Unique Wondrous Items and Firearms Guide
Unique Wondrous Items and Firearms Guide
Bag of Cannonballs
Wondrous item, uncommon
Damascena
Wondrous item, uncommon
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Hand of Glory
Wondrous Item, very rare
Fungic Tea
Wondrous Item (potion), rarity varies
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Holy Tonic
Potion, uncommon
When you drink this tonic, you regain 4d4 + 4 hit points
and are cured of all diseases you currently suffer from.
Side Effects
Depending on the lore your game implements, the holy
tonic can have one or more of the following side effects.
These effects are hidden from player characters and no
magic can reveal them.
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Firearms
Firearms. Firearms were created out of a dire need to Some firearm and ammunition properties require your
fight the scourge. They all include silver in their target to make a saving throw to avoid the effects. The
construction, and as such, the projectiles they fire are saving throw DC is calculated as follows:
considered silvered for the purposes of overcoming
resistances and immunities. Firearm save DC = 8 + your proficiency bonus +
your Dexterity modifier
Ammunition
Cannonball 3 gp — 9 lb. —
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rifle
Properties
Artillery. You must use Strength instead of Dexterity
for the Firearm save DC and the attack and damage makes it impossible to go undetected; you
rolls of this weapon. Such a weapon can be fired once automatically fail Stealth checks to hide until the start
before it must be reloaded with an action. of your next turn. In addition, if a creature is within the
area of the sound blast, it automatically succeeds on
Ammunition. The ammunition of a firearm is destroyed Perception checks against you.
upon use.
Concussive. These weapons bludgeon as much as they
Barrel. The weapon can be fired a number of times pierce. When determining a creature's resistance or
equal to the number of bullets its barrel can hold immunity to damage from this weapon, use the weaker
(written as Barrel X) before it must be reloaded of the target's resistance or immunity to piercing or to
according to its fast or slow reload property (F or S, bludgeoning damage. For instance, if a creature is
respectively). immune to piercing damage and has no resistance or
immunity to bludgeoning damage, it would take full
● Fast reload. You must use an attack, an action, or damage from a concussive weapon. Resistance to all
a bonus action to reload this firearm. You must have physical damage applies as normal.
one free hand to do so.
Fan Fire. You can quickly fire this weapon by slamming
● Slow reload. You must use an attack or an action the hammer repeatedly. As an action, you fire a
to reload this firearm. You must have one free hand to number of bullets in a row equal to your Dexterity
do so. modifier (minimum of 2, up to the entirety of the
barrel). Each attack after the first suffers a cumulative
Blaring. Firing this weapon makes a thunderous crack. -3 penalty to the attack roll. You cannot add any
The sound can be heard from up to 100 feet away. modifier to the damage roll of these attacks beyond
Firing a weapon with this property makes it hard to go the first (such as the bonus from your Dexterity
undetected; you have disadvantage on Stealth checks modifier, the Sharp-shooter feat, or a magic weapon's
to hide until the start of your next turn. In addition, if a bonus to damage rolls). When you use this action, your
creature is within the area of the sound blast, it has speed becomes 0 until the end of your turn, and
advantage on Perception checks against you. attacks you make using the long range of the weapon
automatically miss.
Booming. The deflagration from firing this weapon
makes a stupendous booming sound. The sound can be If you roll a 1 on any of the attack rolls, the weapon
heard from up to 500 feet away. Firing this weapon jams and can’t be used again until it is repaired. You
can use an action to make a DC 15 Sleight of Hand
check, repairing the weapon on a success. Alternatively,
you can spend 1 hour outside of combat to mend it,
automatically succeeding on the check. If your check
Roman Kuzmin
flintlock
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Twinned Barrel. This weapon has two barrels that can Scatter Bullet
each hold a bullet and can both be loaded as part of (requires a weapon with the spread fire property)
reloading the weapon. You can fire both barrels of a
double barrel weapon as part of an attack, instead of This bullet ignores the spread fire property and is fired
each barrel individually. Doing so empties the barrel of like a standard bullet. On a hit, the target takes your
the weapon (as per the Barrel property) but increases normal weapon damage and the bullet explodes,
the damage die of the weapon on a hit (from d4 to d6 sending shrapnel flying in a 15-foot cone behind the
to d8 to d10 to d12). target. Each creature in the area must succeed on a
Dexterity saving throw against your Firearm save DC or
Spread Fire. A weapon that has the spread fire take damage equal to your weapon damage.
property can’t make a normal attack, instead spraying a
cone in front of you with a length equal to its range (for Explosive Bullet
example, a blunderbuss with ‘range 20’ will fire in a 20- (requires a weapon without the spread fire property)
foot cone in front of you). Each creature in the area
must succeed on a Dexterity saving throw against your On a hit, each creature within 5 feet of the target must
Firearm save DC or take the weapon's normal damage. make a Dexterity saving throw against your Firearm
save DC or take 1d8 fire damage. If the weapon misses,
Steady. A weapon with this property can be stabilized the ammunition fails to detonate.
for greater accuracy. As a bonus action, you give yourself
a bonus to your next attack roll with this weapon this Cannonball (Cannon)
turn equal to your proficiency bonus, and attacking at
long range doesn’t impose disadvantage on the attack A large, spherical iron projectile, the cannonball is used
roll. You can use this bonus action only if you haven’t as ammunition for the cannon.
moved during your turn, and after you use the bonus
action, your speed is halved until the end of your turn. Explosive Cannonball (Cannon)
blunderbuss pistol
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Sanctified Cannon
Weapon (cannon), uncommon
—Brother Ardeal
Cannon
Roman Kuzmin
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Big Bertha
Weapon (cannon), rare
Why bother cutting beasts when you can just blow them
to smithereens.
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Moongold Weapons
Some monsters that have immunity or resistance to You can moongild a single weapon or ten pieces of
nonmagical or magical weapons are susceptible to ammunition for 1000 gp. This cost represents not only
moongilded weapons, so cautious adventurers invest the price of the moongold, but the time and expertise
extra coin to plate their weapons, magical or not, with needed to add moongold to the weapon without
moongold. making it less effective. Moongold loses its
effectiveness over time; if a moongilded weapon has
Moongold gives a 1d4 bonus to damage rolls against not been recoated in moongold after 3 months, the
nonhumanoid creatures. Moongold acts as a guiding coating falls off, ending its effects. Recoating a weapon
light in the darkness; creatures holding or wearing before it loses its moongilding costs 500 gp and
moongold have advantage on saving throws against refreshes the duration of the moongold.
being frightened and madness.
Carl hassler
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Trick Weapons
Trick weapons are weapons that can be transformed For example the ‘serpent bladewhip’ (page 214) is a
into alternate forms and have different abilities whip in its untransformed state and a rapier in its
depending on said form. To be proficient with a trick transformed state. If a character is proficient with the
weapon, a character must be proficient with both whip but not the rapier, they can still access all the
states of the weapon. properties of the weapon, but when they attempt to
use the rapier for attack rolls, they do not add their
If a character isn’t proficient with one of the forms of proficiency bonus.
the weapon, they don’t add their proficiency bonus to
attack rolls made with that form of the weapon, as Due to the complexity of trick weapons, if a creature is
would be the case for not being proficient with a not proficient with any of the forms of the weapon,
‘regular’ weapon. If a character is proficient with at they cannot use it in combat at all. They have
least one form of the weapon, they can use all disadvantage on attack rolls made with the weapon, can
properties of the weapon. only transform the weapon as an action, and cannot use
any special properties the weapon might have.
Roman Kuzmin
Cleaver 3 sp 1d8 slashing 4 lb. Heavy, Versatile (1d12)
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Art by Ryan Bittner
● When transforming the shears into swords: you
can slide the longsword forward as part of dismounting
it, making a single melee weapon attack with it. You
Guillotine Shears don’t add your ability modifier to the damage of the
bonus attack, unless that modifier is negative. If you
Trick weapon (shortsword & longsword, shears), have the Two-Weapon Fighting Style, you can ignore
uncommon this limitation.
The guillotine shears are a wonder of mechanical Untransformed. While wielding both swords, the
engineering, created to tend to Carmella’s garden. Once longsword is considered light. The shortsword deals
used to cut excess foliage, it has now been repurposed your choice of slashing or piercing damage.
to sever limbs instead of greenery. This trick weapon
was given to hunters as a means of containing the Transformed. The shears are a one-handed martial
scourge—if they couldn’t kill the beasts, they could at weapon that deals 1d10 slashing damage on a hit. In
least cripple them. addition, it has the Guillotine property.
Trick Weapon. As a bonus action, you can switch Guillotine. Immediately after hitting a target with
between the transformed and untransformed states of the shears, if you have a free hand, you can use your
this weapon. In its untransformed state, the guillotine reaction to pull the lever, snapping the blades together
is two one-handed weapons—a longsword and a and dealing an extra 1d12 slashing damage to the
shortsword. In its transformed state, the weapon is a target. If the triggering attack was a critical hit, you deal
single one-handed weapon—shears. As part of this an extra 1d12 slashing damage. If this attack deals more
bonus action, you can do the following: than one-quarter of a creature’s hit point maximum,
you also chop off one the creature's limbs (anything but
● When transforming the swords into shears: you the head) at the GM’s discretion. If this attack reduces
Wes Fraser
can make a single melee weapon attack with the a creature to 0 hit points, it is decapitated.
shears. You don’t add your ability modifier to the
damage of the bonus attack, unless that modifier is
negative, and you can’t use the Guillotine property on
this attack.
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Meat Hookshot Hookshot. As an action, you can launch the sickle
from the blunderbuss, to which it remains attached by
Trick weapon (blunderbuss & sickle), uncommon a length of sturdy chain. Make a ranged weapon attack
against a creature you can see within 30 feet of you. On
When the manikin of the Sloered abattoir gained a hit, the target takes slashing damage equal to 1d4
sentience, the Scions sent enforcers to quell this threat plus your Dexterity modifier. If the creature is of your
to Luyarnha’s delicate existence. From the abbatoir’s size or smaller, it must succeed on a DC 13 Strength
meat hooks and the blunderbusses of the slain saving throw or be pulled in a straight line to the
enforcers, The Slaughtered—as the manikins named nearest unoccupied space adjacent to you. If the
themselves—crafted these versatile weapons. creature is of a size larger than yours, you are pulled in a
Nicknamed “the meat hook”, the hookshot is a trick straight line to the nearest unoccupied space adjacent
weapon used by hunters to help close the gap to their to it. At the end of your turn, the hook detaches from
prey in a devastating whirl of blades and gunpowder. the creature and reattaches itself to the blunderbuss.
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Sanctified Partisan
Trick weapon (shield & spear, glaive), uncommon
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Stick
Trick weapon (stick), uncommon
Why?
—Evan
Roman Kuzmin
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Cordyceps Sinensis
Trick weapon (special), rare
To gain the benefits of the cordyceps sinensis, you must Untransformed. The tendril is a simple melee weapon
ingest it, or graft it underneath your skin. For 24 hours, for you that deals 1d8 bludgeoning damage on a hit
the fungus will incubate within you; during that time, if and has the reach property. You can use a bonus action
you swallow liquid flames or light the grafted area to make a melee weapon attack with the weapon. In
ablaze, you will kill the parasite. After 24 hours have addition, your walking speed increases by 10 feet.
passed, the only way to remove the parasite is with a
remove curse spell cast at 6th level or higher. If you Transformed. The tendrils infiltrate your arms, turning
receive Nawre’s Blessing, nothing short of a wish spell them into massive clobbering weapons. In this form,
will remove the fungus. you cannot wield any weapon or shield in your hands.
These tendrils count as simple melee weapons for you,
While infected with the cordyceps sinensis, when you deal 1d10 bludgeoning damage on a hit, and have the
are reduced to 0 hit points but not killed outright, you reach property. When you make an attack on your turn,
can drop to 1 hit point instead. Once this property has you can choose to do so with both arms at once,
been used, it can't be used again until the next dawn. treating them as a two-handed weapon that deals 2d8
damage on a hit.
If you have Nawre’s Blessing tattooed or carved onto
your body, the parasite becomes a trick weapon for you. Curse: Evolved Parasite. If you die while infected with
You can use your choice of Intelligence, Wisdom, or the cordyceps sinensis, the parasite gains more control
Charisma, instead of Strength or Dexterity, for the over your body; if you die three times, you become an
attack and damage rolls made with this magic weapon NPC under the GM’s control, and your goals become
aligned with that of Nawre. A GM can devise a way for
Trick Weapon. As a bonus action, you can switch the host to regain control over their body.
between the transformed and untransformed states of
this magic weapon. In its untransformed state, it is a
squashy tendril that emerges from your chest. In its
transformed state, the parasite turns both your arms
into grotesque elastic appendages of flesh.
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Dream Executioner
Trick weapon (scythe, maul), rare (requires attunement)
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Electric Sawblade
Trick weapon (longsword), rare
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Gravitational Partisan
Trick weapon (shield & spear, glaive), rare
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Improved Meat Hookshot
Trick weapon (blunderbuss & sickle), rare
Transformed. When you take the Attack action, you
You have a +1 bonus to attack and damage rolls made can attack with either the blunderbuss or the bladed
with both forms of this magic weapon. attachment (which uses the stats of a battleaxe
wielded with two hands). In addition, this
Trick Weapon. As a bonus action, you can switch item gains the Hookshot property.
between the transformed and untransformed states of
this weapon. In its untransformed state, the hookshot is Hookshot. As an action, you can launch the sickle
two one-handed weapons connected by a short length of from the blunderbuss, to which it remains attached by
chain; a sickle and a blunderbuss. In its transformed state, a length of sturdy chain. Make a ranged weapon attack
the weapon is a single two-handed weapon; a blunderbuss against a creature you can see within 60 feet of you. On
with a bladed attachment that can act as a battleaxe. a hit, the target takes slashing damage equal to 1d4
plus your Dexterity modifier. If the creature is of your
Untransformed. While untransformed, the sickle has the size or smaller, it must succeed on a DC 15 Strength
finesse property, and the blunderbuss doesn't have the saving throw or be pulled in a straight line to the
two-handed property. Using this pair of weapons together nearest unoccupied space adjacent to you. If the
requires the sickle to be held in one hand and the creature is of a size larger than yours, you are pulled in a
blunderbuss in the other. When you take the Attack action straight line to the nearest unoccupied space adjacent
with the sickle, you can make an attack with the to it. At the end of your turn, you can detach the hook
Roman Kuzmin
blunderbuss as a bonus action, ignoring the barrel from the creature and reattach it to the blunderbuss; if
property. If you hit a creature with the sickle and the you don't, the creature is grappled by you.
blunderbuss on the same turn, it has disadvantage on
Strength checks and Strength saving throws until the end
of your next turn.
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Improved Rifling Cleaver
Trick weapon (cleaver, rifle), rare
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Moongilded Tarblood
Trick weapon (longbow, longsword), rare
(requires attunement)
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Moongold Equalizer
Trick weapon (flintlock, rifle), rare
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Phantom Limb
Trick weapon (unarmed, shortsword), rare (requires
attunement)
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Ravenous Gazer
Trick weapon (glaive), rare (requires attunement)
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Scionic Armament Ranged Weapons
Any ranged weapon, rare (requires attunement)
The Scions' weapons—whether dead or alive—are
constructed from the bones of formidable monsters You gain a +1 bonus to attack and damage rolls made
which are then tortured with strong lightning, granting with this magic weapon. When you make attacks using
twisted appearance and savage fury to the armament. this weapon, you fire electricity generated from the
The weapon’s osseous component grants it ancient armament and can ignore the ammunition, barrel, or
strength, and the electricity that dances across its reload property of the weapon, dealing lightning damage
body brutalizes all who come in contact with it. instead of the weapon’s normal damage. This weapon has
the Guiding Fury property.
Scionic weapons all require attunement. When
attuning to such a weapon, a creature takes 2d8 Guiding Fury. While holding this weapon, you can
lightning damage. unleash the rage held within its bones to make a ranged
weapon attack with advantage. On a hit, you deal the
Melee Weapons weapon’s damage and lightning streaks from the target
Any melee weapon, rare (requires attunement) to a different creature of your choice within 30 feet of it.
Make a ranged weapon attack against the new target, and
You gain a +1 bonus to attack and damage rolls made on a hit, deal the weapon’s damage and the lightning
with this magic weapon, which deals an extra 1d6 streaks again. A creature can be targeted only once by
lightning damage on a hit. This weapon has the each use of guiding fury. Once used, this property can't
Explosive Retreat property. be used again until the next dawn.
Ryan Bittner
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Spellcasting focus Serpent Bladewhip
Any spellcasting focus, rare (requires attunement)
Trick weapon (whip, rapier), rare (requires attunement)
You gain a +1 bonus to spell attack rolls made with
this focus and can cast the shocking grasp cantrip,
Slithering silver strikes, swiftly severing sinister shadows.
using your spellcasting modifier. When you roll a 1 or 2
on a damage die for a spell that deals lightning
damage, you can reroll the die and must use the new You have a +1 to attack and damage rolls made with
roll, even if the new roll is a 1 or a 2. This weapon has both forms of this weapon.
the Ionized Conduit property.
Attunement. When you attune to this weapon, the
Ionized Conduit. As a bonus action, you can increase cold, lifeless snake wraps around your forearm and bites
the polarity of the focus. For the next minute, creatures your flesh, burying its head beneath it and inflicting
you target with spells that deal lightning damage have 1d4 piercing damage. While attuned, you cannot be
a -3 penalty to their saving throw against that spell if disarmed of this magical weapon. Ending the
they are wearing or carrying metal. Once used, this attunement causes the head to retract and the item to
property can't be used again until the next dawn. fall to the ground.
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Unstable Crumbler
Trick weapon (cannon, maul), rare (requires attunement)
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Awakened Abyss Warden’s Axeblade
Trick weapon (longsword, battleaxe), very rare
Calamitous Crumbler
Trick weapon (cannon, maul), very rare
(requires attunement)
and you have resistance to fire damage. As a bonus can reload the cannon and retain its unstable force. If
action, you can switch between the transformed and you load it in this way, the next time you hit with an
untransformed states of this weapon. In its attack with the cannon on your turn will push you back
untransformed state, the crumbler is a roaring cannon 30 feet in a straight line.
with smoke coming out of its mouth. In its transformed
state, the handle extends, turning the cannon into a
highly unstable and destructive maul. As part of this
bonus action, you can do the following:
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Untransformed. The calamitous crumbler heats up
cannonballs, transforming them into infernal
ammunition. Whenever you roll a 10 or higher on the
d20 when making an attack roll with this weapon, the
cannonball becomes overheated and explodes on
impact. When the cannonball explodes in this way, it is
considered an explosive cannonball.
Caldera
Trick weapon (battleaxe, pistol), very rare
(requires attunement)
The Caldera is an intimidating weapon. In its battleaxe In its untransformed state, the Caldera is a battleaxe that
form, it is crowned with a black-hole-like orb that can devour its haft to reform into a pair of pistols, each
bubbles menacingly with molten metal. This churning holding half of the crucible. In its transformed state, the
crucible holds the devastating axe together and serves as weapon is two pistols that can be slammed together to
a searing ammunition barrel in the weapon's pistol form. reform the crucible, alongside the rest of the battleaxe.
When you attune to the Caldera, the metallic crucible When you transform this weapon into pistols, the
at its apex ignites, constantly simmering with crucible refills each of the barrels with 6 lead bullets (12
superheated lead. You have a +1 bonus to attack and total), filling up one pistol fully, then the other. When you
damage rolls made with this magic weapon. switch to the untransformed state of the weapon, any
unfired lead bullets are re-added to the boiling metal.
Trick Weapon. As a bonus action, you can switch The boiling metal can contain up to 60 lead bullets, and
between the transformed and untransformed states of the weapon can’t transform unless it contains at least 7
Roman Kuzmin
this weapon. Each time you transform the weapon, you lead bullets. As an action, you can feed the crucible in
take 1d4 fire damage as the liquid-fire reservoir that either state by throwing lead bullets in it or by adding a
serves as a material catalyst surges with thermal energy. cannonball, which counts as 30 bullets.
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Untransformed. When you hit with this battleaxe, you
can expend 3 lead bullets from the boiling metal to
cover the target in molten lead. The target takes an
extra 1d6 fire damage, and it takes that damage again at
the start of each of its turns unless it rolls on the floor
(prone) or uses a bonus action to wipe off the lead.
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Trick Weapon. As a bonus action, you can switch
between the transformed and untransformed states of
this weapon. In its untransformed state, the blade is a
vile longsword glowing with echoes of blood. In its
transformed state, the weapon is a greatsword with an
even more nefarious aspect.
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Épée Solaire
Trick weapon (greatsword, shortsword), very rare
(requires attunement)
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Ethereal Moongold Equalizer
Trick weapon (flintlock, rifle), very rare (requires
attunement)
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Faux Lunaire
Trick weapon (scythe, longbow), very rare
(requires attunement)
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Galvanized Claw
Trick weapon, very rare (requires attunement)
When you use the Attack action with this claw, you
can make one attack with it as a bonus action. In
addition, if you have temporary hit points, when you hit
with a melee attack using this claw, you deal an extra
1d8 lightning damage.
you also chop off one the creature's limbs (anything but
the head) at the GM's discretion. If this attack reduces
a creature to 0 hit points, it is decapitated.
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Improved Phantom Limb
Trick weapon (unarmed, shortsword), very rare
(requires attunement)
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Improved Ravenous Gazer
Trick weapon (glaive), very rare (requires attunement)
Roman Kuzmin
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Maiden's Osteosymbiosis Untransformed. Your unarmed attacks deal an extra
1d8 piercing damage. Once on each of your turns when
Trick weapon (special), very rare (requires attunement) you hit a target with an unarmed strike, you can
rupture the bone spikes that grow from your hands,
Head and spine severed from a Cloistered Maiden, the leaving them embedded in your prey. You deal an extra
first wielder of this accursed weapon was considered 1d4 piercing damage to your target and it gains 1 bone
insane, even amongst madmen—after all, the shard. Your bone protrusions regrow immediately.
difference between genius and stupidity is that genius
has its limits. To control the osteosymbiosis, one must Transformed. Your attacks with this weapon deal an
fuse their arm to the bony corpse of an abomination of extra 1d4 slashing damage and score critical hits on a
nature and pray that the gods won’t punish this crime roll of 19 or 20. Further, the osseous nature of this
against creation. armament renders it frail. If you score a critical hit
against a creature, the weapon breaks upon the target's
Attunement. When you attune to this item, the warm, flesh, dealing an extra 4d4 piercing damage, and the
still moving spine merges with the bones in your arm target gains 4 bone shards. The weapon then reverts to
and replaces them. Bones consumed in this way do not its untransformed state.
reappear when you unattune from the item.
Bone Explosion. As a bonus action, you can detonate
You gain a +2 bonus to attack rolls and damage rolls all the bone shards embedded in one of your prey. If the
made with this magic weapon, and it has the Bone target is dead, the shards fail to detonate. Each creature
Explosion property. other than you within 15 feet of the target must make a
DC 15 Dexterity saving throw. On a failure, a creature
Trick Weapon. As a bonus action, you can switch takes 1d4 piercing damage for each bone shard that
between the transformed and untransformed states of detonated. On a success, it takes half as much damage.
this weapon. In its untransformed state, the The bone shards shatter into dust and disappear. A
osteosymbiosis is embedded in your flesh, with spikes creature with more than 2 bone shards embedded in its
protruding from your knuckles, changing your unarmed body has disadvantage on this saving throw.
strikes. In its transformed state, it generates a weapon
made of bones. When it transforms, roll a d8 to Maiden’s Curse: While attuned to this weapon,
determine the weapon’s type, according to the table when a Blood Moon of Rebirth rises, the maiden’s curse
below. You are proficient with all the forms of this awakens and spreads to its owner. You must make a
weapon. Wisdom saving throw against the Madness DC of the
moon. If your character has a
womb—or has ever had a womb in
D8 Weapon their body—on a failure, the
weapon merges with you
1 Battleaxe completely and you turn into a
2 Maul Cloistered Maiden under the GM’s
3 Lance control. If you never had a womb,
4 Longsword on a failure, instead of transforming,
you die.
5 Rapier
6 Flail
7 Whip
8 Pike
Caio Santos
‘The Orphan's Tear is a flower that holds sway in Carmella’s Cleansing Miasma. As an action, you can cleanse
heart. Engaging in a symbiotic rapport with the sanctified metal
one humanoid you can see within 10 feet of you. It
that surrounds it, the noxious bloom possesses near-flawless
gains 1d12 temporary hit points and can end one of
regenerative abilities. Moreover, the flowers exude a cloying
fragrance, simultaneously repelling ravenous beasts and the the following conditions: charmed, frightened, or
cold touch of death. When set alight, the Orphan's Tear can poisoned. Once a creature has benefited from this
serve as a very durable fuel, only to restore itself in a cycle of property, it can't benefit from it again for 1 hour.
rebirth once the flames have been extinguished. Some say that
this very capacity to elude the grasp of death is the force that Transformed. When transformed, the cradle's plants
set Carmella upon her unique destiny.’ ignite, and it deals an extra 2d6 fire damage on a hit. In
addition, the weapon gains the Fanned Flames and
Withering Flames properties.
You gain a +1 bonus to attack and damage rolls made
with this magic weapon.
Fanned Flames. As an action you can rotate the
cradle wildly around you, fanning the flames. Each
Trick Weapon. As a bonus action, you can switch
creature in a 20-foot cone in front of you must make a
between the transformed and untransformed states of
DC 16 Dexterity saving throw, taking 3d6 fire damage
this weapon. In both states, the weapon is a
and 3d6 poison damage on a failed save, or half as
morningstar with the reach property.
much damage on a successful one. Beasts and undead
have disadvantage on this saving throw. After using this
Untransformed. The flowers growing in the cradle
property, orphan's cradle reverts to its untransformed
exude a sickly sweet scent that calms the mind of men
state and can't be transformed again for 1d4-1 rounds.
and chases away nightmares. Humanoids within 10
feet of the cradle have advantage on saving throws
Withering Flames. When you hit a beast or an
against the charmed and frightened condition. In
undead with orphan's cradle, you can force the target
Wes Fraser
246
Phantasmal Executioner Harvest. Whenever a creature of CR 1 or higher (or
1st level or higher) dies within 15 feet of you, the
Trick weapon (scythe, maul), very rare lantern harvests the creature’s soul. The soul becomes
(requires attunement) trapped in the lantern and the creature cannot be
resurrected until the soul is freed. As an action, you can
free a soul trapped in the lantern. The lantern can hold
‘The blade harvests the souls of the depraved and the a maximum of three souls.
blasphemous.
The lantern collects and gives them purpose anew. Transformed. The maul gains the Soul Explosion and
Undying Light properties.
Let the screams of these accursed spirits rend the flesh of the
unholy.’ Soul Explosion. When you hit a creature with this
weapon, you can sacrifice one of the souls held in the
Trick Weapon. As a bonus action, you can switch lantern to create a massive explosion of ghostflame,
between the transformed and untransformed states of permanently destroying the soul. Each creature of your
this weapon. In its untransformed state, the choice within 15 feet of you must make a DC 16
executioner is a scythe and a lantern. In its transformed Dexterity saving throw, taking 3d8 radiant damage and
state, weapon is a single massive maul. 3d8 necrotic damage on a failed save, or half as much
damage on a successful one. Undead automatically fail
You gain a +1 bonus to attack and damage rolls made the saving throw.
with this magic weapon.
Undying Light. If the lantern is holding at least one
Untransformed. When you hit a creature with the soul, the maul sheds bright light in a 10-foot radius and
scythe, as part of the same attack, you can choose dim light for an additional 20 feet. Each creature of
another creature within 5 feet of the original target and your choice that enters the bright light for the first
within your reach to attack. If the original attack roll time on a turn or start its turn there must make a DC
would hit the second creature, it takes damage equal to 16 Wisdom saving throw. On a failed save, it has
your initial hit. If you do so, your speed is halved until disadvantage on any attack roll that isn't against you
the end of your turn. In addition, the executioner has until the start of its next turn. Undead automatically
Roman Kuzmin
247
Revelations Curse: Devour Sight. While attuned to this
weapon, your sight deteriorates rapidly. For
Trick weapon (cleaver, whip), very rare (requires each five days that pass, you gain a
attunement by a creature with a Strength of 15 or higher) permanent -1 penalty to all Perception checks
made using your sight. When this penalty
Made of an unknown metal that mixes blood and steel, reaches -5, your eyes rot and melt out, leaving you
this ghastly sword is studded with dozens of eyes from permanently blinded as two new eyes appear
various creatures that stare hungrily at all who are on the blade.
confronted with it. Only a competent hunter can wield
a weapon of such weight, but armed with it, they will The sword’s curse is insidious: while you
never lose sight of their prey and will never be caught remain attuned to the weapon, you do not
in an ambush. Such a dangerous weapon should only be suffer the penalty to your Perception checks,
used with the utmost caution. and you do not realize that your sight is
worsening. The blade’s influence makes
You gain a +1 bonus to attack and damage rolls made you perceive the world in a clearer
with this magic weapon. While attuned to it, your sight light. Demidritches are immune
improves as your vision starts echoing with that of the to this curse.
blade. While holding revelations, you gain the following
benefits:
248
Prophecy days that pass, you gain a permanent -1
penalty to all Perception checks
Trick weapon (cleaver, whip), artifact (requires attunement made using your sight. When this
by a creature with a Strength of 15 or higher) penalty reaches -5, your eyes rot and
melt out, leaving you permanently
You gain a +2 bonus to attack and damage rolls made blinded as two new eyes appear on
with this magic weapon. While attuned to it, your the blade. However when you kill a
sight improves as your vision starts echoing with that creature of a CR equal to your level or
of the blade. While holding prophecy, you gain the greater, if the creature had eyes, your
following benefits: curse’s penalty regresses by 1 (e.g.,
from -2 penalty to -1) to a minimum
• You can't be surprised. of 0.
• Other creatures don't gain advantage on attack
rolls against you as a result of being unseen by you. The sword's curse is insidious:
• You are immune to being blinded, as the sword while you remain attuned to the
absorbs the effect and closes two of its eyes instead, weapon, you do not suffer the penalty
before regrowing them. to your Perception checks, and you do
• You have truesight out to 30 feet. not realize that your sight is
• You can cast the arcane eye spell at will, requiring worsening. The blade's influence
no material components and using prophecy as your makes you perceive the world in a
spellcasting focus. When cast in this way, the magical clearer light. Demidritches are
eye also has truesight out to 30 feet. immune to this curse.
249
Python Bladewhip
Trick weapon (whip, rapier), very rare
(requires attunement)
250
Roaring Scionic Armament Ranged Weapons
Any ranged weapon, very rare (requires attunement)
Roaring scionic weapons are the pinnacle of scionic
technology, requiring hefty ressources to produce even You gain a +2 bonus to attack and damage rolls made
one of them. They all require attunement. When with this magic weapon. When you make attacks using
attuning to such a weapon, a creature takes 5d8 this weapon, you fire electricity generated from the
lightning damage. armament and can ignore the ammunition, barrel, or
reload property of the weapon, dealing lightning damage
Melee Weapons instead of the weapon's normal damage. This weapon has
Any melee weapon, very rare (requires attunement) the Guiding Fury and Lightning Surge properties.
You gain a +2 bonus to attack and damage rolls made Guiding Fury. While holding this weapon, you can
with this magic weapon, which deals an extra 2d6 unleash the rage held within its bones to make a ranged
lightning damage on a hit. This weapon has the weapon attack with advantage. On a hit, you deal the
Explosive Retreat and Galvanic Engage properties. weapon's damage and lightning streaks from the target
to a different creature of your choice within 30 feet of
Explosive Retreat. When you hit a creature with this it. Make a ranged weapon attack against the new target,
weapon, you can choose to detonate the creature. The and on a hit, deal the weapon's damage and the
creature must make a DC 16 Dexterity saving throw, lightning streaks again. A creature can be targeted only
taking 4d8 lightning damage on a failed save, or half as once by each use of guiding fury. Once used, this
much damage on a successful one. The detonation property can't be used again until the next dawn.
pushes you 10 feet away from the creature. Once used,
this property can't be used again until the next dawn. Lightning Surge. When you hit a creature with this
weapon, your speed increases by 5 feet until the end of
Galvanic Engage. On your first turn in combat, you your next turn, increasing with each subsequent hit.
can use your bonus action to move up to half your
speed towards an enemy creature. If you end this Spellcasting Focus
movement within 5 feet of an enemy, your next weapon Any spellcasting focus, very rare (requires attunement)
attack releases explosive energy, dealing an extra 4d8
lightning damage. Once used, this property can't be You gain a +2 bonus to spell attack rolls made with this
used again until the next dawn. focus and can cast the shocking grasp cantrip, using
your spellcasting modifier. When you roll a 1 or 2 on a
damage die for a spell that deals lightning damage, you
can reroll the die and must use the new roll, even if the
new roll is a 1 or a 2. This weapon has the Ionized
Conduit and Lighting Harness properties.
Roman Kuzmin
251
Ionized Conduit. As a bonus action, you can increase
the polarity of the focus. For the next minute, creatures
you target with spells that deal lightning damage have a
-5 penalty to their saving throw against that spell if they
are wearing or carrying metal. Once used, this property
can't be used again until the next dawn.
Shard of Moonlight
Trick weapon (longsword, greatsword), artifact
(requires attunement)
252
Void Absorption. The void that fills the blade is Sword of the Radiant Watcher
capable of absorbing magic. While holding the
untransformed shard, you can use your reaction to Trick weapon (longsword), artifact (requires attunement)
absorb a spell that is targeting you, including spells
with an area of effect. The absorbed spell's effect is The Sword of the Radiant Watcher is an ancient
canceled, and the spell's energy—not the spell itself— weapon, meant to contain two entities bound into
is stored in the shard in the form of charges. The eternal hatred. One was a hunter and one was a beast,
number of charges gained is equivalent to the level of though no one knows which aspect of the blade they
the spell when it was cast (minimum of 1 for cantrips). were bound to.
The shard can absorb and store up to 10 charges. If the
shard doesn’t have enough empty charges for a spell, it Sentience. This sentient weapon has two distinct
fails to absorb it. The blade regains all charges each personalities, each linked to its corresponding
time the moon changes. transformed state. The Angelic personality (alignment:
lawful good) is protective and nurturing, while the
Transformed. To transform this blade, you must use a Hateful personality (alignment: chaotic evil) is cunning
bonus action while under direct moonlight. The and ruthless. The weapon has an Intelligence of 14, a
transformation lasts for 1 minute, or until you end it Wisdom of 12, and a Charisma of 17. It has hearing
early as a bonus action. When it transforms, you can and darkvision out to a range of 120 feet. The
expend the charges stored within the blade, and when dominant personality may attempt to influence the
the blade loses all charges, the transformation ends. wielder's actions, particularly when it comes to
While the blade is transformed, the extra radiant matters of morality or strategy. However, the sword
damage it deals on a hit increases from 1d6 to 2d6. cannot force its wielder to act against their will. The
sword communicates telepathically with its wielder
Each time you make an attack in the transformed and can speak, read, and understand Common and
state, you can expend a number of charges to create Deep Speech.
special effects:
253
As a bonus action, you can switch between the Retribution of Light. When a target is under the
transformed and untransformed states of this weapon effect of the Curse of Light, as a bonus action, you can
by letting hatred or hope overwhelm you. In both bolster up to four creatures of your choice that can
states, the weapon is a longsword. When the weapon's hear you within 30 feet for the duration of the curse.
form changes, so too does its dominant personality. While bolstered, they have advantage on their first
attack roll against the target each turn, and if the
The two personalities within the Sword of the Radiant attack hits, it deals extra damage equal to their
Watcher are in constant struggle for dominance. When proficiency bonus of the damage type they dealt. This
the wielder attempts to switch the weapon’s forms, property of the weapon can be used three times,
they must exert their force of will to do so, making a regaining all expended uses daily at dawn.
DC 16 Charisma saving throw. On a success, the sword
changes form, and on a failure, it stubbornly refuses to Transformed: Shadow Form. The Hateful personality
do so until the start of your next turn, at which point is dominant and the sword deals an extra 1d8 necrotic
you can attempt to switch the weapon’s forms again. damage on a hit.
Untransformed: Light Form. The Angelic personality Shadow Chain. When you hit a creature with this
is dominant and the sword deals an extra 1d8 radiant sword, you can tether the target to you with a chain of
damage on a hit. shadowy energy (no action required). While tethered,
the creature's speed is reduced by 10 feet, and neither
Curse of Light. When you hit a creature with this you nor the creature can willingly move or teleport more
sword, you can bind the target to your light (no action than 30 feet away from each other. The tether lasts for 1
required). For the next minute, you are under the effect minute, until you use this property on another creature,
of the sanctuary spell, but only the bound target must if you start your turn more than 30 feet away from the
make the saving throw. This effect ends as normal if target, or end the tether as a bonus action.
you take an action that would break it but returns at
the start of your next turn. Shadow Consumption. While tethered to a
creature with your Shadow Chain, once on each of your
turns when you hit the target with this weapon, you can
inflict an extra 3d6 necrotic damage and gain temporary
hit points equal to the necrotic damage dealt. This
property of the weapon can be used three times,
regaining all expended uses daily at dawn.
254
Thirsting Épée Sanguine Until the end of your next turn, whenever you deal
damage using this weapon, you regain hit points equal to
Trick weapon (longsword, greatsword), artifact the damage dealt. Once this property of the weapon has
(requires attunement) been used, it can't be used again until the next dawn.
While attuned to this weapon, you gain the following Trick Weapon. As a bonus action, you can switch
benefits: between the transformed and untransformed states of
this weapon. In its untransformed state, the blade is a
• You gain a +3 bonus to attack and damage rolls vile longsword glowing with echoes of blood. In its
made with this magic weapon, which deals an extra transformed state, the weapon is a greatsword with an
1d8 necrotic damage on a hit. When you hit a creature even more nefarious aspect.
with blood with this weapon, the target takes an extra
1d8 necrotic damage. To transform this weapon, you must feed it blood. Each
• You are immune to poison and necrotic damage time you deal damage with this weapon to a creature
and the poisoned condition. that possesses blood, the épée gains 1 charge. The
• You know the exact location of any creature with épée can hold up to 6 charges. Each charge lasts for 1
blood within a 30-foot radius, even if they are invisible minute or until it is consumed. If this weapon has 1 or
or on the Ethereal plane. more charges, you can use your bonus action to
transform it.
The weapon has the Lifestealing property.
Untransformed. You gain a 1d12 bonus to attack rolls
Lifestealing. In dire situations, the épée grants you you make with this weapon against creatures that are
the power to take the life of others. If you are reduced at their hit point maximum. In addition, the weapon
to one-quarter of your hit points or fewer, you can has the Blood Shield property.
immediately use this property (no action required).
Blood Shield. The épée forms a barrier of blood
around you with the blood it has absorbed. You gain a
+1 bonus to AC for each 2 charges within the épée.
255
Unbound Épée Solaire unconscious or transform the weapon. You and all hostile
creatures within the bright light immediately take 2d8
Trick weapon (greatsword, shortsword), artifact radiant damage. In addition, for the duration, you deal an
(requires attunement) extra 2d8 radiant damage whenever you damage a
creature with the épée, and radiant damage you deal
The method to create the Épée Solaire is a tight-lipped ignores resistance to radiant damage.
secret, involving harnessing the power of the sun, a
method that only devout followers of the Radiant One Transformed. When you engage in two-weapon
can grasp. As time went on, the sun faded from the skies fighting with these shortswords, you can add your
of Luyarnha, replaced by a never ending night, and so, ability modifier to the damage of the second attack. In
the creation of this weapon became impossible. This addition, this weapon gains the Sunscorch property.
Épée Solaire was bathed in the blood of the sun,
unleashing its potential. Sunscorch. Whenever you hit a creature two times
in a turn with these shortswords, the accumulated
While attuned to this weapon, you gain the following solar energy detonates. Each creature in a 15-foot
benefits: radius must make a DC 17 Constitution saving throw,
● You are proficient with greatswords and taking 3d10 radiant damage on a failed save, or half as
shortswords. much damage on a successful one.
● You gain a +3 bonus to attack and damage rolls
made with this magic weapon, which deals an extra
1d8 radiant damage on a hit. When you hit an
aberration or undead with it, the extra radiant damage
increases to 2d8.
● You have advantage on saving throws against
madness.
256
Eldritch Carvings
“She is the barren desolation of a fallen
and failed creation. He is the light of a
thousand dying suns. Your existence is
nothing but an echo lost in a dying god's
howling scream. The unseen converges,
surrounds you. And it crushes you like the
hand of an oppressive light.”
—Account of a survivor of the first seance
envision the rune in their mind as best they can, required) and gains both the effects of the carving and
causing their body to distort under the eldritch the effects of its lesser carvings. For example, if an
pressure. The carver can then simply apply the eldritch carving is Tattooed on your flesh, you gain the
necessary tool against the skin and let the eldritch benefits of it being Tattooed and also those from it
powers move the brush, needle, or knife, depending on being Drawn. To remove a carving, the flesh where the
whether the eldritch carving is drawn, tattooed or carving is located needs to be thoroughly burnt.
scarified, respectively. This procedure takes 3 hours, Burning a carving also removes attunement to it.
and the canvas must make a saving throw at the end.
257
Some eldritch carvings, denoted as ‘requires special Curse of Moon-Blood
attunement’, do not count against your maximum
number of attuned items. Eldritch Carving (drawn: rare, tattooed: very rare, carved:
legendary), requires attunement
The DC of the Constitution saving throw can be
increased or decreased, depending on the factors below During the initial days of the scourge, not all the
(to a minimum of 0). Only one of the following can be afflicted turned to beasts. Most of them went mad,
applied at a time. some unlucky few were devoured, but the hunger of
those blood-thirsty enough to consume the flesh of
● A creature that has seen the original carving and both man and beast irreversibly twisted their soul and
studied it for 8 hours can lower the DC of the saving body. These cannibals did what they had to in order to
throw by 15. survive, but became cursed, turning into the first of the
crimson beasts, also known as the Moon-Blooded. The
● A creature that has seen a perfect copy of original fate of a Moon-Blooded was to die an atrocious death,
carving and studied it for 8 hours can understand most worthy of the weight of their sins.
of the eldritch essence, lowering the DC by 8.
Such atrocities wouldn’t go unnoticed, and one day all
● A creature that has seen a near-perfect copy of the those who contracted this curse were found dead, their
original carving and studied it for 8 hours can lower the mangled corpses half buried within the ground. Who
DC of the saving throw by 4. committed such an act? No one knows. In the ensuing
days, those privy to the powers of eldritch carvings
● A creature that has seen an imperfect copy of the were quick to notice the pattern amidst the corpses,
carving and studied it for 8 hours is misguided in their Martyr Tulio first among them.
approach, and the DC of the saving throw is increased
by 5. This eldritch rune engraved upon one's flesh allows the
control of the curse it was created from. The host can
shape their blood into weapons and use it to deflect
deadly blows. Though powerful, if too much blood is
spilled, the ancient curse awakens anew, devouring life
and unleashing the terrifying crimson beast of old.
Caio Santos
260
261
Drawn Lightning Scion
During the three days of the Blood Moon, all evil- Eldritch Carving (drawn: uncommon, tattooed: rare,
aligned creatures within Luyarnha gain advantage on scarified: very rare), requires attunement
Perception or Survival checks to locate creatures with
this carving. The Lightning Scion carving was unearthed by a group
of arcanists delving into the mysteries of forlorn
artifacts. The profound connection between electrical
Tattooed energy and life was unveiled before them, propelling a
surge of never-before-seen technological advancements.
Thus began the magnificence of the once humble
During the three days of the Blood Moon, all evil-aligned
faction that would come to be known as the Scions.
creatures within Luyarnha gain advantage on Perception
The carving embodies the raw power that serves as the
or Survival checks to locate creatures with this carving. If
bedrock of the Scions, infusing its possessor with the
they are within 120 feet of a creature bearing the
force of lightning. This allows them to traverse and
carving, they know their exact location and receive a +1
assail with speed beyond mortal perception, or
bonus to attack and damage rolls against them.
alternatively, employ the electricity to reanimate
corpses through careful stimulation of the marrow.
Scarified
During the three days of the Blood Moon, all evil-aligned
Drawn
creatures within Luyarnha gain advantage on Perception
You gain resistance to lightning damage.
or Survival checks to locate creatures with this carving. If
they are within 300 feet of a creature bearing the
In addition, as a bonus action, you can teleport up to
carving, they know their exact location and receive a 1d4
20 feet to an unoccupied space you can see. This
bonus to attack and damage rolls against them.
carving can be used a number of times equal to your
proficiency bonus, and you regain all expended uses
In addition, creatures bearing this carving begin to
when you finish a long rest.
painfully bleed from it when hostile monsters within 300
feet of them are aware of their position. They cannot be
surprised for the duration of the Blood Moon. Tattooed
The distance you can teleport with this carving
increases to 30 feet. After you teleport, your body
becomes overcharged with electricity, and the next
attack you make before the end of your next turn deals
an extra 1d12 lightning damage on a hit.
Scarified
You gain immunity to lightning damage.
262
Nawre’s Blessing Drawn
Eldritch Carving, (drawn: rare, tattooed: very rare, You start grasping the depth of the eldritch truth. If
scarified: legendary), requires attunement your body is not infected with the cordyceps sinensis,
you gain a 1d4 bonus to any Arcana, Insight, or Religion
checks you make.
Na’e or some say nawre, do you hear our prayers?
263
Scarified Mephitic Seal
You become one with the eldritch truth. You die. If Eldritch Carving (drawn: uncommon, tattooed: rare,
your body is infected with the cordyceps sinensis, it scarified: very rare), requires attunement
wipes this understanding away from your brain, and if
you were not dead for longer than 100 years, you come This intricate carving is a rotten word, nauseating to
back to life over the course of an hour. The carving those who hear it and causing plagues upon the world, or
closes all wounds, neutralizes any poison, cures all so the story goes. A rogue faction of manikins has
diseases, and lifts any curses that were affecting you managed to locate the original carving and have been
when you died. The fungus replaces damaged or using it to further their own goals, much to the dismay of
missing organs or limbs. The more tissue you were beings of flesh—yet such power could so easily be turned
missing, the more fungic your appearance. In addition, against them.
you gain the following benefits:
Drawn
You learn 2 warlock cantrips of your choice, using
Intelligence, Charisma, or Wisdom (choose one when Miasma of Death. As an action, you can conjure a toxic
you first receive this carving) as your spellcasting ability miasma in a 15-foot-radius sphere at a point you can see
for these spells. In addition, you learn a warlock within 30 feet of you. The sphere spreads around
invocation of your choice for which you meet the corners. The miasma remains there until the end of your
prerequisites (you can treat invocations that require a next turn. Each creature that is completely within the
certain warlock level as if they instead require a certain miasma at the start of its turn must make a DC 18
character level). When you gain a level, you can replace Constitution saving throw, taking a number of d6s of
this invocation with another that you meet the poison damage equal to your proficiency bonus and
prerequisites for. becoming poisoned for the duration of the miasma on a
failed save. A poisoned creature can repeat the saving
If you are reduced to 0 hit points, you do not fall throw at the end of each of its turns, ending the effect
unconscious. You still make death saving throws and on itself on a success. You can use this carving twice, and
can be stabilized as normal. If you are stable for 1 you regain all expended uses when you finish a long rest.
minute, you regain 1 hit point.
When you summon the miasma, it gains your choice of
If you die and haven’t taken fire or radiant damage 1 property from the following list of options:
within the last minute, you come back to life with 1 hit
point after an hour. If you are exposed to fire or radiant ● Obfuscation: The area becomes heavily obscured.
damage during that period, you do not resurrect. ● Immunity: You are immune to and ignore the
effects of the miasma.
● Duration: The miasma lasts for 1 minute or until a
wind of moderate or greater speed (at least 10 miles per
hour) disperses it. You can move the miasma up to 10
feet as a bonus action on each of your turns. If this
carving is scarified, you can move it up to 30 feet instead.
● Radius: The radius increases to 25 feet.
● Virulent: The damage dice become d12s instead
of d6s.
● Lingering: On a successful save, a creature takes
half as much damage and isn't poisoned.
264
Tattooed Third Carving
You can use this carving a number of times equal to Eldritch Carving (drawn: rare, tattooed: very rare,
your proficiency bonus, and you regain all expended scarified: legendary), requires attunement
uses when you finish a long rest.
The Third Carving is Mikha'el—The Left Hand of
When you summon the miasma, it instead gains your Creation, the herald of punishment.
choice of 2 properties. Add the following properties to
the list of options:
War broke out in heaven. From the throne came flashes of
lightning, and rumblings and peals of thunder, and before the
● Corrosion: The miasma deals an extra number of throne were burning seven torches of fire. Mikhaʾel and his
d4s of acid damage equal to your proficiency bonus on angels fought against the dragon, and the dragon and his angels
a failed save. Creatures that fail the saving throw by 5 fought back. But he was not strong enough, and they lost their
or more are blinded until the end of your next turn. place in heaven. The great dragon was hurled down—that
ancient serpent called the devil, who leads the whole world
● Destruction: You can cause the miasma to exude astray. He was hurled to the earth, and his angels with him.
a corrosive substance that can eat through 1-inch- —Tome of Revelations
thick nonmagical wood, metal, or stone each round. If
you do so, the miasma ignores resistance and
immunity to poison damage and the poisoned Drawn
condition, and constructs have disadvantage on the
saving throw. When you roll initiative, you can choose to let the
carving consume you for 1 minute (no action required).
Scarified You gain the following benefits:
When you summon the miasma, it instead gains your ● Wings of Judgement. Wings sprout on your back,
choice of 4 properties. Add the following properties to granting you a flying speed of 30 feet. You can only use
the list of options: this speed to move towards a hostile creature that you
can see.
● Protection: When you summon the miasma, you
can choose a number of creatures other than yourself ● Seraphic Blade. A blade of eldritch—or perhaps
equal to your proficiency bonus; they are immune to divine—energy appears in your hand. This blade is a
the effects of the miasma. You must concentrate on magic weapon that has the finesse property and deals
this carving as you would concentrate on a spell. 1d6 fire and 1d6 psychic damage on a hit.
Dark Lord Studios
● Hallucinatory Toxins: You turn your miasma into Once you use this carving, you can’t do so again until
powerful hallucinogens, changing its damage type from you finish a long rest.
poison to psychic. The saving throw becomes an
Intelligence saving throw instead. Any other property of
the miasma that inflicts poison damage instead inflicts
psychic damage. You cannot use the Destruction
property alongside this one.
Right: Roman Kuzmin
265
Tattooed Second Carving
When you let the carving consume you, you instead Eldritch Carving (drawn: rare, tattooed: very rare,
gain the following improved benefits for the duration: scarified: legendary), requires attunement
● Wings of Judgement. Wings sprout on your The Second Carving—the Voice of Creation, said to
back, granting you a flying speed of 60 feet. You can originate from the ancient scriptures of a lost
only use this speed to move towards a hostile creature civilization—manifests the omnipotence of He who
that you can see. spoke it into being. A power that reflects the terror of
what lies beyond, as this single word holds the
● Righteous Punishment. Creatures that raise potential to unravel reality in a myriad of ways.
their hand against you—a chosen one—must be
punished. When you take damage from a creature you No mortal should be given this power of creation, their
can see within 120 feet, you can use your reaction to hubris begetting suffering and tyranny. The last
emit a psychic shockwave in its direction. The possessor of this carving, the Godless King, proclaimed
attacking creature must make an Intelligence saving himself divine, turning the world into hell, for it meant
throw (DC = 8 + your proficiency bonus + your that he could rule over its ashes as a god.
Constitution modifier). On a failed save, it takes
psychic damage equal to your character level. On a Drawn
success, it takes half as much damage.
As part of the same reaction, you can cause a creature You understand Celestial and Deep Speech. Further,
that failed its saving throw to be stunned until the you are imbued with righteous power and gain the
end of your next turn. Once you stun a creature in this ability to cast spells. Constitution or Wisdom is your
way, you can’t do so again until you finish a long rest. spellcasting modifier for these spells, whichever is
higher. You can use each of the following decrees once,
● Seraphic Blade. A blade of eldritch—or perhaps and you regain all expended uses when you finish a long
divine—energy appears in your hand. This blade is a rest. Each decree only requires the verbal component
magic weapon that has the finesse and thrown (range of the spell.
60/120) properties, and it deals 1d8 fire and 1d8
psychic damage on a hit. Each time you throw the King’s Decrees:
blade, it flies back to your hand after the attack.
● Decree of Obedience. You force the heretic to
Alternatively, you can cause the blade to fuse with a kneel and worship. You can cast the command spell,
nonmagical weapon you are holding. If you do so, for using only the grovel command.
the duration, you gain a +1 bonus to attack and
damage rolls made with it, and you deal an extra 1d6 ● Decree of Power. You unleash destructive might.
fire and 1d6 psychic damage on a hit. You can cast the bless spell on willing creatures. When a
creature rolls a 1 on the d4 as part of this spell, it can
Scarified reroll the die and must use the new roll, even if the new
roll is a 1. Creatures under the effect of the spell also
The carving imbues you, permanently granting you the take 1d4 necrotic damage (which cannot be reduced)
benefits of the Tattooed carving. When you use your at the start of each of their turns.
Righteous Punishment to stun a creature, you can do so
again after 1 minute. Finally, your Seraphic Blade can
fuse with a magical weapon that you are holding.
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● Decree of Blood. You harangue your soldiers to ● Improved Decree of Power. When you cast bless
endure. You can cast the healing word spell on a willing with this decree, creatures under the effect of the spell
creature. Until the end of the target’s next turn, it gains gain an additional action on each of their turns. That
a +1 bonus to attack and damage rolls, but each time it action can be used only to take the Attack (one weapon
takes damage, it takes an extra 1d4 damage of the attack only), Dash, Disengage, Hide, or Use an Object
same type. action. The damage they take at the start of their turn
increases to 2d4.
Tattooed
● Improved Decree of Blood. When you cast
You can speak Celestial and Deep Speech. healing word with this decree, it is cast at 7th level.
Until the end of the target’s next turn, it gains a +3
Aegis of the Almighty. You gain resistance to radiant bonus to attack and damage rolls, but each time it takes
damage. Each day at dawn, you can choose one damage, it takes an extra 2d4 damage of the same type.
creature that you can see. For the next 24 hours, it has
resistance to radiant damage as long as it remains
within 10 feet of you and you are conscious. First Carving
In addition, you can now use each of your decrees a Eldritch Carving (drawn: rare, tattooed: very rare,
number of times equal to your Constitution or scarified: legendary), requires attunement
Wisdom modifier, whichever is higher, and you regain
all expended uses when you finish a long rest. The original carving, The Right Hand of Creation, is the
first sign the Old Ones left behind when devoted
worshipers implored for divine help against the Scourge.
Scarified The price for such power is still being paid to this day.
Aegis of the Almighty. You gain resistance to radiant None have seen the full power of this carving, as the
damage. Friendly creatures of your choice within 15 original is sealed deep within the earth, guarded by a
feet of you have resistance to radiant damage while you sin left behind by the Radiant Church.
are conscious.
In addition, you can amplify the effect of your decrees. When you give a person something to die for, you conversely
When you do so, you expend two uses instead of one. give them something to live for.
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Drawn Regulating Eldritch Carvings
At the end of a long rest, you gain the effect of a Given the unique nature of Eldritch Carvings and their
sanctuary spell that lasts until the start of your next ability to propagate easily amongst an adventuring
long rest (the spell can end early as normal). The saving party, simply through visual replication or the crafting
throw DC for the spell equals 8 + your Constitution or of copies, it is essential to put certain boundaries in
Wisdom modifier (whichever is higher) + your place to curb the possibility of an unchecked escalation
proficiency bonus. of power. Here are some rules GMs can implement:
Wings of Salvation. In addition, when a willing When a player learns from a copy of an Eldritch
creature you can see within 60 feet of you is targeted by Carving, the copy then disappears. The player can
an attack roll or forced to make a saving throw, you can attempt to create a duplicate of the carving, which
use your reaction to give them wings to fly out of necessitates a successful Sleight of Hand check rolled
danger. A pair of angelic wings sprout on their back, secretly by the GM. For the player to craft an perfect
which carries them in a straight line to you, where they copy of the carving, they must obtain a 25 or above. A
land in an unoccupied space next to you. result of 20 or above results in a near perfect copy.
This can potentially cause the harmful effect to miss if However, anything below this number results in an
the creature leaves the range of the effect. The wings unsuccessful copy, unbeknownst to the character.
then vanish. Once you use this property, you can’t do so
again until you finish a long rest. In contrast, original Eldritch Carvings scarified onto
flesh, can only be on a single individual at any given
Tattooed time. In order for another person to gain the powers
granted by the original carving, the current bearer
must willingly burn it away or be killed.
At the end of a long rest, you gain the effect of the
death ward spell cast on yourself.
Scarified
You can use Wings of Salvation a number of times
equal to Constitution or Wisdom modifier, whichever is
higher, and you regain all expended uses when you
finish a long rest.
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