Legendary Items
This bundle contains one legendary magic item
designed for each of the 5e classes. Each item
highlights iconic features of the class and should be
presented with a memorable story when given.
Gigantesque, Satchel of the Infinite [Artificer]
Wondrous item. Legendary (requires attunement).
This satchel stores nearly everything an artificer Accompanist, Jewel of Instrumentation [Bard]
needs. You are aware when an object is placed or Wondrous item. Legendary (requires attunement).
retrieved from the bag. When an object is placed or When resting against your neck, this jewel amplifies
retrieved, you can choose if Gigantesque is a Bag of and plays any tune. You gain a +1 bonus to your
Holding, Bag of Devouring, or a regular bag. Jack of All Trades. When you expend a use of Bardic
As an action, you can place this bag on the ground Inspiration, the jewel plays an accompanying tune.
and an endless torrent of conjured objects spew from You choose one of the following effects. The saving
it for 1 minute. An ally that starts its turn within throws are against your spell save DC and creatures
10ft of the bag gains 4d6 temporary hit points. An must be able to hear you to be effected.
enemy that starts its turn within 10ft of the bag must
succeed on a Dexterity saving throw against your spell Hurdy-Gurdy. Each creature in a 20ft cone originating
save DC or take 8d6 slashing, piercing, or bludgeoning from you must make a Constitution saving throw or be
damage, or half as much on a success. Once you use pushed 10ft away from you and be knocked prone.
this feature you cannot do so again until the next Flute. Each ally within 15ft of you can spend a hit die and
dawn. regain hit points equal to the amount of the hit die + your
In addition, when you finish a long rest, you can Song of Rest bonus + your Charisma modifier.
choose any number of your artificer infusions. The Drum. Each ally within 30ft of you gains a 10ft increase
chosen artificer infusions become a Spell-Storing to its speed until the start of your next turn. Each enemy
Item with only 2 uses until you start a long rest. within 10ft of you must make a Wisdom saving throw or
These Spell-Storing Items are in addition to the Spell- be frightened of you for 1 minute. A frightened creature
Storing Item you create from an object. can repeat the saving throw at the end of each of its turns,
Relentless, Belt of the Unceasing [Barbarian] ending the effect on itself on a success. If a creature’s
saving throw is successful or the effect ends for it, the
Wondrous item. Legendary (requires attunement).
creature is immune to this effect for the next 24 hours.
This belt is a loop of metals that embolden you with
endless energy. Relentless Rage starts at a DC 0 and Bugle. Until the start of your next turn, each ally within
resets to DC 0. As a bonus action, you can enter a 15ft of you can add your Charisma modifier to damage it
state of relentless assault for 1 minute. At the start deals with its weapon attacks.
of each of your turns, you can move up to your speed As a bonus action, you can use all of these effects at
towards a creature and make a weapon attack against the same time. Once you use this feature you cannot
a creature within reach. Once you enter this state you do so again until you finish a short or long rest.
cannot do so again until the next dawn.
While raging, you gain the following additional
features:
• When you hit a creature with an opportunity attack,
you can move up to half your speed immediately after the
attack and as part of the same reaction.
• If you begin your turn with more than half of your
maximum hit points, you deal an extra 1d6 damage with
your weapon attacks.
• If you begin your turn with less than half of your
maximum hit points, you gain 6 temporary hit points.
Art by
Flail Snail’s Mail
Sanguine, Ring of Blood Mastery [Blood Hunter] Antithesis, Bracers of Divine Balance [Cleric]
Ring. Legendary (requires attunement). Wondrous item. Legendary (requires attunement).
The red garnet in this ring swirls like blood. This The intricate design of these bracers encourage
ring has 4 charges. As a bonus action, you can sustain and decay. The bracers have 3 charges. When
expend a charge to form a blood tether to a creature you finish a long rest, you choose which bracer is
within 120ft of you that has blood. The target must active for the day: Sustain or Decay. You regain 3
succeed on a Constitution saving throw against your charges when you finish a long rest, but you regain 1
Hemocraft save DC or a blood clone forms within 10ft less charge for each time you would choose the same
of you for 1 minute or until the target is no longer on bracer from the previous day (minimum of 0 charges).
the same plane of existence as you. The clone uses the For example, if you chose Sustain for two days in a
creature’s statistics but has no damage resistances row you would only regain 2 charges or 1 charge for
and damage immunities. When the blood clone takes three days in a row.
damage, the target tethered to it takes damage equal
Sustain. You choose between the Divine Domain: Life or
to half the damage dealt to the clone. Your clone
Peace. You gain the Channel Divinity option and domain
counts as a spell for the purposes of the Dispel Magic
spells of that choice. When you restore hit points with a
spell, and the spell level is equal to half of your blood
spell of 1st level or higher, the first time the spell restores
hunter level (maximum of 9th level spell). You regain
hit points it restores an additional 2d6. As an action, you
all expended charges at dawn.
can expend a charge to have a life blossom appear within
In addition, when you deal damage with Crimson
60ft of you. Each creature of your choice within 20ft of the
Rite to a creature with blood, each creature of your
life blossom gains 1d8 temporary hit points per your cleric
choice within 5ft of the target takes that Crimson Rite
level and the effects of the Haste spell for 1 round. When
damage as well. When you amplify Blood Maledict,
haste fades it is not effected by a wave of lethargy.
you gain one of the following effects of your choice:
Decay. You choose between the Divine Domain: Death or
Thickened Blood. You gain a +2 bonus to AC until the start Grave. You gain the Channel Divinity option and domain
of your next turn. spells of that choice. When you deal damage with a spell of
Quickened Blood. You gain a 15ft increase to your speed 1st level or higher, the first time the spell deals damage it
until the end of your turn. deals an additional 2d6 necrotic damage. As an action, you
Focused Blood. You have advantage on the next weapon can expend a charge to have a death blossom appear within
attack roll you make before the start of your next turn. 60ft of you. All creatures within 20ft of the death blossom
must make a Constitution saving throw against your spell
save DC. A creature takes 1d8 necrotic damage per your
cleric level and is poisoned for 1 round on a failed save, or
half as much damage and is not poisoned on a successful
one.
Sapling, Progeny of the Forest [Druid]
Armor (shield). Legendary (requires attunement).
This +1 shield was crafted from the bark of an ancient
world tree. This shield has 3 charges. When you take
damage, you can use a reaction to expend a charge
and reduce the damage you take by 1d12+5. You
regain all expended charges at dawn.
When you cast the Shillelagh cantrip, you can also
create a club or quarterstaff that lasts for its duration.
You gain a +1 bonus to attack and damage rolls and
deal an extra 1d8 damage with a weapon that has
Shillelagh cast on it. In addition, when you assume Continuity, the Ki Manipulator [Monk]
the shape of a beast with Wild Shape bark armor Wondrous item. Legendary (requires attunement).
covers your form and you gain +3 bonus to AC. The beads of this belt loop look like an infinity sign.
As an action, you face the shield forward and When you spend a ki point, add a depleted ki point
call upon the primal power of the world tree. Each to this belt. You lose all depleted ki points when you
creature in a 60ft cone must make a Dexterity saving finish a short or long rest. When you hit a hostile
throw against your spell save DC as a torrent of vines creature with an unarmed strike, you can spend a
and branches erupt from the shield and ground. depleted ki point to use one of the following effects:
A creature takes 6d8 bludgeoning damage and is
restrained for 1 hour or until it escapes on a failed Rising Uppercut. The target must make a Strength saving
save, or half as much damage and is not restrained throw against your Ki save DC or take an extra 1d8 damage
on a successful one. The area is difficult terrain for and be pushed 5ft away from you.
creatures of your choice. The vines are reclaimed by Whirlwind Kick. You can make two additional unarmed
the earth after 1 hour. Once you use this feature you strikes against two different creatures within 5ft of you.
cannot do so again until the next dawn.
Paralyzing Palm. The target must succeed on a
Copycat, Handle of Mastery [Fighter] Constitution saving throw against your Ki save DC or take
Weapon (unique). Legendary (requires attunement). an extra 1d8 damage and cannot take reactions until the
Within this handle lies the ability for a fighter to start of its next turn.
wield any weapon they desire. As a bonus action or Revitalizing Strike. You regain hit points equal to half
when you use Action Surge or Second Wind, you can the damage dealt with the attack.
transform the handle into a two-handed +2 weapon,
two one-handed +2 weapons, or a one-handed +2 In addition, as an action you perform a reverse
weapon and shield of any weapon you are proficient life transference. You spend all your remaining ki
with. You can also transform this handle into any points. You regain 5 hit points for each ki point
magical weapon of very rare rarity or less that you spent. Choose a creature within 60ft. The target must
have wielded in the past. If the weapon requires attempt a Constitution saving throw against your Ki
attunement you are considered attuned to it as long save DC or take necrotic damage equal to the amount
as you are attuned to Copycat. When you use Action of hit points you regained, or half as much on a
Surge and transform the handle into a different success.
weapon, you have advantage on your next weapon
attack roll before the end of your turn. In addition,
at the start of each of your turns you can choose a
different Fighting Style available to fighter. You gain
that Fighting Style until the start of your next turn.
As an action, you can animate the handle. Five
different weapons are created and animated. Make a
weapon attack roll with each weapon and then return
the handle to a weapon of your choice you wield. Once
you use this feature you cannot do so again until you
finish a short or long rest.
Art by
Flail Snail’s Mail
Truthseeker, Sword of Divine Fire [Paladin] Huntsman, the Survivalist’s Bow [Ranger]
Weapon (longsword). Legendary (requires attune~). Weapon (longbow). Legendary (requires attunement).
The power of this simple +2 longsword comes from This +2 longbow once belonged to a ranger blessed
the essence of its wielder. As a bonus action, you by an archfey. When you use Nature’s Veil, you can
can cause the longsword to be set ablaze in holy teleport up to 60ft to an unoccupied space you can
fire. While the sword is ablaze, it deals an extra 1d8 see before you turn invisible, your speed becomes
radiant damage to any target it hits. When the sword 0ft until the end of your turn, and you take a ready
is in the area of the Zone of Truth spell, it absorbs position until the start of your next turn. While in
and dispels the spell to emanate its own field of truth this ready position, when you see a creature move you
within 15ft for 10 minutes. When a creature lies can make a weapon attack with this longbow against
within the field of truth, the sword faintly pulses and that creature without using a reaction.
glows. This longbow has 5 charges and regains all
As an action, you can make a ranged expended charges at dawn. When you hit a
swipe of this longsword. A creature creature effected by your Favored Foe or Hunter’s
must succeed on a Wisdom saving Mark with this longbow, you can expend a charge
throw against your spell save DC or take to use one of the following effects:
4d10 radiant damage.
• You cast a spell with a cast time of 1 action.
When you deal damage to a creature
with this sword, you learn a hidden • You mark the target with an explosive
truth about it. Choose one option to rune for 1 minute. As a bonus action, you can
learn about the creature: the target’s detonate the rune. The target and each creature
AC, one of the target’s ability scores, within 20ft must make a Dexterity saving
a lie the target spoke to you, an throw against your spell save DC. A target
interesting piece of information (GM’s takes 8d6 fire damage on a failed save, or
discretion). You can only learn a hidden half as much damage on a successful one.
truth once on each of your turns. • Noxious gas seeps from the target.
This sword has 3 charges and regains The target and each creature within a
all expended charges at dawn. While 30ft cone behind the target must make a
the sword is ablaze, you can Constitution saving throw against your
cause the holy fire to extend and spell save DC or take 4d6 poison damage
attack in a fury. As an action, you and be poisoned for 1 minute. A poisoned
can expend a charge to make a creature can repeat the saving throw at the
unique attack. Choose one of the end of each of its turns, ending the effect
unique attacks from the following on itself on a success.
options. You roll the damage
• Vines grow rapidly around the target.
once, applying any modifiers and
The target must make a Strength saving
Divine Smite, and use the total
throw against your spell save DC or be
for each weapon attack you hit
restrained for 1 minute or until it escapes.
with the unique attack.
The ground within 20ft of the target becomes
Pierce. Make a weapon attack overgrown until the creature escapes. A
against each creature in a 120ft creature moving across the ground must spend
line. 4ft of movement for every 1ft it moves.
Cleave. Make a weapon attack
against each creature in a 30ft Huntsman, the
cone. Survivalist’s Bow
Tempest. Make a weapon attack
against each creature within 15ft
of you.
Ghost, Cloak of Shadows [Rogue] Realm, the Warping Pendant [Sorcerer]
Wondrous item. Legendary (requires attunement). Wondrous item. Legendary (requires attunement).
The wearer of this cloak stalks their prey from the This necklace enhances any potent bloodline with
shadows. When you deal Sneak Attack damage to a chaotic energy. This necklace has 5 charges. As an
creature, you mark its shadow for 1 minute. As long action, you can expend a charge to tear a rift in reality.
as it projects a shadow, you deal an extra 2d6 Sneak Choose two points within 120ft of you and within
Attack damage to a creature with a marked shadow. 30ft of each other. The points split open into portals
This cloak has 3 charges. You can expend a charge to that connect to each other for 10 minutes. A creature
use the following options: within 5ft of a portal can use a bonus action to enter a
portal and emerge within 5ft of its connected portal.
• When you take the Hide action, you can expend a
You regain all expended charges at dawn.
charge to sink into your shadow. You cannot be targeted,
When you spend sorcery points, you create a gravity
but are still considered in your space, until the start of
well at your location for 1 minute that stores the
your next turn.
amount of sorcery points you spent. When a creature
• As a bonus action, you can teleport up to 90ft within of your choice ends its turn within 15ft of a gravity
5ft of a marked shadow or a willing creature’s shadow. well, it is pulled 5ft toward the closest gravity well.
As a bonus action, you choose a point within 90ft When a creature starts its turn within 5ft of a gravity
of you. For 1 minute, magical dim light fills the well, you choose whether it takes 1d6 force damage
area within 15ft of that point. While you are in the or gains 1d6 temporary hit points. The damage or
area, shadows dance around you and attacks have temporary hit points increase by 1d6 for each sorcery
disadvantage against you. When you deal Sneak point stored in the gravity well.
Attack damage to a creature in the area, you deal In addition, as a bonus action you can consume any
the same amount of Sneak Attack damage to each number of gravity wells. Each creature within 10ft
creature with a marked shadow. During the duration, of a consumed gravity well must make a Strength
you can use a bonus action to move the point of origin saving throw against your spell save DC or take 2d6
up to 60ft from its original location. Once you move force damage. This damage increases by 2d6 for each
the area, you cannot do so again for the duration. sorcery point stored in the consumed gravity well. A
Once create this area, you cannot do so again until the creature can only take this damage from one gravity
next dawn. well each turn. You regain 1d6 hit points for each
consumed gravity well. The healing increases by 1d6
for each sorcery point stored in the consumed gravity
wells.
Art by
Flail Snail’s Mail
Exemplar, Cowl of the Honored [Warlock] Torrent, Fan of Arcane Winds [Wizard]
Wondrous item. Legendary (requires attunement). Wondrous item. Legendary (requires attunement).
Your patron’s presence rests upon this cowl to protect While wielding this fan, you can manipulate the ley
their most prized devotee. As a bonus action, you lines of magic. When you finish a short or long rest,
can activate this cowl to anchor yourself in time. At roll a d8 to determine your school of spells on the
the end of your next turn, you return to the location Arcane Tradition table. After you roll, you can replace
where you activated the cowl. If the space is occupied, any number of your prepared spells with spells from
you appear in the nearest unoccupied space. Your hit the determined spell school. You gain a +1 bonus
points, temporary hit points, and warlock spell slots to spell attack rolls and to the saving throw DCs of
change to reflect the time you activated the cowl. For your wizard spells in the determined spell school. In
example, you regain hit points and expended uses of addition, when you use Arcane Recovery, roll a d8.
your spell slots. If you died, you are returned to life. You add the result to the combined level of spell slots
Once you use this feature you cannot do so again until you can recover.
the next dawn. This fan has 5 charges. At the start of your turn,
When you roll for initiative you can cast the you can expend a charge to roll a d3. You can cast a
Armor of Agathys spell on yourself as a 5th level prepared spell with a cast time of 1 action from the
spell, without expending a spell slot or material determined school without expending a spell slot.
components. In addition, when you take damage, you The spell’s level equals the number you rolled. A spell
can reduce the damage you take by a number equal to cast this way does not use your action. You regain all
half your known Eldritch Invocations. expended charges at dawn.
Arcane School Table
1 Divination
2 Abjuration
3 Illusion
4 Conjuration
5 Enchantment
6 Transmutation
7 Necromancy
8 Evocation
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