Troubled Legacy Magic Items

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Magic Items

Cloak of Mists

Wondrous Item, rare (requires attunement)

A cloak of dull grey and white interwoven strands, the cloak of mists wraps concealing fogs around the wearer to hide them from sight. While you wear this cloak with its hood up you have advantage on Dexterity (Stealth) checks made to hide. Additionally, while in areas that are lightly obscured by fog, mist, smoke, rain, or other misty or gaseous phenomena, you may attempt to hide using Stealth as a bonus action. Pulling the hood up or down requires an action.

You may also use the cloak of mists to cast misty step. You regain this ability after you complete a short or long rest.

Staff of the Owl

Staff, rare (requires attunement by a spellcaster)

This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you have a +1 bonus to spell attack rolls and spell save DC's.

The staff has 10 charges for the following properties. It regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and dissolves into owl feathers, which scatter to the winds.

Spells. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge, owls only), speak with animals (1 charge, owls only), animal messenger (2 charges), darkvision (2 charges), conjure animals (3 charges, to summon either eight giant owls or eight swarms of owls [stats as swarm of ravens]), or fly (3 charges). You can use a reaction to expend 1 of the staff's charges to cast feather fall, as well.


The Silverthorn Moonblade

Weapon (longsword), legendary (requires attunement)
The Silverthorn Moonblade is a Magical longsword with the following properties. Five elven runes appear on the blade. You remain attuned to the weapon until you die or the weapon is destroyed. Being attuned to this sword grants you free attunement to Silverthorn tower.

  • The moonblade glows faintly with a silvery light in the presence of Demons.
  • The sword is +2 to Hit and Damage.
  • The Sword acts as a Defender. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. You may also use a bonus action to set the bonus for the round.
  • The Moonblade acts as a ring of spell storing. This sword stores spells cast into it, holding them until the attuned wielder uses them. The sword can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM.

Any creature can cast a spell of 1st through 5th level into the ring by touching the sword as the spell is cast. The spell has no effect, other than to be stored in the sword. If the sword can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wielding this sword, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the sword is no longer stored in it, freeing up space.

Wand of Cure Wounds

Wand, Uncommon (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the cure wounds spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend up to a maximum of 3rd level.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.


House of Doors

Wondrous Item, Artifact(requires attunement)



The House The house has a constantly changing layout, and is filled with windows that look out onto the various planes.

  • You may rearrange the layout, décor and furniture of the House of Doors. They may not alter any area observed by a Sentient Creature. You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. No part of the House may be cut off from any other part of the House. The place is furnished and decorated as you choose. Furnishings and other objects created by the House dissipate into smoke if removed from the House. Changes take an amount of time proportional to how extensive it is.
  • You may magically lock any internal door in the House. The door Requires a Dexterity(Thieves Tools) DC 30 to pick.


The Doors

  • You may transform any door or doorway into a portal that leads to the house of doors. Doing so is an action that takes one minute.
  • You may maintain a number of stable doorways equal to your level.
  • If you add a new Doorway when you are at your limit of stable doorways, you must choose a door to be come unstable. An unstable portal may change or vanish without warning.


The Front Door The Front Door of the House always exists at the same location in Sigil. It has the power to help hide those who exit through it from the eye of the Lady of Pain.

  • The Front Door may only be opened by the Attuned.
  • When someone exits from the front door they may benefit from a nondetection spell for 24 hours. While under the benefit of nondetection, any divine nature they may posses is undetectable by any means. If they use any divine ability they lose the benefit of the nondetection spell.

Spells

Bless the Gathering Place

Level: 5th Casting Time: 24 Hours Range/Area: Touch (60 foot Radius)
Components: V,S,M * Duration: Until Dispelled School: Evocation Save: Charisma

You touch a point and infuse an area around it with the spirit of community. The area can have a radius up to 60 feet. The affected area is subject to the following effects.

First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.

Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that are part of the community, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.

Courage. Affected creatures can't be frightened while in the area.

Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.

Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.

Everlasting Rest. Dead bodies interred in the area can't be turned into undead.

Extradimensional Interference. Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.

Rites The Ceremony Spell can be cast without need for material components.

Tongues. Affected creatures can communicate with any other creature in the area, even if they don't share a common language.

* - (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)