Table of Contents

Magic Items

Armor and Shields

Bracers of Flame

+1 Accessory, Very Rare
Item bonus stacks with any item bonus from the weapon held in hand.
Instead of the primary ability, you may use the bracers alternate ability: Only one of these abilities can be used per short rest:

  1. Primary Ability:
    • By Flaming Hands: Once per short rest as a bonus action you may summon the fury of fire itself and engulf the bracer and whatever is wielded by that hand in flame for 1d6+1 rounds. Every attack made by a weapon held in hand deals an additional 1d6 fire damage.
  2. Alternate Ability:
    • By Burst of Anger: You focus the fire inside yourself and direct it outward in a torrent of flame. Once per short rest as a you may use half your movement to create a burst of fire out to 30 feet. This deals 1d6 damage per 3 character levels you posses (up to 6d6 damage at level 20) to everything in range.

Bracers of Gray Flame

Accessory, Artifact, Requires Attunement
These bracers encourage the wielder to pursue a life of nonviolence in a monastery.
Int: 8 Wis: 14 Ch: 10
As a bonus action you may wreath your weapon in ethereal silver flame. This effect lasts 1d4+1 rounds. The affected weapon bypasses all forms of damage reduction. When the bracers are activated, the items consciousness awakens for 1d2 hours, after which it returns to a state of rest. While awake, these bracers drive the wearer to join a monastery and pursue a life of nonviolence. These bracers may be used 3 times per day, after which the intelligence inside them is too tired to awaken again.

Bracer of Light

+1 Accessory, Very Rare
Item bonus stacks with any item bonus from the weapon held in hand.
Instead of the primary ability, you may use the bracers alternate ability: Only one of these abilities can be used per short rest:

  1. Primary Ability
    • By Healing Hands: As a bonus action, you call upon the light of the heavens to heal 1d10+2 points of damage to one willing creature by touching them. This ability may be used once per short rest for every 3 character levels you possess (up to 6 times at level 20).
  2. Alternate Ability:
    • By Burst of Hope: Once per short rest you may use half of your move action to channel the light of the heavens through your soul and direct it outward into a torrent of divine healing. You emit a healing burst out to 30 feet. This burst heals allies for 1d10+2 damage per every 3 character levels you possess (up to 6d10+12 at level 20).

Helm of Ethereal Projection

Rare
The wearer of this helm may project their incorporeal consciousness from their body as a free action. When used in this manner, the users body falls prone and an incorporeal version of themselves may appear within 10 feet of the the user, but within line of sight. Anything that can see or detect incorporeal creatures can detect the wielder.
While projecting, the wielder moves at their base move speed, and can not fly, swim, or teleport. The wielder can not make use of any spells or abilities.

While using this helm, the wearer is unaware of the status of their physical form.

The Invulnerable Coat

+2 Heavy Armor, Legendary, Requires Attunement
An unadorned slate gray armor that makes its wearer immune to damage, after a fashion. If the wearer dies, they and all their possessions immediately melt into a silver-grey puddle. The wearer is then revived in [1d100] minutes at the location where they died, armor and possessions intact.

Plate of Rotting Madness

+2 Medium Armour, Rare
This pulsating living armor was forged by a monstrous priest of some dark monster god while channeling her undead energies in a dark arcane ritual. Thanks to the sacrifices involved in its creation, the wearer tends to attract the “dearly” departed and can hear the voices of those with an evil alignment whom recently have died, though they are usually mumbling or raging incoherently, reliving their last few moments. This armor urges its wearer to cause fear and strife wherever they go and, depending on its satisfaction, may grant its wearer boons. If the armor is displeased, it will cause harm to its wearer.

Weapons

Planar Hammer

+1 Warhammer, Legendary
Has the ability to break open a gateway between current plane and a random one. Looks like a giant glass warhammer with a small solar system inside the hammer head.

Ralphie’s (rælf-aɪz) Radiance

Legendary, Requires Attunement, must be the only item attuned
Upon attuning to this weapon, it dissolves into a tattoo on the wielders dominant hand that shifts colors constantly. The shifting colors of the tattoo correspond to which variant of the weapon the wielder has acquired. The more variants to which the wielder has attuned, the more colors appear in the tattoo. Summoning the sword to hand is a free action, changing the variant of the weapon is a swift. Spells that dispel magic, or prevent any form of summoning, do not affect this weapon. The type of weapon summoned is always one the wielder has proficiency with. Passive effects are always active, Active effects are only usable when the blade is summoned.

  1. Red – A sword of flame, setting your enemy afire with every swing, quickly reducing all before it to ash.
    • Passive – The wielder gains [damage reduction] to fire equal to their [Level]
    • Active – Attacks with this weapon deal an additional [1d4] points of fire damage and set the target [on fire].
  2. Yellow – The wielder moves with chaotic speed and purpose, paralyzing his opponent with every thrust of the blade.
    • Passive – The wielder ignores [difficult terrain] and gains +10 to base move speed.
    • Active – As part of a move action, the wielder may turn into lighting and move past enemies without provoking attacks of opportunity till the end of the round.
  3. White – The blade has been infused with the powers of light itself.
    • Passive – As a swift action, the wielder may cast a bright light out to 30 ft.
    • Active – The blade transforms into light. This weapon ignores non living matter, armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor.
  4. Green – The wielder gains an innate attunement to the earth around him.
    • Passive – The wielder gains Tremorsense,
    • Active – The wielder gains a thick crust of stone around their body, this gives a Natural bonus of [Level/4 Min. 1] (up to +5 at level 20) to AC. The wielder also creates an aura of rough terrain out to 30 ft that non-flying creatures.
  5. Purple – An aura of sickly sweet decay surrounds the wielder as they summon this blade to hand.
    • Passive – Creatures within 5ft are [sickened].
    • Active – Strikes deal an additional [1d2] CON damage.

Reaper Gauntlets

+1 Weapon, 1d6 damage.
These foreboding clawed gauntlets made from the calcified bones of an outsider and are always cold to the touch.
While wearing these gauntlets, the wielder may choose to take a -2 penalty to their attack roll. If they do so, the wearer may make a normal attack with these gauntlets and channel the melee touch spell stored in the gauntlets at the same time. These gauntlets can store a maximum of 1 spell per set of gauntlets. Imbuing a spell the gauntlets takes requires a DC14 concentration check to ignore the gibberings of the outsiders soul stored within them.

Silver Sword of Valiance

+1 (+⅛ levels, up to +3 at level 16) Weapon, Very Rare, Requires attunement
A intricately etched blade silvery blade that always seems to catch the light.

Black Blade of Corruption

+1, Scales to +2 at 20% corruption, +3 at 50%, and +4 at 70%.
A sleek black weapon that seems to absorb all light surrounding it.

Woodman's Arm

Natural Weapon, Requires Attunement
The product of horticulture and duidic blood magic, this replacment limp is a layered series of interwoven bark from numerous trees, wrapped around a Sambucus Willow core. The Sambucus Willow must be carved for the recipient as a replacement limb and infused with their own blood. This enables the wielder use their new arm as if it were their original one, with the added benefit of being able to access the inherent magic of several trees throughout Alaraes. To access these different magics bark from the associatd tree must be stored in a vial full of the users blood for seven days before being grafted into the core of the limb.