction of the underwater currents. The spell ends
Components: V, S, M (a drop of blood and water, early if the creature is ever out of the spell’s range or
mixed) is no longer in water at least 2 feet deep.
Duration: Concentration, up to 1 minute
Class: Bard, Cleric, Paladin, Tamer
You twist the fates of two creatures you can see, both
of whom must be within range. Choose one target to
favour and one to disfavour. The disfavoured target
must succeed on a Charisma saving throw or the
following effects occur:
• Whenever the favoured target makes an attack roll
or saving throw before the spell ends, the favoured
target can roll a d4 and add the number rolled to
the attack or saving throw.
• Whenever the disfavoured target makes an attack
roll or saving throw before the spell ends, the
disfavoured target must roll a d4 and subtract the
number rolled from the attack or saving throw.
• The disfavoured target’s speed is halved, whilst
the favoured target’s speed increases by half.
These effects end for the pair if either of the target
pair is knocked unconscious, killed, or the spell ends.
While under the influence of this spell, a favoured
target can’t benefit from the bless spell, and a disfa-
voured target can’t be afflicted by the bane spell.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, you can link two other
creatures, favouring one, and disfavouring the other,
for each two slot levels above 2nd.

38
Appendix A | Spells
Appendix B | Equipment

Appendix B - Equipment
Some items in this Compendium are unique. They are ty, the hook is the same piece that gets launched as a
listed here, along with any unique properties not found weapon. If the prosthesis has an integrated weapon
in the 5e SRD. A fullly detailed prosthesis system is with the Thrown property, the weapon can be the pro-
available in Ryoko's Guide. jectile that is launched at the enemy, but the damage
of the Launch property doesn’t change. The prosthesis
Prosthesis Properties is a ranged weapon that uses your Strength or Dexter-
ity modifier for the attack and damage rolls. If you’re
proficient with a weapon that has the Thrown proper-
Hookshot (X ft.) ty, you’re considered proficient with this weapon. The
A prosthesis with this property has a hookshot: an en- portion of the prosthesis used to attack is automati-
hancement that consists of a metallic hook or similar cally reeled in immediately after. The information in
tool attached to a spool of chain, rope, or wire. The parentheses notes the attack’s damage dice, damage
number in parentheses is the range of the hookshot. type, and range, respectively.
If the prosthesis isn’t being used to hold an item, you
can shoot the hook at a fixed surface within range as a
bonus action, or as a reaction when falling. The hook
New Weapons
then attaches to that surface until you use a bonus
action to detach the hook and reel the rope back in, or Nunchaku
until the rope is destroyed. The rope is an object with Nunchaku are martial melee weapons composed of
AC 10 and 10 hit points. two hard batons connected to one another by a short
chain or tether. They deal 1d6 bludgeoning damage on
Alternatively, you can fire the hook at another
a hit, count as a monk weapon, and have the Finesse,
creature at least two sizes larger than you, making
Versatile (1d8), and Special: Flourish properties.
an attack roll with the prosthesis. You’re considered
proficient with the attack, which uses your Strength or Special: Flourish. When you are wielding the
Dexterity modifier for the attack roll (your choice). On nunchaku in two hands and take the Attack action on
a hit, it deals no damage, but the hook attaches to the your turn, you can attempt to flourish with the weap-
target. A creature within 5 feet of the hook can use an on immediately before you make your first attack. To
action to forcefully detach the hook with a successful flourish, make a DC 13 Dexterity check, adding your
DC 10 Strength or Dexterity check. proficiency bonus if you are proficient with nunchaku.
On a success, you gain a +2 bonus to the first attack
While the hook is attached, you have advantage on
roll you make this turn. On a failure, you deal bludg-
ability checks made to move along the rope, such as
eoning damage to yourself equal to your proficiency
to climb a vertical surface, swim against a current, or
bonus and gain no bonus from your flourishes this turn.
walk against a strong wind, and you can’t move or be
moved more than the hookshot’s range away from the
point to which the hook is attached. If you’re fall-
ing, you stop falling further than the range at which
you shot the hookshot and become suspended from
the surface the hook is attached to. In addition, until
the hook is reeled back in, the prosthesis can’t hold
anything or be used to make attacks, and you can’t use
or benefit from objects integrated into the prosthesis
(such as attacking with a weapon or benefitting from a Nunchaku
shield’s bonus to AC).

Launch (XdX, X ft.)


A portion of this prosthesis is attached to the limb by a
length of chain, rope, or wire, and can be launched at
an enemy. If the prosthesis has the Hookshot proper-

39
Legal
Alright folks, legalese is intimidating. This first bit
is plain English. All characters, items, creatures, and
spells in this publication are original creations of
Plane Shift Press (a.k.a. PSP) or Loot Tavern Publish-
ing (a.k.a. LTP). Please don’t replicate or distribute
this unless it is a direct link to where we host it (this
is our livelihood!). All spells, items, and monsters are
designated product identity and are not open content.
That includes proper nouns including, but not limited
to: “Arsene”, “Heliana”, “Loot Tavern”, etc., as well
as spells, magic items, and player options.
This work includes material taken from the System
Reference Document 5.1 (“SRD 5.1”) by Wizards of
the Coast LLC and available at https://dnd.wizards.
com/resources/systems-reference-document. The SRD
5.1 is licensed under the Creative Commons Attribu-
tion 4.0 International License available at
https://creativecommons.org/licenses/by/4.0/legalcode.

Copyright Notice
• Loot Tavern's Legendary Ledger © 2023, Max
Wartelle and Mohammed Bellafquih.

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