Gifts of Change
P
owerful demons or cults of mutation and
forbidden knowledge will sometimes craft Miscast Table
magical items which channel their otherworldly 2d6
and unpredictable powers. They may wield Miscast Effect
these items themselves or gift them to worthy Fiendish limbs tear through reality and pull you
followers, though they often shatter the minds into a demonic realm of torment. Your body is
of mere mortals. The following magic items can destroyed, and your soul and physical belongings
be used to represent these gifts of change in your campaign. 2
are transported to a layer of the Abyss in
possession of a demon lord of the DM's
Blade of Fate choosing.
Weapon (any sword), rare, 2,000gp
Visions of future victories dance across this blade's You violently discharge arcane energy, dealing
reflective surface. None know if it predicts fate or twists it. 3-4 10d6 force damage to you and each creature
At dawn each day, roll two d20s. If you roll a 20 on either within 15 feet of you.
die, reroll it until you roll a different number. Record the final The treacherous demon trapped within the book
results of each die. gives its aid elsewhere. For the next minute, a
When you make an attack roll with this weapon and roll 5-6 creature of the DM's choosing within 100 feet of
one of the numbers you noted, you may treat the roll as if it you gains the ability to cast spells as though it
were a 20. You can only use each of the noted numbers once were holding the tome with 12 charges available.
this way. At dawn each day, you lose the numbers from the You take 4d6 necrotic damage and can't cast
previous day. 7
spells until the start of your next turn.
Chromatic Tome A massive vortex drains all the magic in the area.
Wonderous item, very rare, 12,000gp (requires attunement) 8-9
You take 8d6 force damage, and all spells with
This tome serves as a prison for a sorcerous demon and 100 feet of you are dispelled as though targeted
offers great power to those willing to assume terrible risks. by dispel magic cast at 9th level.
While attuned to this book, you can read from its pages to Your mind is ravaged by demons, causing you to
gather the winds of magic. This can be done as a bonus 10-11 be under the effects of the feeblemind spell for
action or whenever you roll for initiative. When you do so, the the next 10 minutes.
book gains 2d6 charges which last for 1 minute or until you
expend them. If you roll a 2, you gain no charges and must The book becomes overloaded, gaining 12
roll on the Miscast Table below to determine what kind of charges. Until it loses these charges, spell attack
magical backlash you suffer. 12
rolls made as part of casting spells from the book
are made with advantage, and all creatures have
You can't roll for charges again until you spend 10 minutes disadvantage on the next saving throw they make
studying its pages, which can do during a short or long rest. against a spell cast from the book. The book can't
While the book has charges, you can expend 3 or more of regain charges for the next 1d4 days.
its charges to cast one of the following spells (save DC 17,
attack bonus of +9), using it as your spellcasting focus:
chromatic orb (3 charges), scorching ray (4 charges), shatter
(4 charges), lightning bolt (6 charges) hunger of hadar (6
charges), wall of fire (7 charges).
Paradoxical Armor Ac
Armor (any), very rare, 20,000gp resur
This armor flickers in and out of existence, appearing
solid at one moment and incorporeal at the next.
Attackers have an almost equal chance of hitting
the armor's wearer no matter their positioning or tactics.
While wearing this armor, no attack roll can gain
advantage or disadvantage against you.
Staff of Change
Staff, very rare, 15,000gp (requires attunement by a
spellcaster)
This staff infuses spells with the raw powers of chaos,
inflicting random mutations on its victims.
While holding this staff, the save DC of all your spells
increases by +1.
Additionally, when one or more creatures fail a saving
throw against a spell you cast of 3rd level or higher while
wielding this staff, you can choose one of those creatures and
cause it to suffer a random mutation determined by the
Mutation Table below. At the end of each of the target's turns,
it makes a Charisma saving throw against the spell's save
DC, ending all mutations affecting it on a success. A creature Spells from this book cannot be copied into other
can't suffer from two instances of the same mutation at once. spellbooks.
Mutation Table Additionally, you may spend an hour studying the book to
uncover its secrets.
d6 Mutation Creature Effect When you do so, name three different spells from the
The target can't take reactions, and on wizard spell list that are the same level that you have seen
1 Wild Spasms
each of its turns it must choose whether cast or read of in texts such as spellbooks or spell scrolls.
it gets a move, an action, or a bonus Label these spells 1 through 3. Roll a d4 and add the spell
action; it gets only one of the three. whose number matches the result to your spellbook. On a roll
The target's form becomes unstable.
of 4, you must make a Wisdom saving throw with a DC equal
2 Degeneration The first time it takes damage each turn,
to 10 + the level of the chosen spells. On a failure, you gain a
it takes an extra 1d10 force damage.
random long-term madness effect for the number of days
equal to the level of the chosen spells. The book can't be used
3 Twisted Arms
The target can no longer wield weapons this way again until the next dawn.
or cast spells with somatic components. When this book becomes unattuned to a creature, all the
The target is blinded and has blindsight spells it contains are lost.
4 Inverted Eyes
with a radius of 5 feet.
Wand of Whimsy
The target falls prone as its legs can no Wand, very rare, 24,000gp (requires attunement by a
5
Gelatinous longer support its weight. At the start of spellcaster)
Legs each of its turns, its legs give out again, This wand was carved from demonic bones and is capable
causing it to fall prone again. of reducing its victims into writhing beasts of chaotic flesh.
The target regains 10 hit points at the While holding this wand, you gain a +3 bonus to spell
6 Regeneration
start of its turn. The target only dies if it attack rolls.
starts its turn with 0 hit points and When you attack a small or larger creature with a spell
doesn't regenerate any hit points. attack and roll a 20 on the attack roll while holding this wand,
that target must make a DC 20 Charisma saving throw. On a
Unfathomable Tome failure, the creature dies and its body turns into a blue terror
Wonderous item, very rare, 8,000gp (requires attunement by of change under your control. An additional blue terror of
a wizard) change is created for each size category above medium the
This demonic text offers wizards a seemingly endless creature was.
amount of arcane knowledge, though plumbing its depths Any blue terror of change and any brimstone terror of
risks one's sanity. change they spawn share your initiative count. They take
This book can be used as a spellcasting focus for your their turns immediately after yours in any order, and they
wizard spells, and while you are carrying it, you can speak obey your verbal commands (no action required by you). If
and write in Abyssal. The book functions as a spellbook for you don't issue any commands, the horrors spend their turns
you, and the gold and time you must spend to copy spells into pursuing and attacking the nearest non-demons to the best of
it is halved. their abilities. Any horrors made this way melt into goo after
1 minute.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Art Credit
Blue Terror of Change Fevered Visions - Steven Belledin, Wizards of the Coast
Contact Other Plane - Alix Branwyn, Wizards of the Coast
Medium fiend of change (demon of change),
chaotic evil
Blight Herder - Todd Lockwood, Wizards of the Coast
Armor Class 13
Hit Points 13 (3d8)
Speed 30 ft.
Brimstone Terror of
Change
STR DEX CON INT WIS CHA Small fiend (demon of change), chaotic evil
12 (+1) 16 (+3) 10 (+0) 7 (-2) 5 (-3) 6 (-2)
Armor Class 13
Hit Points 4 (1d8)
Damage Resistances cold, fire, lightning Speed 30 ft.
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 7 STR DEX CON INT WIS CHA
Languages Abyssal, telepathy 60 ft.
Challenge 1 (200 XP) Proficiency Bonus +2 7 (-1) 16 (+3) 10 (+0) 3 (-4) 2 (-5) 3 (-4)
Split. When the terror of change is reduced to 0 hit Damage Immunities cold, fire, lightning, poison
points, it splits into two brimstone terrors of change Condition Immunities poisoned
that appear in the unoccupied spaces closest to Senses darkvision 120 ft., passive Perception 5
where the blue terror of change died. Each has its Languages Abyssal, telepathy 60 ft.
own turn and uses the blue terror of change's Challenge 1/4 (50 XP) Proficiency Bonus +2
initiative.
Actions
Actions
Actions
Actions
Fire Blast. Ranged or Melee Spell Attack: +5 to hit,
Hurl Flame. Ranged Spell Attack: +5 to hit, range 50 reach 5 ft. or range 25 ft., one target. Hit: 7 (1d8 +
ft., one target. Hit: 7 (1d8 + 3) fire damage. If the 3) fire damage. If the target is a flammable object
target is a flammable object that isn't being worn or that isn't being worn or carried, it also catches fire.
carried, it also catches fire.
Taloned Hands. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing
damage.
Change Log Local Content
1.1.0 Blade of Fate 1.0.0
Add gold costs Chromatic Tome 1.0.0
Paradoxical Armor 1.0.0
Staff of Change 1.0.0
Unfathomable Tome 1.0.0
Wand of Whimsy 1.0.0
Referenced Content
Blue Terror of Change 1.0.0
Brimstone Terror of Change 1.0.0
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.