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Vault of The Upper Planes Volume I

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100% found this document useful (1 vote)
623 views9 pages

Vault of The Upper Planes Volume I

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Vault of the Upper Planes

Volume I
25 Goodly Magic Items from the Seven Heavens

by Ed Bonny



DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers
League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and
their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe,
4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

A special thanks to Homebrewery without whom this project would not have been so professionally produced.


Table Of Contents
Introduction Ioun Stone 5
Defiance (Ioun Stone) 5
For Goodness and For Glory 2
Moonstaff 5
Magic Items and Mount Celestia 2
Potion of Celestial Revitalization 5
Magic Items A-Z Ring of Archon's Favor 5
Ring of Purified Summoning 5
Amulet of the Archon 3
Ring of the Arcane Crusader 5
Amulet of the Coruscating Orb 3
Ring of the Mists 6
Amulet of the Healer 3
Rod of Minor Miracles 6
Blue Sword of Endurance 3
Shield of St. Garryn 6
Circlet of the Unicorn 3
Starstaff 6
Cloak of Angelic Majesty 4
Stoneblest 6
Cloak of the Clouds 4
Sunstaff 7
Cloak of Sanctification 4
Sword of St. Garryn 7
Dagger of Dismissal 4
Wand of Undying Light 7
Eyes of Ever Perceiving 4
Fiendwrack 4
Introduction: For
Goodness and For Glory

M
outh Celestia is the ultimate plane of
law and good, justice and mercy, order
and compassion. This plane has seven
layers, each one ascending from the
layer below, and each a celestial
paradise of perfection inhabited by
angels and archons. DMs can use
Mount Celestia as a destination for player characters seeking
advice and assistance. Celestials on the plane may invite
player characters on the Material Plane to visit. Or players
may be looking to invade this lawful good plane for nefarious
reasons. In any case, Mount Celestia offers any campaign a
plethora of magic items and unique monsters that exist
nowhere else in the multiverse.
In researching this supplement, inspiration was drawn
from all the DnD editions in general, and from the 1e
Monster Manual 2 and the 3e Book of Exalted Deeds
specifically.
Magic Items and Mount Celestia
There are a myriad of means where magic items from Mount
Celestia can make their way into the hands of player
characters. PCs adventuring across the many layers of the
plane may come into contact with celestials who may sell or
gift magic items to the players. A trumpet archon may be sent
to the Material Plane to deliver a magic item to a loyal player
character in need, while a warden archon observing events
on the Material Plane may intervene and offer magic to a
party to undertake a mission. A player may inherit a celestial
magic item from a deceased relative, or perhaps that player is
tasked with retrieving a saintly family heirloom which has
gone missing. A player may even find themselves in
possession of a magic item from Mount Celestia that the
celestials may not want them to have. And some of those
magic items that the player’s do acquire might just be found
in this supplement.

2
Magic Items (A-Z) Circlet of the Unicorn
Magic items are presented in alphabetical order. A magic Wondrous item, rare (requires attunement, wearer must be
item's description gives the item's name, its category, and its good)
magical properties. This headband of elegantly woven platinum is embedded
with amethysts and pulses with a gentle warmth.
Amulet of the Archon When you wear this headband and speak the command
Wondrous item, rare (requires attunement) word, you project a long, tapered horn of shimmering force
This amulet appears as a small ball of radiant light affixed from the top of your forehead. The horn is 1 foot long and
to a finely wrought platinum chain. When you wear this lasts for one minute. This property of the headband can’t be
amulet, hostile creatures within 5 feet of you must make a used again until the next dawn.
DC 15 Wisdom saving throw. Creatures who fail gain You may take a bonus action to make a melee attack with
disadvantage on all attack rolls against you for the next the horn against one target within 5 feet of you. You have
minute. An affected creature who successfully strikes you advantage on the attack roll. On a successful hit, the target
ends the effect on itself and cannot be affected by the amulet takes 1d8+4 points of piercing damage. You may also take an
until the next dawn. action to touch another creature with the horn. A creature
touched by the horn magically gains 2d8+2 hit points. In
Amulet of the Coruscating Orb addition, the touch removes all diseases and neutralizes all
Wondrous item, rare (requires attunement) poisons afflicting the target. This property of the headband
While wearing this amulet, you can use an action to erect a can be used three times, and then can’t be used again until
protective sphere of brilliant light centered around you. The the next dawn.
sphere is 20 feet in diameter and remains in place for a
duration of 10 minutes. The sphere emits bright light out to
60 feet and dim light to an additional 60 feet. You are
immune to the sphere’s effects.
When the sphere appears, each creature in its area must
make a DC 15 Constitution saving throw. On a failed save, a
creature takes 4d6 radiant damage, and is blinded for one
minute. On a successful save, it takes half as much damage
and isn’t blinded. A blinded creature can make a Constitution
saving throw at the end of each of its turns, ending the effect
on a success. A creature that ends its turn within the sphere
takes 4d6 radiant damage. This property of the amulet can’t
be used again until the next dawn.
Amulet of the Devoted Healer
Wondrous item, rare (requires attunement by a bard, cleric,
druid, ranger or paladin)
This square amulet is made of a deep green metal and
hangs on a thick chain of the same metal. The amulet is both
refreshingly cool and soothingly warm to the touch. Only
Hound Archons are known to possess these amulets, and will
gift them to healers who have defended the innocent and
helpless.
When you wear this amulet, spells you cast that heal
damage or increase hit points such as the second level spell
aid are treated as if you used a spell slot one level higher than
the spell slot used for the spell.
Blue Sword of Endurance
Weapon (longsword), rare (requires attunement)
This blue steel weapon crackles with an unearthly cerulean
energy when unsheathed. Blue swords of endurance were
designed by warden archons to arm the faithful on the
Material Plane preparing to undertake dire journeys.
You gain a +1 bonus to attack and damage rolls made with
this magic weapon. While wielding the blue sword of
endurance, you are immune to poison. You do not need to eat
or sleep. You also do not suffer the initial effects of
exhaustion either, despite the levels of exhaustion you
acquire. However, if you reach the sixth level of exhaustion
(death), you still die.

3
Cloak of Angelic Majesty Eyes of Ever Perceiving
Wondrous item, very rare (requires attunement, wearer must Wondrous item, very rare (requires attunement)
be good) Made of a luminous crystal, eyes of ever perceiving are
This cloak of purest white is made from an unknown silken special creations of the archons that are bestowed upon
fabric that never stains, tears, or wears. pious mortals to assist in their toils on the Material Plane.
When wearing this cloak, you are immune to being Archons do not look favorably upon non-good beings who
charmed and frightened. You have advantage on saving come into possession of this magic item.
throws against spells and other magical effects. You also gain These lenses fit over the wearer’s eyes. While wearing
proficiency with the greatsword. If you are a Small creature, them, you have truesight out to 120 feet and are immune to
you may wield weapons with the heavy property without being blinded.
suffering disadvantage.
Also when you wear this cloak, you can take an action to Fiendwrack
speak the command word that transforms the cloak into a Weapon (greatsword), rare Awarded to worthy mortals by
pair of feathered wings. You can fly at a speed of 90 feet. The angels, this white metal greatsword grants a +2 bonus to
wings last for 8 hours. This property of the cloak can be used attack and damage rolls made with it. Fiendwrack deals force
once, and then can’t be used again until the next dawn. damage instead of slashing damage. When Fiendwrack hits a
fiend or a target with fiendish ancestry such as a tiefling, it
Cloak of the Clouds deals an extra 2d8 radiant damage.
Wondrous item, uncommon This unusual cloak appears to be
made of billowing clouds that changes appearance depending
upon the weather. The cloak has no weight and feels like
insubstantial mist to the touch.
When you wear this cloak, you have resistance to lightning.
You also receive advantage on saving throws and ability
checks involving natural weather effects, including conditions
arising from natural weather such as climbing on a rain
slicked cliff, tracking in a snowstorm, or swimming during a
storm.
The cloak also predicts the weather, altering its hue,
appearance and temperature to indicate changing weather
eight hours before the weather arrives. For example during
stormy weather, the cloak will take on the appearance of
roiling dark clouds, and may give off tiny harmless flashes of
lightning and low rumbles of thunder. During a snowstorm,
the cloak is cold to the touch, turns gray, and sheds minute
snowflakes. On a clear day or if taken underground, the
cloak’s clouds retract up to the wearer’s shoulders. The cloak
does not respond to magical or unnatural changes weather.
These cloaks are given by archons to travelers as an
unobtrusive aid for journeys into unknown and hazardous
lands.
Cloak of Sanctification
Wondrous item, uncommon
This unassuming gray cloak protects travelers in areas of
undead threats.
When you wear this cloak, you have advantage on saving
throws against effects from undead attacks. Additionally,
corpses within 20 feet of you cannot rise as undead.
Dagger of Dismissal
Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls made with
this magic weapon. In addition, you can use a bonus action to
infuse the dagger with abjurative energy. The energy remains
with the blade for 1 minute. On a hit with the dagger against
a celestial, an elemental, a fey, a fiend, or an undead creature,
the target must succeed a DC 15 Charisma saving throw or
be sent back to its home plane. Undead not on their home
plane are sent to the Shadowfell. Fey not on their home plane
are sent to the Feywild. The dagger cannot be used this way
again until the next dawn.

4
Ioun Stone Ring of Purified Summoning
Wondrous item, rarity varies (requires attunement) Ring, rare
When you use an action to toss one of these stones into the When you wear this ring, you can use a bonus action to
air, the stone orbits your head at a distance of 1d3 feet and create an area 50 feet around you that affects spells and
confers a benefit to you. Thereafter, another creature must magical effects which conjure creatures. The area persists
use an action to grasp or net the stone to separate it from for as long as you wear the ring up to 10 minutes. Any being
you, either by making a successful attach roll against AC 24 attempting to conjure an evil or neutral creature (e.g., conjure
or a successful DC 24 Dexterity (Acrobatics) check. You can elemental spell, devil ability to summon devil) must make a
use an action to seize and stow the stone, ending its effect. DC 15 Wisdom saving throw. On a failed save, the intended
A stone has AC 24, 10 hit points, and resistance to all creature is not summoned, and instead an equivalently good-
damage. It is considered to be an object that is being worn aligned creature is summoned. The good creature possesses
while it orbits your head. free will and is not bound to obey the being who summoned
Defiance (rare). While this chalk white spherical stone it. The ring can’t be used again until the next dawn.
orbits your head, you cannot be stunned. The stone also
cancels necrotic damage that you would normally take. Once Ring of the Arcane Crusader
the stone has cancelled 50 points of necrotic damage, it Ring, rare (requires attunement by bard, sorcerer, warlock or
crumbles into fine dust. If you would take necrotic damage wizard)
higher than the amount of damage that the stone has left, the This plain, unadorned ring is crafted of iron and painted a
stone can’t cancel it. deep red. Rings of the arcane crusader can be purchased in
Sigil, on the upper planes, and in the Outlands wherever
Moonstaff adventurers prepare to visit the lower planes.
Staff, very rare (requires attunement by a cleric, druid or When you wear this ring, spells you cast that cause fire or
ranger) radiant damage are treated as if you used a spell slot one
This beautiful staff of whitewood is intricately carved with level higher than the spell slot used for the spell. Additionally,
graceful silver runes and phases of the moon. The moonstaff spells you cast that cause fire or radiant damage and that
can be wielded as a magic quarterstaff that grants a +2 bonus target fiends are treated as if you used a spell slot two levels
to attack and damage rolls made with it. The DC of saves higher than the spell slot used for the spell.
against spells cast by the moonstaff increases by +1 if the
moonstaff is used at night. The DC of saves against spells
increases by +2 if the moonstaff is used at night during a full
or new moon.
This staff has 10 charges. While holding it, you can use an
action to spend 1 or more of its charges to cast one of the
following spells, using your spell save DC and spellcasting
ability modifier: faerie fire (1 charge), moonbeam (2 charges),
or polymorph (4 charges). You can increase the spell slot level
by one for each additional charge you expend.
The staff regains 1d6+4 expended charges daily at dawn. If
you expend the last charge, roll a d20. On a 1, the staff glows
a soft white and slowly disappears.
Potion of Celestial Revitalization
Potion, very rare
When you drink this potion, you regain 70 hit points and
any blindness, deadness, or disease affecting you is ended.
Your speed is doubled for 10 minutes. Additionally for the
next 10 minutes, at the end of each turn, you regain 1 hit
point. This delightfully sweet potion glows a soft white.
Ring of Archon’s Favor
Ring, legendary (requires attunement)
This magnificently crafted platinum ring glows softly even
in darkness.
When you wear this ring, you can use an action to activate
its ability which renders you immune to all damage for up to
10 minutes. You must maintain concentration to keep the
ring’s magic active. This property of the ring can be used
once, and then can’t be used again until the next dawn.

5
Ring of the Mists The staff regains 1d6+4 expended charges daily at dawn. If
Ring, uncommon (requires attunement) you expend the last charge, roll a d20. On a 1, the staff glows
This ring appears as a small circlet of cool, flowing mist. It a soft white and slowly disappears.
is wet to the touch and has no weight.
When you wear this ring, you can take an action to cast Stoneblest
misty step on yourself. Additionally, your vision is not Weapon (maul), very rare (wielder must be a dwarf or gnome)
impaired by natural mists or magical mists that obscure These massive weapons are a masterpiece of maul design
vision, such as that created by fog cloud. You also gain and are composed of unbreakable stone, silver, and steel.
advantage on saving throws against mist and fog spells and Stoneblest are forged by Hammer Archons who secretly
magical effects that cause damage such as the poisonous fog leave them with gnome and dwarven communities facing dire
from cloudkill or the breath weapon of a green dragon. outside threats.
You gain a +1 to attack and damage rolls made with this
Rod of Minor Miracles weapon. If both you and your target are touching the ground,
Rod, very rare (requires attunement) you instead gain +2 to attack and damage rolls made with
Crafted of gold and silver colored woods, the rod of minor this weapon. Despite being a weapon with the heavy property,
miracles is a powerful tool in the hands of the righteous. you wield stoneblest without suffering disadvantage. While
Knowledge of the rod is a guarded secret and the archons gift wielding stoneblest, you can use it to cast the wall of stone
them begrudgingly to only the most deserving. spell as an action. This property of the maul can’t be used
The rod has 3 charges. While holding this rod, you can use again until the next dawn. Additionally while you wield
an action to expend 2 charges to duplicate any spell of 6th or stoneblest, you cannot be knocked prone.
lower. The rod doesn’t need to meet any requirements of the
duplicated spell, including costly components. The spell
simply takes effect.
Alternatively, you can expend 1 charge to create one of the
following effects of your choice:
• You create one object of up to 10,000 gp in value that isn’t
a magic item. The object can be no more than 150 feet in any
dimension, and it appears in an unoccupied space you can
see on the ground.
• You allow up to 10 creatures that you can see to regain
2d4+4 hit points, and you end one effect on each of them as
described in the lesser restoration spell.
The rod regains 1 expended charge daily at dawn. If the
rod is reduced to 0 charges, roll a d20. On a 1, the rod glows
brightly and then vanishes.
Shield of St. Garryn
Armor (shield), uncommon (requires attunement)
St. Garryn the Vigilant, a zealous crusader devoted to
Tempus, was reported to have never been caught by surprise.
In the centuries since his holy ascendance to Mount Celestia,
his battered but intact shield has inexplicably turned up in
the hands of the virtuous during times of terrible need.
While holding this shield, you have a +1 bonus to AC. You
can also see invisible creatures and objects as if they were
visible. Additionally, you can see into the Ethereal Plane.
Ethereal creatures and objects appear ghostly and
translucent.
Starstaff
Staff, very rare (requires attunement by a bard, sorcerer,
warlock, or wizard) This protective staff is painted a deep
blue and is embedded with hundreds of tiny white sparkling
stones. The starstaff can be wielded as a magic quarterstaff
that grants a +2 bonus to attack and damage rolls made with
it. The DC of saves against spells cast by the starstaff
increases by +1 if the starstaff is used at night.
This staff has 10 charges. While holding it, you can use an
action to spend 1 or more of its charges to cast one of the
following spells, using your spell save DC and spellcasting
ability modifier: magic missile (1 charge), blur (2 charges), or
protection from energy (3 charges). You can increase the spell
slot level by one for each additional charge you expend.
6
Sunstaff Sword of St. Garryn
Staff, legendary (requires attunement by any spellcaster) Weapon (longsword), uncommon
This ornate staff is painted in luminescent gold and St. Garryn the Vigilant was renowned for his daring moves
decorated with gems. A radiant diamond tops the staff. The on the battlefield where he often emerged seemingly
sunstaff can be wielded as a magic quarterstaff that grants a unscathed. He was called to Mount Celestia by the archons
+3 bonus to attack and damage rolls made with it. The DC of and ascended to that plane, leaving behind his sword and
saves against spells cast by the sunstaff increases by +1 if the armor for the faithful to retain.
sunstaff is used during daylight. The DC of saves against While you wield this weapon, your movement doesn’t
spells cast by the sunstaff decreases by -1 if the sunstaff is provoke opportunity attacks.
used at night.
This staff has 7 charges. While holding it, you can use an Wand of Undying Light
action to spend 1 or more of its charges to cast one of the Wand, rare (requires attunement by a cleric, druid, ranger, or
following spells, using your spell save DC and spellcasting paladin)
ability modifier: fire shield (1 charge, warm shield only), These wands of clear crystal are topped with a perfectly
sunbeam (3 charges), or sunburst (5 charges). You can smooth topaz sphere. They are crafted by archons for the
increase the spell slot level by one for each additional charge purpose of banishing darkness and bringing light to fell
you expend. places.
The staff regains 1d6+1 expended charges daily at dawn. If When activated, the wand glows brightly with an effect
you expend the last charge, roll a d20. On a 1, the staff identical to a light spell.
dissolves in a burst of sunlight. This wand has 7 charges for the following properties. It
regains 1d6+1 charges daily at dawn. On the Seven Heavens
of Mount Celestia, the wand instead regains 1d6+3 charges
daily at dawn.
While holding it, you can use an action to expend 1 or
more of its charges. If you expend the wand’s last charge, roll
a d20. On a 1, you and all allies within 20 feet of you
magically gain 3d6+3 hit points. The wand then fades away,
returning to its archon creator on Mount Celestia.
Faerie Fire. While holding the wand, you can use an action
to expend 1 charge to cast the faerie fire spell with a DC 15
Dextertiy saving throw.
Continual Flame. While holding the wand, you can use an
action to expend 2 charges to cast the continual flame spell.
Daylight. While holding the wand, you can use an action to
expend 3 charges to cast the daylight spell.

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