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Epic Treasure

Epic Treasures (5E) is a collection of over 60 unique magic items designed for 5th Edition campaigns, featuring items inspired by myth, legend, and global cultures. Each item offers detailed powers and hidden abilities that can be unlocked by characters with epic boons or divine blessings. The product emphasizes innovative design and accessibility, including hyperlinks to relevant rules for ease of use during gameplay.

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Jim Zettlemoyer
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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100% found this document useful (1 vote)
58 views28 pages

Epic Treasure

Epic Treasures (5E) is a collection of over 60 unique magic items designed for 5th Edition campaigns, featuring items inspired by myth, legend, and global cultures. Each item offers detailed powers and hidden abilities that can be unlocked by characters with epic boons or divine blessings. The product emphasizes innovative design and accessibility, including hyperlinks to relevant rules for ease of use during gameplay.

Uploaded by

Jim Zettlemoyer
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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Jim Zettlemoyer (Order #40041272)

Jim Zettlemoyer (Order #40041272)


Credits
Authors: Jason Nelson, Loren Sieg, Pedro Coelho, Matt Goodall, Linda Zayas-Palmer,
Thurston Hillman, and Alex Augunas
Artists: Kaj Driesen, Frank Hessefort, Dio Mahesa, Andrea Montano, Beatrice Pelagatti,
Dylan Reader, Colby Stevenson
5E Editing and Development: Michael Ritter
Design and Layout: Rick Kunz
Legendary Games Team Members: Alex Augunas, Kate Baker, Jesse Benner, Siobhan
Bjorknas, Clinton J. Boomer, Robert Brookes, Benjamin Bruck, Carl Cramer, Paris
Crenshaw, Matt Daley Joel Flank, Jeff Gomez, Matthew Goodall, Jim Groves, Amanda
Hamon, Steve Helt, Thurston Hillman, Tim Hitchcock, Victoria Jaczko, Jenny
Jarzabski, N. Jolly, Jonathan H. Keith, Michael Kortes, Jeff Lee, Nicolas Logue, Will
McCardell, Julian Neale, Jason Nelson, Jen Page, Richard Pett, Tom Phillips, Alistair
Rigg, Alex Riggs, David N. Ross, Wendall Roy, Amber Scott, Mark Seifter, Tork Shaw,
Mike Shel, Loren Sieg, Neil Spicer, Todd Stewart, Onyx Tanuki, Russ Taylor, Greg A.
Vaughan, Mike Welham, Linda Zayas-Palmer, and Clark Peterson
Publisher: Jason Nelson
Executive Partner: Neil Spicer
Business Director: Rachel Ventura

Epic Treasures (5E) © 2020, Legendary Legendary Games


Games; Authors: Jason Nelson, Loren Sieg, 524 SW 321st St.
Pedro Coelho, Matt Goodall, Linda Zayas- Federal Way, WA 98023-5656
Palmer, Thurston Hillman, and Alex makeyourgamelegendary.com
Augunas. Adapted by Michael Ritter.
ISBN: 9798673683507
First printing August 2020.
Printed in USA.

ii
Jim Zettlemoyer (Order #40041272)
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butions are Your original creation and/or You Epic Treasures (5E) © 2020, Legendary Games;
other computer languages), potation, modifica-
have sufficient rights to grant the rights con- Authors: Jason Nelson, Loren Sieg, Pedro Coel-
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iii
Jim Zettlemoyer (Order #40041272)
Table Introduction
of
2
Contents
Crown of Iron Sorcery
Diamond of Everwinter

Epic Armor 2 Dread Fangs of the Hydra


Cloudcloth Armor Errant’s Gage
Cuirass of Miracles Felonious Fingerless Gloves
Dragonmail Foamfollower’s Jack
Earthenport Plate Force Shield Pin
Jawbone Shield Ghostly Gossamer
Goblin Mask
Epic Weapons 4 Oni Mask
Blade-Eating Battleaxe
Orb of the Seventh Star
Dauntless Machete
Primeval Brooch
Kinslayer’s Knife
Princess Peony
Redflame Trollblade
Razor Couters
Rokurokubi Whip
Robe of Tongues and Teeth
Silverspark Longbow
Sack of Gluttony
Tombo Fan
Scorpion Cloak
Serpentiginous Gloves
Epic Rings 6
Gauss Ring Slippers of Star-Striding

Ring of Returning Teeth of the Hydra

Ring of Truth Verminous Beacon

Ring of Warmth Witch’s Broom


Yoke of the Brazen Bull

Epic Rods 7
Gnarlthorn Rod Artifacts 17
Pyroclastic Rod Atlas Esoterica

Rod of Defoliation Cloudstep Boots

Rod of Spell Focusing Chakram of Windfire


Crescent Blade of the Green Dragon

Epic Wondrous Items 8 Golden Fleece


Arcanamach’s Vambrace Midnight Beacon
Book of the Banned Pearl of Abundance
Bullroarer’s Bugle
Certain Compass
Crane Kimono

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Jim Zettlemoyer (Order #40041272)
What You Will Find Inside
Epic Treasures
Legendary adventures deserve truly legendary treasures, and Epic Treasures brings you a
spectacular set of over 60 magnificent magic items to adorn your 5th Edition campaign.
Each one offers exciting and dynamic options drawn from myth, legend, literature, and
gaming history, like the dread fangs of the hydra and yoke of the brazen bull, including an
array of items inspired by cultures around the world like the crane kimono. Every item
has detailed powers and effects for heroes of every level, but all have additional abilities
that can be unlocked only by those mighty mythic adventurers with the touch of destiny.
You’ll find amazing armor and wonderful weapons like the cuirass of miracles and blade-
eating battleaxe alongside fabulous rings, mighty rods, and truly wondrous items like the
midnight beacon, diamond of everwinter, and slippers of star-striding. These extraordinary
items also have hidden powers revealed only with proper turn of fate, or in the hands of
characters anointed with epic boons or divine blessings!

The Legendary Games tradition blends innovative layout, beautiful


aesthetics, and excellence in design that is second to none, and these
treasures will truly make the heroes in your campaign legendary!
We hope you enjoy using this book as much as we enjoyed making
it. Game on!
- Jason Nelson

Special Electronic Features


We’ve hyperlinked this product internally from the Table of Contents and externally with links to the
official System Reference Document or 5eSRD. If it is in the core rulebook, we generally didn’t link to
it unless the rule is an obscure one. The point is not to supersede the game books, but rather to help
support you, the player, in accessing the rules, especially those from newer books or that you may not
have memorized.

About Legendary Games


Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer
Games, Inc. and managed by Jason Nelson, Legendary Games uses a cooperative, team-based approach to
bring you, the Paizo fan, the best expansion material for your game. We are gamers and storytellers first,
and we believe that passion shows in our products. So check us out, and Make Your Game Legendary! Visit
us on Facebook, follow us on Twitter, and check out our website at www.makeyourgamelegendary.com.

1
Jim Zettlemoyer (Order #40041272)
away until they are needed once more. Epic attunement is
INTRODUCTION limited to a single epic item at a time, but otherwise it counts
as a normal attunement slot for that PC.
Epic magic items represent magic items that are infused with Alternatively, characters that carry the spark of destiny
the raw power of destiny, drawing them inexorably to the within themselves may be able to link their own glorious fate
hands of fate’s champions. Some are truly legendary in terms with that of such an item. Any character with an epic boon or
of their abilities, while others are more prosaic in power. What divine blessing (see Chapter 7 of the official 5E GM’s Guide)
they share in common is that they have hidden powers that can tap into their own inherent power to attune themselves
may not be immediately obvious to their wearers or wielders to a epic magic item through epic attunement. They and the
until the circumstances are right. A mythic item might need mythic item join their destinies together. At the GM’s option,
a unique trigger or offering or event to unlock their abilities. characters with such a boon or blessing may be able to attune
This could happen entirely by accident, when PCs stumble a mythic item in addition to their normal limit of attuned
onto the proper circumstance that unleashes the item’s true items.
power. Alternatively, they may discover the nature of the item
Villains may be able to use the full power of epic magic
they hold, in which case PCs wishing (or needing) to activate
items as well, of course, though the GMs should only allow
the item in question must first discover what is needed to
them to allow major arc villains that will be memorable. The
awaken it and where they need to go and whom they need to
defeat of such foes may in itself be the triggering condition
befriend or appease to make it happen.
that allows the item’s powers to be unlocked for the heroes.
Even if a mythic item is not so difficult to activate, they
provide a hidden layer of mystery about magical items by
providing a mechanism to make them truly wondrous. Mythic
items can be closely associated with ancient or fallen cultures
Epic Armor
and civilizations, and the magic they contain is an irreplaceable
relic of that time and those people. It cannot be replicated or Cloudcloth Armor
duplicated by modern magic, and many people might want to Armor (light), very rare (requires attunement)
steal it in hopes of someday making rediscovering that power.
This +1 padded armor is quilted from soft white quilted cloth.
It helps add color and depth to the flavor text of different
You gain the ability to see through fog, mist, and murky water,
magical cultures, because it puts some mechanical teeth into
as if they were perfectly clear, ignoring any disadvantage
the history and lore of that culture.
that would be caused due these obstructions. You also gain
In any case, the hidden properties of these items can be advantage on Dexterity (Stealth) ability checks in areas of
unlocked by those with sufficiently strong wills. Adventurers must, cloud, or fog. You can cast gaseous form on yourself, with
from every land love to find and get a hold of these mighty a concentration of up to 10 minutes. This spell can be cast as
relics, believing that they have the ability to do so, but a reaction if you fall more than 5 feet. Once you cast this spell,
ultimately it is up to the item itself to decide whether or not to you must complete a long rest before casting it again.
reveal itself fully. With some exceptions, epic magic items are Epic Attunement. Whenever you cast gaseous form, you gain
not precisely sentient, but they are dimly aware of their power resistance to all damage types. Additionally, as a reaction, you
and their place in the universe, and they can sense whether can absorb a natural or magical area of cloud, fog, mist, or
the hand that grasps them is fit to wield them, silently judging smoke, including toxic or harmful gases such as cloudkill or
their owners until they find the right moment to unlock their gaseous breath weapons. You must be in the area in order to
true potential. absorb it. Absorbing a magical gas effect requires a Charisma
Epic Attunement: When discovered, epic magic items check equal to the caster’s spell DC. Natural, non-magical
possess certain powers that anyone can use, just like a regular gas is automatically absorbed. This absorption effect is
magic item. Some require attunement while others may not. instantaneous and affects the entire area of a magical effect
However, in order to realize their full power, the wielder must or a 30-foot-radius spread centered on you for non-magical
forge a bond with the item by epic attunement. This functions smoke, fog, or gas. This absorption does not prevent additional
similarly to attuning your character to any other magic item. gas effects in the same area. You can use this ability to force
This can happen if special circumstances or conditions are a creature in gaseous form back into its normal form. With a
met, such as bathing a sword in the heart’s blood of a dragon successful melee weapon attack against the gaseous creature
or anointing the item with the sacred oils of the Sun God and a successful Charisma check as described above, the target
for seven straight days at dawn. Such attunement may be is forced out of gaseous form and the spell is dispelled.
permanent or it may be temporary, as the item’s powers may
persist only for the duration of an emergency and then fade

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Jim Zettlemoyer (Order #40041272)
Cuirass of Miracles Earthenport Plate
Armor (medium), legendary (requires attunement) Armor (heavy), legendary (requires attunement)
This +1 breastplate is crafted of the finest Elysian bronze, This hulking suit of oversized armor is +2 plate armor crafted
causing attacks from beasts to have disadvantage against you. of shining stone engraved with dwarven runes and effigies
While wearing this armor, you have resistance against necrotic in relief. Activating the full power of the armor requires you
damage and can gain advantage on abilities which decrease to decipher the runic engravings in Dwarvish and Terran,
your maximum hit points, such as a wraith’s Life Drain ability. requiring fluency in those languages as well as making a DC 15
Whenever you are damaged, you gain advantage on saving Intelligence (History) ability in a timeframe on 1 minute. Once
throws against the abilities and spells of the creature that this check is successfully made, you can, as an action, imbue
damaged you until the end of your next turn. When you would the armor with one of two abilities for 24 hours. The first of
drop to 0 hit points, the armor automatically casts breath of life these abilities is having resistance against all non-magical
on you. Once this spell is cast, you must complete a long rest damage. The second ability is the ability to cast enlarge/reduce
before the armor can cast the spell again. three times per day, only being able to enlarge yourself. This
Epic Attunement. You instead gain immunity to necrotic ritual can be repeated any time to switch the armor’s special
damage and to abilities which decrease your maximum hit ability to the second one instead. If you take the armor off and
points. Finally, not only when you go below 0 hit points, the another creature puts it on, the ability is lost unless the ritual is
armor casts breath of life on you, but when an ally within 30 repeated by the new wearer. Additionally, if you have unlocked
feet would drop to 0 hit points, you can use a reaction to move this armor’s power, you can perform a different chant as an
adjacent to them and cast breath of life on them. You action to cast an earthenport ritual, though you must
can use both breath of life on yourself and one other be on a place of natural stone or an earthen surface
creature before needing to complete a long rest to for this to work. When this rune is recited, the earth
recharge the usage of this spell. at your feet is riven apart, affecting a 10-foot-radius
spread centered on you as you (and any companions
Dragonmail earthenporting with you) sink into the earth. This
sinking takes 1 round, during which time you
Armor (medium), legendary (requires
and any companions cannot move and
attunement)
are considered grappled but gain half
This +2 scale mail is crafted from the cover against all attacks. Once you
hide of an ancient dragon. While have sunk into the ground, you are
wearing this armor, dragons have whisked away to your destination
disadvantage on attack rolls against as if using teleport, though your
hitting you and you have resistance destination must be on a surface
against their attack. You also have of natural, unworked earth or
resistance to damage against the stone. You and your companions
damage type determined by the rise slowly out of the ground at the
damage dealt by the breath weapon end of this teleport, taking 1 round,
of the dragon from whose hide it was during which you cannot move and
made. This resistance protects against are considered grappled but also
damage from such attacks, but not have half cover, as above. Once you
any other negative conditions which have used this earthenport ability,
may come from them. you must complete a long rest before
Epic Attunement. You gain immunity using it again.
rather than resistance to the type of Epic Attunement. If you are a dwarf, all
damage noted above, but only against creatures traveling via this earthenport
the breath weapons and other abilities gain immunity to non-magical damage
of dragons. Furthermore, whenever while performing the earthenport.
you would take damage from a dragon’s
breath weapon, as a reaction you can halve
the damage you take if you fail the saving
throw (this stacks with the resistance the
armor provides), or take no damage if
you succeed the saving throw.

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Jim Zettlemoyer (Order #40041272)
Jawbone Shield As an action, you can make attempt to smash the weapons
of all enemies adjacent to you. Make an attack roll against
Armor (shield), very rare (requires attunement) each target, and if you hit each target must succeed on a saving
This +1 shield is comprised of a massive plate of dinosaur bone throw as above or have their weapon broken or destroyed. You
with jagged, tooth-like ridges ringing its edge. As a bonus cannot use this ability again until you complete a long rest.
action, you can make an attack roll with it, as if it were a +1
weapon that deals 1d4 slashing damage. You have advantage on Dauntless Machete
any rolls made to prevent the shield from being disarmed due Weapon (shortsword), rare (requires attunement)
to the sharp edges. When a creature larger than you attempts
Although the handle of this +1 shortsword is well worn, its
to grapple you, it provokes an opportunity attack from you;
blade still appears as sharp as the day it way forged, and the
this attack must be made using the jawbone shield. When you
whole piece is stained a sickly green. While you hold the
are attacked by a creature using a Bite as their attack you can
dauntless machete, you move through naturally occurring
make an opportunity attack against them, and in addition to
difficult terrain (such as undergrowth, loose sand, or slippery
dealing damage, you damage the biting creature’s jaws unless
ice) at normal speed and without taking damage or suffering
it succeeds on a Constitution saving throw with a DC of 8 +
any other impairment. In addition, as an action you can move
your Strength modifier + your proficiency bonus, causing it
one-half your speed through naturally occurring difficult
to take disadvantage on attack rolls with its Bite attack for 1d4
terrain, converting it into cleared terrain rather than difficult
days. Once you use this ability, you cannot use it again until
terrain for 1 minute, after which the squares return to their
you complete a short or long rest.
previous state. If the terrain is magically manipulated, such
Epic Attunement. You can use the ability to damage a as with entangle, plant growth, or wall of thorns, you can clear
creature’s jaws an unlimited amount of times per day. If a one 5-foot square as an action, and do not take damage or risk
creature with damaged jaws fails another saving throw against becoming grappled, restrained, or otherwise impaired while
this ability, they lose the ability to make bite attacks for 1d4 doing so. Additionally, when using the dauntless machete to
days. In addition, when attacking with the jawbone shield, you attack beasts, you have advantage to your attack rolls.
can change the damage dealt to 1d8 slashing damage. You
Epic Attunement. You have advantage on attack rolls with
can use this ability a number of times equal to your Strength
the dauntless machete against plant creatures, and as a bonus
modifier, after which you cannot use it again until you
action when you hit a plant creature you can deal an extra 4d6
complete a long rest.
slashing damage. You cannot use this bonus action again until
you complete a long rest. Finally, you may spend an action
hacking away at any plant or vegetation affected by a non-

Epic Weapons instantaneous plant-affecting spell, affecting it as dispel magic


cast as a 3rd-level spell and using your Strength score as your
spellcasting ability score where applicable.
Blade-Eating Battleaxe Kinslayer’s Knife
Weapon (battleaxe), very rare (requires attunement)
Weapon (dagger), legendary (requires attunement)
This +1 battleaxe is made of adamantine, allowing it to be used
to destroy the weapons of your foes. Whenever you make an This +2 dagger shows the name of its current (or most recent)
attack action against a creature, you can instead choose to wielder written in blood on its black blade. The dagger
target the weapon of an adjacent creature. The Armor Class critically hits on a roll of an 18 to 20. With this dagger, you
deal have advantage on all attack rolls against members of
for this attack is the same of the creature wielding the weapon.
If you hit and the weapon is non-magical, it is broken and your bloodline and deal an extra 2d6 necrotic damage against
them. As an action, you can learn more information about the
attacks with it have disadvantage. If the wielder of the target
weapon succeeds on a Dexterity saving throw (DC 8 + your creature most recently wounded with the kinslayer’s knife, such
Strength modifier + your proficiency bonus), the weapon is as the person’s name, profession, gender, race, and when it was
last attacked with the kinslayer’s knife. Once you use this ability,
not broken. If the target fails this saving throw by 5 or more,
their weapon is destroyed. that person’s name is also used on the kinslayer’s knife and the
advantage to attack rolls and 2d6 necrotic damage also applies
Epic Attunement. You can attempt to break or destroy
to both that creature and that creature’s bloodline. Only one
magical weapons as well, but your attacks against them have
name other than your own can be written on the kinslayer’s
disadvantage. Legendary items and artifacts are immune to
knife.
this effect.

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Jim Zettlemoyer (Order #40041272)
Epic Attunement. As a bonus action, you can discern can complete a long rest in 2 hours. You also gain immunity
whether or not there are any creatures within 30 feet that are to magical sleep effects and Charisma damage. In addition,
related by blood to the people whose names are written on you can as an action, transform your head into that of a
the dagger. As an action, you can also determine where the hideous abomination, granting you a melee natural weapon
nearest creature related by blood to either of the two names bite attack ta deals 2d6 damage and 1 Charisma damage. This
is as if using the spell locate creature. The time to determine Charisma damage cannot be avoided in any way. While you are
information about the last creature attacked by the kinslayer’s transformed like this, your natural reach for the bite attack is
knife, and have their name written in blood alongside your 15 feet and your body becomes supernaturally tough, granting
own is also reduced to a bonus action. you resistance to non-magical bludgeoning, piercing, and
slashing damage. You transform back at the beginning of your
Redflame Trollblade next turn. Once you have used this ability three times, you
must complete a long rest before the charges reset.
Weapon (greasword), very rare (requires attunement)
This +1 greatsword is inlaid with red copper like licking
flames down its blade. While wielding it, you have advantage
Silverspark Longbow
on all attack rolls against all giants, and you deal an extra Weapon (longbow), legendary (requires attunement by a good-aligned
3d6 slashing damage against trolls. A redflame trollblade glows creature)
yellow when orcs are within 120 feet, orange when giants are These +1 longbows are crafted of magically flexible mithral.
within 120 feet, and bright red when trolls are within 120 Arrows shot from a silverspark longbow are considered silver
feet. A redflame trollblade sends out an empathic call to trolls weapons for the purpose of overcoming resistances and
within 1 mile. They can sense the direction of the blade, and immunities and deal an extra 1d6 lightning damage to targets
its presence fills them with hatred. Their attitude becomes you strike. Additionally, arrows fired from this longbow never
hostile and each troll is compelled as suggestion (DC 14) to seek have disadvantage from any source and ignore penalties from
out the sword and destroy you. A troll that successfully saves is cover. You can fire a silvery lightning bolt (DC 14) from the bow
immune to this effect for 24 hours unless it comes within 120 as an action. Evil spellcasters damaged by this lightning bolt
feet of the sword, in which case it must save have disadvantage on concentration checks for 1 minute,
again with disadvantage. though they can attempt a saving throw each round at the
Epic Attunement. As an action, you can end of their turn to end this effect. Once you have cast this
make a cleaving strike with the redflame trollblade. If spell, you cannot cast it again until you complete a long rest.
this attack hits, apply the same attack roll (and damage,
if the attack hits) against all enemies adjacent to that
target and within your reach.

Rokurokubi Whip
Weapon (whip), very rare (recquires attunement)
This +1 whip is made of braided silk rather than leather. The
whip critically hits on a roll of an 19 or 20. It has a range of
15 feet rather than the average 10 feet. Three times per day as
a bonus action, you can transform the tip of the whip into
a howling, fanged female humanoid head, increasing the
weapon’s base damage to 2d6 and dealing 1 point of Charisma
damage on each successful hit, though a DC 16 Wisdom saving
throw negates the Charisma damage. A creature that takes at
least 4 Charisma damage from the rokurokubi whip is afflicted
with a curse which constricts their throat, making it harder
for them to speak and breathe. A creature affected with this
curse has a 20% chance of failing to cast any spell with verbal
components.
Epic Attunement. You may wrap the rokurokubi whip around
your neck as a bonus action, tranforming it into a simple
silken scarf. Your need for sleep is greatly reduced, and you

5
Jim Zettlemoyer (Order #40041272)
Epic Attunement. You get to roll the damage dice twice melee weapon attack rolls against creatures made of metal or
for its lightning bolt and take the better result for every evil that are wearing metal armor. If a charged melee attack hits, it
spellcaster it strikes. Additionally, evil spellcasters which are deals an extra 1d6 lightning damage to the target, dissipating
struck by the lightning bolt are affected by a faerie fire spell, with that charge. This lightning damage is dissipated without
the bow concentrating on the spell. effect if you do not hit a creature with a melee attack before
Sentience. The silverspark longbow is a sentient neutral the beginning of your next turn. If you do not use a reaction in
good weapon with an Intelligence of 10, a Wisdom of 10, and this way while you have lightning stored in your gauss ring, you
a Charisma of 10. It has hearing and darkvision out to a range can discharge 1d6 lightning damage as a reaction when you
of 60 feet and can sense evil spellcasters within this range. are struck with a natural weapon, unarmed strike, or melee
The weapon can communicate empathetically with you but weapon attack with a metal weapon. If a creature attempts
can read and understand Common and Infernal. to grapple you, you can discharge 2d6 lightning damage as a
reaction; the grappler takes this damage and disadvantage on
Personality. Created to serve an ancient inquisition against
ability checks made to grapple you until the end of its next
evil warlocks, wizards, and clerics, the silverspark longbows are
turn. Unused lightning stored in a gauss ring fades 24 hours
kind but zealous intelligent magic items, and if they go too
after being absorbed. Lightning discharged by a gauss ring
long without slaying evil spellcasters, they will attempt to
cannot be absorbed by it.
communicate its desire to you kindly at first, but after too
long, it will grow insistent on its purpose. Epic Attunement. You are instead immune to lightning
damage and the amount of electricity you can store is 10 times
Tombo Fan your level, with a minimum of 60. Furthermore, if you score
a critical hit on a creature, with a melee weapon attack you
Weapon (sickle), rare (requires attunement)
charged with lightning, you can discharge an additional 1d10
The iridescent blade on this sickle can be unfolded to reveal lightning damage into the attack. If you discharge lightning
a shimmering transparent fan that glistens like the sun into an creature as a reaction when that creature scores a
sparkles on a dragonfly’s wings. It can be wielded as a +1 sickle, critical hit against you in melee, you can discharge 1d10
and when wielded in natural sunlight this sparkling weapon lightning damage against that creature. Finally, you gain the
grants you the ability to use a bonus action to feint, granting ability to discharge lightning in the form of a bolt of lightning
you advantage on your next attack. You also gain the ability to that fills a 60-foot line. The Dexterity DC to halve the damage
grant a Bardic Inspiration die as if you were a Bard, granting equals 8 + your Intelligence modifier + your proficiency bonus.
a d8 to one ally within 60 feet. While this ally still has this This bolt of lightning discharges 6d6 lightning damage. You
Bardic Inspiration die, you gain the ability to fly with a flying can only use this bolt of lightning once before needing to
speed of 30 feet. Once you use this ability, you cannot use it complete a long rest.
again until you complete a short or long rest.
Epic Attunement. You gain the ability to grant a d10 as a Ring of Returning
Bardic Inspiration Die instead of a d8. Additionally, your flying Ring, uncommon (requires attunement)
speed increases to 60 feet per round and lasts for a number of
This ring is crafted from overlapping bands of several different
extra rounds equal to your Charisma modifier after the die
precious metals. Once per day when you use a teleportation
has been spent.
effect, you can attune the ring of returning to your point of
origin. At any point within one minute of leaving that location

Epic Rings by teleportation, you can return to your point of origin as if


you had cast the same teleportation effect you used to leave it,
with no chance of error or arriving in a different location. The
Gauss Ring ring of returning only returns you to your point of origin; other
creatures that traveled there by teleportation do not return
Ring, legendary (requires attunement)
with you. A familiar, animal companion, or similar creature
This ring of braided copper and crystal wire is typically may accompany you when you return, as long as it is touching
unadorned with any stones. You gain resistance to lightning you. If 1 minute passes without activating the ring of returning,
damage, with lightning damage prevented by this resistance the power fades and its ability cannot be used.
absorbed into the gauss ring, up to a maximum of 60 points
per day. Each round as a reaction, you can charge your melee
attacks with stored lightning damage. While your melee
weapon attacks are charged in this way, you gain advantage on

6
Jim Zettlemoyer (Order #40041272)
Epic Attunement. You
can stay up to one hour
at your destination before
Epic Rods
activating it, and you may
choose to bring back some Gnarlthorn Rod
or all of your companions that Rod, very rare (requires attunement)
accompanied you with the original This gnarled rod of twisted bramble vines is topped with
teleportation effect back to your point of origin. All an enormous thistle, surrounded by writhing nettles and
creatures returning with you must be touching you. If you thorns. A gnarlthorn rod can be wielded as a +1 morningstar,
are under an effect that blocks teleportation, you may make though you may treat it as a club or morningstar for
a Charisma saving throw against the caster’s save DC in the purpose of weapon proficiency and other effects,
order to negate that effect. whichever is most beneficial to you. The gnarlthorn rod
deals 1d6 piercing damage on top of its normal damage
Ring of Truth due to its thorns, but only once per round. A creature hit
Ring, rare (requires attunement) by the gnarlthorn rod must attempt a DC 15 Constitution
This ring of pure silver is usually unadorned or else set saving throw or take 1 point of Dexterity damage from the
with small white stones. You gain advantage on Wisdom lacerating thorns and stinging spines.
(Insight) and Charisma (Persuasion) ability checks to gather Epic Attunement. You can cast each of the following
information, Wisdom (Perception) checks to spot forgeries, spells individually, with a DC of 8 + your Wisdom bonus +
and Wisdom (Perception) checks made to oppose Dexterity your proficiency modifier: entangle, spike growth, and wall of
(Sleight of Hand) and checks to see through a disguise. thorns. Once you have cast these spells, you must complete a
Epic Attunement. You can cast zone of truth at will, but long rest before casting them again.
you are constrained to never knowingly lie. You cannot lie
up to 24 hours after removing the ring of truth. Creatures Pyroclastic Rod
stepping within your zone of truth have disadvantage on Rod, legendary (requires attunement)
their saving throws against the spell effect. The DC for this This hexagonal rod of black basalt is shot through with
zone of truth is equal to 8 + your Wisdom modifier + your tiny cracks glowing with orange light and radiates intense
proficiency bonus. heat that burns any non-attuned creatures for 1d6 fire
damage. The rod can be wielded as a +1 mace that deals
Ring of Warmth 1d6 fire damage in addition to its normal damage. While
Ring, very rare (requires attunement) wielding the rod, you can counterspell one spell that deals
The ring’s warmth flows through you, granting you resistance cold damage as if using a 3rd-level spell slot. As an action,
to cold damage, and whenever you take cold damage, you heal you can use the rod to summon chunks of volcanic rock and
gain 5 temporary hit points. All adjacent creatures to you of ash down to the ground, dealing 3d6 bludgeoning damage
your choice are also resistant to cold damage. You also do not and 3d6 fire damage to all creatures in a 20-foot radius.
take any ill effects from being in a cold environment. You can During this time, driving ash blocks all sight within the area
cast counterspell as a 3rd-level spell against any spell that deals of effect, and the falling ash causes the area to become difficult
cold damage. Once you have used this counterspell, you cannot terrain. A successful Dexterity saving throw with a DC of 8 +
cast it again until you complete a short or long rest. your Charisma modifier + your proficiency bonus halves this
damage. Once you use this ability, you must complete a long
Epic Attunement. You instead have immunity to cold
rest in order to use it again.
damage and all creatures of your choice within 10 feet of you
have resistance to cold damage, and do not take any ill effects Epic Attunement. You can cause the volcanic rock and
from being in a cold environment. Finally, the counterspell that ash that you summon to manifest as clinging lava instead. A
you can cast acts as if it were cast in a 5th-level spell slot. creature that fails its Dexterity saving throw takes the normal
damage and is restrained, but each round must attempt the
Dexterity saving throw at the beginning of each of its turns
or take 3d6 fire damage. The creature keeps taking damage
and remains restrained until it succeeds its Dexterity saving
throw.

7
Jim Zettlemoyer (Order #40041272)
Rod of Defoliation Epic Wondrous Items
Rod, very rare (requires attunement)
This gnarled and blighted cudgel seems ready to flake away at
a touch, yet it is surprisingly stout and heavy, never cracking Arcanamach’s Vambrace
despite its superficial rot. A rod of defoliation can be wielded as Wondrous item, legendary (requires attunement)
a +1 greatclub that deals an extra 2d6 necrotic damage against This bracer of leather is embossed with mithral plates and links
but as a bonus action each turn, you could also use this rod as of mithral wire. As an action, you gain the ability to cause all
a shield that causes plants to have disadvantage on attack rollsmelee weapon attack rolls against you to have disadvantage for
against you. If a rod of defoliation is held in one hand, you can
1 minute. In addition, as an action you can turn a non-magical
cast blight as a 4th-level spell with a DC of 8 + your Wisdom weapon into a +1 weapon for 1 minute. This weapon can be
modifier + your proficiency bonus. Once you cast this spell, given to any other creature and it keeps this enhancement. You
you must complete a long rest before casting it again. can use each of these abilities once before needing to complete
Epic Attunement. You gain the ability to cast contagion as a a short or long rest in order to use them again.
bonus action whenever you strike a beast, humanoid, or plant Epic Attunement. You can activate the abilities granted by
with the rod. The contagion spell must be cast on the creature the arcanamach’s vambrace as a bonus action instead of as an
you struck witht the rod of defoliation, and it has a DC of 8 + action. Furthermore, any time you choose to make a weapon
your Wisdom modifier + your proficiency bonus. You can use magical, it becomes a +2 silver weapon instead of a +1 weapon.
this ability a number of times equal to your Wisdom modifier, Finally, When you gain the ability to cause attack rolls against
after which you must complete a long rest to reset the charges. you to have disadvantage, during this time when you use the
Help action on another creature, you provide disadvantage on
Rod of Spell Focusing all attacks against the creature you are helping.
Rod, rare (requires attunement)
This crystalline rod is graven with magical runes representing Book of the Banned
the different schools of magic and the four primal energy types Wondrous item, rare (requires attunement)
of acid, cold, lightning, and fire, and it aids in focusing magical This spellbook is coated in iridescent leather that changes
energies of the school or energy to which it is attuned. When color depending on the direction from which it is seen. You
you attune to this rod, you must also cast a spell of the desired can command book of the banned to create a secret page once per
school or that deals the appropriate damage type, causing the day if you know the proper command word. This secret page
rune corresponding to its school of magic or type of energy to alters the contents of a page so that it appears to be something
glow faintly. If you chose a school of magic, your DCs for that entirely different. Glyph of warding can be cast on the secret
school of magic increase by 1. If you choose a type of energy, page. A comprehend languages spell alone cannot reveal a secret
DC of spells that deal that type of damage increase by 1. You page‘s contents. You are able to
can cast a new spell into the rod of spell focusing at any time. You reveal the original
can use detect magic at will, though this detects only magic contents by
of the rod’s attuned school or element. speaking a special
Epic Attunement. You can cast a second spell word. You can then
into the rod, causing a second rune to peruse the actual
glow. You can change either of these page and return it
spells at any time by storing a to its secret page
new spell into the rod. form at will. True
seeing reveals the secret
page for what it truly is. A
second command word can
alter the book’s appearance,
though the book must always
appear as some sort of written
work and its actual size and weight
do not change.

8
Jim Zettlemoyer (Order #40041272)
Epic Attunement. When you use the book’s secret page Epic Attunement. When using the certain compass, you
power, you can inscribe a spell of 3rd-level or below that can choose whether or not to find the shortest path to your
belongs to any spell list as an action. You are then able to destination, or the safest path to your destination. If you choose
cast that spell as if it were on a spell scroll of a spell that both the latter of the two, you will be taken along the shortest route
appears on your spell list, and you are of high enough level to your destination that is sure to have no dangers, whether
to cast. You can use this ability once, after which you must those dangers be living creatures, or natural hazards.
complete a long rest in order to use it again.

Bullroarer’s Bugle Crane Kimono


Wondrous item, legendary (requires attunement)
Wondrous item, uncommon (requires attunement)
This silk robe of pale blue gossamer with white obi is lavishly
First crafted ages ago for a halfling war hero, a bullroarer’s horn
decorated with embroidered and painted cranes and grants
can be used to sound a call that sounds like a dragon roaring
you the fourfold blessings of the sacred tsuru. Your flowing
three times. This can be heard up to 2 miles away and you can
grace grants you the ability to take a Dodge action as a bonus
make these sounds at any point within 1 minute, with each
action as long as you are unarmored. Your good fortune
sounding being either short or long, allowing you to send very
increases, and whenever you roll a d20 with advantage, you
simple coded messages. Your allies who can hear the horn are
roll 3d20 instead of 2d20 and take the best result. Your spirit
affected by a bless spell, while your enemies are affected by a
of youth and long life grants you immunity to artificial
DC 11 bane spell. Normally you can only use this ability once
aging effects such as a ghost’s Horrifying Visage ability and
before needing to complete a long rest in order to use it again,
you do not outwardly appear to age (though can still die of
but if you are a halfling, you can sound the horn three times
old age). Finally, your inner peace and tranquility grants you
before needing to complete a long rest. If you are a halfling,
immunity to the frightened and charmed conditions and you
your allies roll a d6 for the bless effect rather than a d4.
can cause tiny cranes on the kimono to fly forth in a 20-foot
Epic Attunement. Your allies hearing the horn gain the radius, affecting all creatures in the area with a calm emotions
effects of longstrider for 1 minute, while halflings amd their spell with a DC equal to 8 + your Wisdom modifier + your
mounts gain the effects of expeditious retreat for 1 minute. This
proficiency bonus. Once you cast this spell, you cannot cast it
increased speed applies only as long as those allies are moving
again until you complete a long rest.
toward the sound of the horn.
Epic Attunement. You become an immortal ambassador of
Certain Compass peace and can no longer die of old age. You can make a melee
weapon attack roll with advantage that deals no damage,
Wondrous item, uncommon (requires attunement) however, if it hits the creature must succeed a Wisdom saving
This simple brass compass opens up to reveal a needle that throw or be unable to cast spells or make attack rolls. The DC
casually drifts to and fro without any obvious direction. The for this effect is 8 + your Wisdom modifier + your proficiency
underside of the lid bears the inscription, “Lo, ‘venture forth bonus. Every turn at the end of its turn, the
into the Black, you shall find no Darkness”. As an action, you can creature may attempt to make the saving
throw again to end this effect. Once you
speak the name of a prominent, specific destination, and the
use this ability, you cannot use it again
needle will indicate the shortest path to this
until you complete a long rest.
destination as if with the spell find the
path. The compass can only show
direction and cannot bestow
any of the other benefits of find
the path. Should the compass be
given the name of a location that
does not exist or is not prominent
enough (such as a specific inn instead of
a specific town), the needle will point to
the nearest similar prominent location.
Once you have used this ability twice,
you must complete a long rest before its
charges reset.

9
Jim Zettlemoyer (Order #40041272)
Crown of Iron Sorcery Epic Attunement. Up to 9 allies within 60 feet of your
choosing are not affected by the ill effects of cold weather.
Wondrous item, very rare (requires attunement) Additionally, the diamond of everwinter regains a number of hit
This battered circlet resembles a twisted serpent with two points equal to half your level (minimum 1). Whenever you
heads, clutching a blackened crystal between their jaws. cast a spell which deals cold damage, the creature taking the
damage must make an additional Costitution saving throw
You can cast spells in armor that you are not proficient in,
with a DC of 8 + your Charisma modifier + your proficiency
and if you are wearing magical metal armor or wielding a
bonus or be restrained for a number of rounds equal to the
magic metal shield, you gain resistance to all non-magical
level of the spell. At the end of every one of their turns, the
bludgeoning, piercing, and slashing damage. You can store up
creature can attempt to retry the saving throw. Finally, you can
to three spell levels of spells in the crown of iron sorcery, as if it
transport yourself and other creatures across the arctic terrain
were a ring of spell storing and also implant a spell of up to 3rd-
as if using transport via plants, but your current location and
level in a weapon that you touch, as if it were also a ring of spell
destination must each be adjacent to a mass of solid ice filling
storing. This weapon can only be used as a ring of spell storing by
at least a 30-foot cube. Once you use this ability, you cannot
you so long as you are wearing the crown.
use it again until you complete a long rest.
Epic Attunement. You are automatically proficient in any
armor you put on so long as you are wearing the crown of
iron sorcery. Furthermore, any iron or steel object you carry Dread Fangs of the Hydra
is immune to rusting and rusting attacks such as the rust Wondrous item, very rare (requires attunement)
monster’s Antennae attack. These enchanted teeth function as teeth of the hydra, but when
sown create a squad of 1d4+1 berserkersSRD to serve you. If
Diamond of Everwinter you use the dread fangs of the hydra and are not chaotic, the
Wondrous item, legendary (requires attunement) berserkers attack you until slain and then attack the nearest
living creatures (including each other) until destroyed.
This icy blue-white diamond is cold to the touch and mounted Epic Attunement. You can force the berserkers summoned
on a mithral chain. Crafted by an ancient cabal of winter by the teeth of the hydra to obey you even if you aren’t proficient
witches and frost wizards, a diamond of everwinter protects with all martial weapons. Additionally, you roll 1d6 + 2 to
you from any ill effects of cold weather and allows you to determine how many thugs appear from the ground.
go without food and water. You are not impeded at all by icy
or snowy difficult terrain and such terrain does not impose
disadvantage on Dexterity (Acrobatics) or Strength (Athletics)
Errant’s Gage
ability checks. Wondrous item, uncommon (requires attunement)
You gain resistance to cold and fire damage, and This leather gauntlet is sewn with a light steel mesh, but
if you would be damaged by cold or fire, you must divert when worn with armor it adapts to match the appearance of
the remaining damage you would take into the diamond of your armor and any other glove worn. When you activate an
everwinter. The diamond has 70 hit points, and it must absorb ability that designates a specific creature that you threaten as
all remaining damage that you would otherwise have taken. If the target of the your wrath, such as a Paladin’s Divine Smite
this exceeds the diamond’s hit points, the diamond of everwinter or Ranger’s Favored Enemy, you can make an unarmed strike
absorbs all damage from the effect, leaving you unharmed, with the errant’s gage against that creature as part of the action
but the diamond is destroyed. If the diamond of everwinter is used to activate that ability. Your hand wearing the errant’s
damaged but has at least 1 hit point remaining, it regains 1 hit gage must be free to make this attack. A blow with the errant’s
point per day. Spells like mending do not affect the diamond. gage is considered magical. If the attack hits, you deal 2d6
bludgeoning damage.
Epic Attunement. The damage dealt by the errant’s gage is
increased to 4d6 bludgeoning damage. Furthermore, you gain
advantage on Charisma (Intimidate) ability checks against
them.

10
Jim Zettlemoyer (Order #40041272)
Felonious Fingerless Gloves Epic Attunement. You can command the pin to cast one
shield spell per long rest for yourself, and once per long rest
Wondrous item, legendary (requires attunement) for an ally within 30 feet, even though the spell normally only
has a range of self.
These fingerless gloves of grayish silk disappear entirely
when worn or can be commanded as a bonus action to change
their appearance to look like any kind of hand wear. You gain Ghostly Gossamer
advantage on all Dexterity (Sleight of Hand) ability checks, Wondrous item, uncommon (requires attunement)
and you also treat your rogue level as 2 levels higher for the This shimmering sheet of pale white silk has a pair of eyeholes
purpose of Sneak Attack. If you are not a rogue, you gain Sneak cut out in it, made to be draped over your head and shoulders
Attack as a 1st-level rogue. as a bonus action, in the crude semblance of a ghost. As an
Epic Attunement. The sneak attack damage you deal if you action, you can become ghostly and transparent, for up to 30
are a rogue increases as if your effective rogue level were 4 minutes per day. This duration need not be used all at once
higher rather than if it were 2 higher. Furthermore, if you but must be spent in 1-minute increments. You can retain
are not a rogue, you treat your effective rogue level as 3 to the crude appearance of the ghostly gossamer or may cause
determine your Sneak Attack dice. it to become invisible, revealing a ghostly version of your
appearance and clothing underneath it.
Foamfollower’s Jack While the ghostly gossamer is active, as a reaction you can
Wondrous item, rare (requires attunement) expend 1 minute of its remaining duration to surround
This sapphire-blue naval jacket sewn with silver pearls grants yourself with ghostly specters and visages for 1 round. These
advantage on all ability checks made to sail a ship and allows ghostly forms grant disadvantage against ranged and melee
weapon attacks by creatures not adjacent to you. You also can
you to water walk as per the spell up to one hour per day.
command the spirits to make a single melee weapon attack
This duration need not be continuous but must be expended
using your proficiency bonus + your Charisma modifier
in 1-minute increments. You can share this duration with against an adjacent creature that acts as chill touch.
adjacent allies by expending 1 additional minute of the
Epic Attunement. You can spend
effect’s duration each time you grant the effect to an ally;
5 minutes of the duration to
this minute of duration is lost. You can alter the wind become ghostly and transparent
direction and speed at will within 100 feet, letting them for 1 round. During this time, all
blow up to 50 miles per hour. If you are aboard a ship, the damage you deal with melee and
effects of the altered wind apply to the entire ship and ranged weapon attacks to force
move with it. damage.
Epic Attunement. You can alter the wind direction
and speed up to 1,000 feet and have them blow up to 100
miles per hour. You can affect different areas in this area
with different winds simultaneously, though you must
have line of sight to the target areas. If you target the winds
affecting another ship, the entire ship moves and the winds
move with it, however, the creature steering the target ship
can attempt a Wisdom saving throw equal to 8 + your Wisdom
modifier + your proficiency bonus in order to negate your
control over the winds on their ship.

Force Shield Pin


Wondrous item, rare (requires attunement)

This silver stick-pin is crafted in the shape of a curved kite


shield and can be attached to a normal or magical cloak, hat,
headband, or garment in the chest slot; it does not take up an
item slot of its own but it must be worn in order to function.
It functions similarly to a brooch of shielding, but it grants you
immunity to force damage.

11
Jim Zettlemoyer (Order #40041272)
Goblin Mask Class of 20, hit points equal to your hit point maximum, a
Strength score of 26, and a Dexterity score of 10. If it drops to
Wondrous item, very rare (requires attunement) 0 hit points, the mask shrinks in size and flies back onto your
This garish mask is painted in a whimsical parody of a monstrous face. The oni face attempts to push a creature within 5 feet
face (typically a large-eared goblin, but goblin masks can be made of it in a direction you choose. Make a check with the face’s
to resemble other creatures), with exaggerated features and Strength contested by the Strength (Athletics) check of the
bright colors. You can shrink by one size category, as the Reduce target. If the target is Medium or smaller, you have advantage
option of enlarge/reduce, taking on a childlike appearance for up on the check. If you succeed, the face pushes the target up to 5
to 5 minutes. When reduced, your clothing and gear appear as a feet plus a number of feet equal to five times your spellcasting
loose-fitting costume of obviously fake toy weapons, armor, and ability modifier. The hand moves with the target to remain
the like. In this seemingly harmless costumed guise, you gain within 5 feet of it. You can redirect the target of the oni face or
the ability to feint as a bonus action and gain advantage on your summon it to return to your face as a bonus action.
next melee attack roll and on Dexterity (Sleight of Hand) ability You can enlarge yourself as the Enlarge option of enlarge/
checks made to pickpocket items. In addition, non-evil creatures reduce, taking on a horrific and monstrous appearance like a
attempting to attack you are overcome with feelings of guilt and oni, gaining advantage on Charisma (Deception) ability checks
protectiveness toward you and miss you purposely if they fail a to appear as a real oni for 10 minutes. You can read, speak, and
Wisdom saving throw with a DC of 8 + your Charisma modifier understand Giant while in this form. Choose either the red
+ your proficiency bonus. Creatures do not have to make this face to show, or the blue face. If the red oni face is showing,
saving throw if you attack them in any way. you gain resistance to fire damage. If the blue face is showing,
At any time while reduced in size, you can expend one minute you instead gain resistance to cold damage. At any point
of the remaining duration to shift his guise from a charming while transformed you can expend one minute of remaining
costume to a mask of horror as a bonus action. You gain duration as a bonus action to launch a ray of energy at a target
darkvision out to 60 feet and advantage on Dexterity (Stealth) within 60 feet as a ranged weapon attack, dealing 4d6 fire
ability checks. As part of shifting into this horrific guise, you damage (red mask) or cold damage (blue mask) to the target.
can make opposed Charisma (Intimidate) ability check against Once you use this ability, you cannot use it again until you
the Wisdom (Insight) ability checks of all creatures adjacent to complete a long rest.
you. If you are successful, they spend their next turn moving
as far away from you as possible and have disadvantage on Epic Attunement. The duration of your transformation into
attack rolls against you on their next turns. a monstrous oni lasts for 10 hours rather than 10 minutes;
Once all 5 minutes have been expended from the mask, you however, launching a ray of energy consumes 1 hour of your
must complete a long rest in order to gain usage of its abilities remaining time. The ray of energy deals 6d6 damage of the
once again. appropriate type and ignores any resistance or immunity that
Epic Attunement. You can shift your guise from the harmless fire and cold damage.
costumed one to the mask of horror as a reaction instead of
as a bonus action. In addition, you gain the ability to attempt Orb of the Seventh Star
to frighten all hostile creatures within 30 feet of you as a Wondrous item, rare (requires attunement)
bonus action. The hostile creatures must attempt a Wisdom
saving throw with a DC of 8 + your Charisma modifier + your This melon-sized clear crystal sphere contains seven small
proficiency bonus or become frightened of you. Each creature winking points of light, which shed light as a candle. You can
can make a new saving throw at the end of each of its turns in use it to create dancing lights and detect magic at will and detect
order to end this effect. Once you have used this ability, you thoughts (DC 13) once per long rest. You can also launch a total
cannot use it again until you complete a short or a long rest. of seven sparkling motes of light, each striking as a single
magic missile. You can launch all seven notes at once or may
Oni Mask allocate them in smaller groups as desired. Launching these
magic missiles is usually an action; however, you cast magic
Wondrous item, legendary (requires attunement)
missile or uses another magic item to create magic missiles, you
This garish two-sided mask is painted to resemble a grotesque may choose to add up to two of the orb’s magic missile motes
three-eyed oni with a wide tusked maw, painted bright red to that magic missile effect as a bonus action. When a magic
in a snarl of rage on one side and cool blue with a smirk of missile is used, one of the tiny stars within the orb winks out.
contempt on the other. You can toss the mask into the air The stars brighten up again and the seven uses of magic missile
while designating one opponent within 200 feet. The oni mask reset after taking a long rest.
then swells up in size to become a massive leering oni face
10 feet across made of magical force. The face has an Armor

12
Jim Zettlemoyer (Order #40041272)
Epic Attunement. You can tap into the tiny stars within the attacked you using your proficiency bonus + your Charisma
orb to prepare up to 7 additional levels of spells or spell slots modifier. If you would hit the creature, you deal no damage,
(though no spell or spell slot can exceed 3rd level). Each spell but the creature’s attack misses you as the spectral samurai
level used in this way causes one star to wink out and a use of deflects the blow. A princess peony protects you for 7 rounds
magic missile to be used up. The spell slots must be used before and then crumbles to dust.
your next long rest or they are lost. If all stars wink out, the
Epic Attunement. Whenever you would be hit by an attack
orb’s other effects are suppressed until they return. roll, you roll your attack roll to see if the samurai deflects the
attack with advantage. Furthermore, if the samurai deflects
Primeval Brooch the attack, deal 1d10 slashing damage to the enemy. This
Wondrous item, uncommon (requires attunement) attack can critically hit on a roll of a 19 or 20, dealing 2d10
The symbol of some long-forgotten deity is carved on this slashing damage.
cloudy piece of obsidian, and it hangs from a rough leather
cord. While worn in a desert, jungle, or tundra terrain, the Razor Couters
primeval brooch grants you advantage on all ability checks Wondrous item, very rare (requires attunement)
and saving throws versus effects that cause the frightened These steel bracers are studded with jagged flanges of metal
condition. that sweep backwards, guarding your elbows and serving as a
When you use an effect to assume the form of a beast, deadly adjunct to your attacks. When you hit with an unarmed
you may choose to assume a wilder, more primeval bestial strike, you can spend a reaction to slash the same target with
form. You gain advantage on Charisma (Intimidation) and the razor couters, dealing 1d4 slashing damage. If you hit with
Wisdom (Survival) ability checks and on scent-based Wisdom this attack, you can spend a bonus action to take a Dodge
(Perception) ability checks in this form. You also gain a +2 action.
bonus to either Strength or Constitution (up to a maximum In addition to their use in melee, you can mentally
of 20) or can forgo this bonus cause melee weapon attacks command the razor couters to launch one or more flanges
to have disadvantage against you. While in this form, you from the razor couters as if they were +1 dart. You can launch
disadvantage on Intelligence ability checks (if you take a bonus
one of the six flanges as a reaction, two as a bonus action, or
to Strength), Wisdom ability checks (if you takes a bonus tothree as an action. Attacking with the flanges in this manner
Constitution), or Charisma ability checks (if you decide to does not provoke opportunity attacks, and you are considered
have melee weapon attacks to have disadvantage against you).proficient with them. Once flanges have been fired in this
Epic Attunement. Melee attacks you deal while in the form way, they disappear upon impacting a creature or missing. All
of a beast deal an extra 2d6 poison damage. flanges reappear once you have taken a long rest.
Epic Attunement. The razor couters have 12 flanges instead
Princess Peony of 6 and you can use them as normal, or fire 6 of them at a
Wondeorus item, rare (requires attunement) time by spending both a bonus action and an action.
This delicate pink blossom can be pinned onto a cloak, vest,
hat, or similar garment. Whenever a
creature attacks you, you can activate
the princess peony as a reaction,
causing it to leap forth from your
lapel as a pink-white spectral female
samurai made of ghostly flower
petals of force. The princess peony
occupies the same space as you, with
its phantom flower armor appearing
to surround you as its phantom
petal blade parries blows, causing
ranged and melee weapon attacks
against you to have disadvantage.
In addition, once per round as a
reaction, when you would be hit by an attack,
make an attack roll against the creature which

13
Jim Zettlemoyer (Order #40041272)
Robe of Tongues and Teeth Epic Attunement. If a creature eats 2 or more times from
the illusory candies, it is stunned for 1 round after succeeding
on its 2 consecutive saving throws, as it feels nauseated and
Wondrous item, uncommon (requires attunement) has stomach cramps. Additionally, you can use the sack for
This simple robe is covered with images of fanged maws, beneficial purposes. Placing an inanimate object weighing at
which animate into jaws of force that deal 2d4 force damage least 1 lb. into the bag and shaking the bag as an action, turns
per round at the end of your turn to creatures grappling you the object into enough food to feed 6 people for 1 day.
or are grappled by you. As a bonus action, you can extrude
a thick, sticky tongue from the robe up to 15 feet and use it
to make a single melee weapon attack. The target takes no
Scorpion Cloak
Wondrous item, rare (requires attunement)
damage on a hit but is stuck fast by the tongue, unable to
move farther than 15 feet from you without a successful DC This speckled sandy-brown cloak grants you advantage on
20 Strength (Athletics) ability check or by severing the tongue, Dexterity (Acrobatics) and Dexterity (Stealth) ability checks in
which has an Armor class of 15, resistance to slashing damage, desert terrain, and you can move without impediment difficult
immunity to all other forms of damage, and 10 hit points. If the terrain such as soft or shifting sand. You gain advantage on
tongue strikes a target the same size as you or smaller, you can attack rolls against scorpions and have resistance to poison
attempt an opposed Strength (Athletics) ability check to pull damage from such creatures. You gain advantage on checks
the target 5 feet closer. This forced movement does not provoke made to escape a grapple from a scorpion.
opportunity attacks and cannot pull a creature into a space During any round you do not move, you gain tremorsense
occupied by a creature or solid object. The tongue disappears in a 10-foot radius, or a 20-foot radius if you are prone. The
if its attack misses or if it is severed, or if you dismiss it as radius of this tremorsense increases by 5 feet (10 feet if you
a reaction. Each round, you can make an additional opposed are prone) each round that you remain motionless, up to a
maximum of 30 feet (or 60 feet if you are prone). If you are
Strength (Athletics) ability check as a bonus action to pull the
prone in a desert environment, you do not have disadvantage
creature stuck to the tongue closer to you. When you pull a
on attack rolls and gain the ability to move at your full speed.
creature closer to you, it cannot move further away from you Additionally, if you are prone, you can make a melee weapon
again, so if you pull a creature that was 15 feet away from you 5 attack with a lashing sting, dealing 1d6 piercing damage and
feet closer, it must remain within 10 feet. can deal an additional 1d10 points of poison damage as a
Epic Attunement. You can create up to three tongues at bonus action.
a time, and though creating a tongue still requires a bonus Epic Attunement. You can communicate with scorpions
action, pulling all creatures attached to the tongues requires as if using speak with animals to converse with animals, and
only a single bonus action. The tongues now have hit points once per day can hold scorpions at bay as a bonus action
equal to 10 plus your level. each round. Any scorpions that come within 10 feet of you
while you are repelling them in this way take 1d10 necrotic
damage each round they are within range. Additionally, you
Sack of Gluttony have tremorsense in any environment up to 30 feet even while
moving, though this is doubled to 60 feet if you are prone.
Wondrous item, very rare (requires attunement)
This silken bag is food-stained, and when opened appears
to contain a wealth of brightly colored sweets and snacks of
Serpentiginous Gloves
Wondrous item, uncommon (requires attunement)
every description. As an action, you can open the bag and
These supple snakeskin gloves are decorated in fang-like
offer a treat to an adjacent creature as, which must succeed
patterns of multicolored jade scales. You gain immunity to
a Wisdom saving throw with a DC of 8 + your Charisma
poison damage and the poisoned condition that would affect
modifier + your proficiency bonus. Once a creature has
your hands, such as poisoned needle traps in the lock of a door
tasted even a single bite, however, its mind is filled with the
or chest or touching a toxic creature. You are not otherwise
phantasm of an overflowing cornucopia of sweets everywhere
protected from poison. The gloves can be worn individually
it looks, and it loses interest in everything other than gorging
or as a set. One glove allows you to make a bonus action that
itself on the illusory candies, requiring a successful Wisdom
causes an adjacent creature to have vulnerability to poison
saving throw at the beginning of its turn to take any other
damage until the end of their next turn. The other requires
action. The phantasm persists until the creature succeeds on
you to make an Attack action against a creature, and if that
2 consecutive saving throws. You can use this ability three
creature is damaged, as a bonus action you can then give them
times before needing to complete a long rest to reset the sack
the poisoned condition. The creature can make a Constitution
of gluttony’s uses.
saving throw with a DC of 8 + your Constitution modifier +

14
Jim Zettlemoyer (Order #40041272)
your proficiency bonus, at the end of each of its turns to try to they and their equipment disappear. Teeth of the hydra can be
end the poisoned condition. Once you use these abilities, you used only once.
cannot use them any longer without first taking a long rest. Epic Attunement. You can force the thugs summoned by the
Epic Attunement. As an action, you can make a melee teeth of the hydra to obey you even if you aren’t proficient with
weapon attack against a creature. If you hit, you deal 1d12 all martial weapons. Additionally, you roll 1d6 + 2 to determine
poison damage. Additionally, unless the creature can make a how many thugs appear from the ground.
Constitution saving throw with a DC of 8 + your Constitution
modifier + your proficiency bonus, the creature is poisoned. Verminous Beacon
The creature can make an additional saving throw at the end Wondrous item, uncommon (requires attunement)
of each of its turns to end the poisoned effect.
This handheld lamp is covered by a metal grate of cast iron

Slippers of Star-Striding and glows with a soft, blue light equal to a hooded lantern.
In addition, its curious glow prevents beasts such as vermin,
Wondrous item, very rare (requires attunement) insects, rats, and arachnids with 2 Hit Dice or fewer from
This soft-soled calf-high boots of black velvet are embedded approaching within 5 feet unless they make a Wisdom
with tiny glowing and swirling stars and galaxies, shedding saving throw with a DC of 8 + your Wisdom modifier + your
light as a candle unless you suppress their radiance as a bonus proficiency bonus. Such creatures can attempt this saving
action. As long as the slippers are alight, you can cause any throw every round they try to get within 5 feet of you. As an
one 5-foot square of a surface you travel across during your action, you can use the verminous beacon to entrance these
turn to glow as a light spell for 1d4 rounds. You can also create creatures, no matter what their Hit Dice, with hypnotic pattern,
dancing lights at will as an action, and when you score a critical though its effects last for 1 minute longer than your
hit, you can force the creature you attacked to make a Wisdom concentration on the spell.
saving throw with a DC of 8 + your Charisma modifier + your
proficiency bonus as a reaction. If the creature fails their
saving throw, they are stunned. The creature can attempt a
new saving throw at the end of each of its turns in order to
end the stunned effect. Once you have used this ability, you
cannot use it again until you complete a long rest.
Epic Attunement. As a bonus action, you can teleport from
a square that you caused to glow as a light spell to any other
square within your line of sight containing another magical
light effect, such as dancing lights, and the magical light effect
need not have been created by you. Additionally, if you are
ever in an environment in which you cannot breathe, such as
outer space or the bottom of the ocean, you can use a reaction
to breathe normally for 12 hours. If in outer space, you can
move towards the nearest planet, requiring 1d12 hours to
reach it. Once you reach the planet’s orbit, you can teleport to
the surface.

Teeth of the Hydra


Wondrous item, uncommon (requires attunement)
These enchanted hydra’s teeth can be cast upon the
ground as an action that provokes opportunity. At the
beginning of your next turn, a group of 1d4 + 1 thugs erupt
from the ground and are loyal to you, to the death. If
are not proficient with all martial weapons, the thugs
instead attack you until slain and then attack the nearest
other creatures, including one another. These thugs are
not people, but conjured constructs, and fight for you until
slain or 1 hour has passed, whichever comes first, after which

15
Jim Zettlemoyer (Order #40041272)
Additionally, as an action, you can hold the verminous beacon This brazen gorgon is hostile to all creatures, but you can
aloft and command it to flare brightly, causing all described control its movement with a successful DC 15 Wisdom (Animal
creatures to become frightened if they fail a Wisdom saving Handling) ability check, directing it to use its Trampling
throw with a DC of 8 + your Wisdom modifier + your Charge on creatures of your choice. You can command it to
proficiency bonus. After using this ability, you cannot use any attack (including using its breath weapon) as you direct with
of the verminous beacon’s abilities until you complete a short a successful DC 20 Wisdom (Animal Handling) ability check.
or long rest. If you fail the check by 5 or more, the brazen gorgon spends
Epic Attunement. If vermin, insects, rats, or arachnids get its turn attacking you. Each time you are hit with one of the
within 10 feet of you while you are holding the verminous brazen gorgon’s attacks, you must succeed a DC 15 Strength
beacon, they take 1d10 necrotic damage per round. Additionally, saving throw or lose your grup on the reins and allowing it to
as an action, you can cast antilife shell, though it only affects roam free and attack as it wills. The brazen gorgon can then
the described creatures. You can cast this spell once before only be controlled again by successfully grappling it, allowing
needing to complete a long rest in order to cast it again. you to seize control of the reins once more and attempt a
new Wisdom (Animal Handling) ability check to control it. A
Witch’s Broom Charisma (Intimidation) ability check can be used to control
the brazen gorgon, however you suffer disadvantage on the
Wondrous item, legendary (requires attunement)
check.
This item is a broom of flying that has additional, miraculous
The brazen bull remains present as long as its reins are held
effects. While not truly sentient, if you are charmed, stunned,
and for 1 minute thereafter, up to a maximum of 1 hour. It can
unconscious, or otherwise unable to take actions the broom
be commanded to return to its normal form with a successful
can use the Dash action on your behalf to exit the battlefield
DC 20 Wisdom (Animal Handling) ability check in three
and seek cover until said effects have ended. If you are riding
consecutive rounds. Any damage taken or harmful conditions
the broom, you gain half cover and advantage on all saving
suffered by the brazen gorgon are removed when it returns
throws against magical effects. Additionally, saving throws
to its true form. The transformation also ends if the brazen
that you cause with spells or other magical effects all cause
gorgon is killed, which causes the yoke to cease functioning
the creature making the save to have disadvantage.
for 1 month.
Epic Attunement. As a reaction, you gain the ability to use
the rogue’s Evasion class feature. Additionally, as an action,
you can double the broom’s fly speed for 1 minute. You can use
each of these abilities once, after which you must complete a
long rest to use them again.

Yoke of the Brazen Bull


Wondrous item, legendary (requires attunement)
This wooden yoke has polished bronze fittings
burnished with flame to a lovely patina.
Once every 7 days, the yoke can be placed
on the neck of a horse, mule, bull, or similar
quadrupedal animal, causing it to burst
into flames as you hold the reins. These
flames do not harm the animal but deal
1d6 fire damage to all adjacent creatures.
After 1 round, the animal transforms into
a bronze-scaled gorgonSRD with hooves of
flame (dealing 1d6 additional fire damage
to any creature struck by its hoof, or 2d6
fire damage to creatures it hits with its
Trampling Charge). Its Petrifying Breath
instead deals 8d6 fire damage, rather than
petrifying creatures.

16
Jim Zettlemoyer (Order #40041272)
Epic Attunement. You can sow the teeth of a dragon or DC 25 Intelligence (Arcana) or Wisdom (Insight) about itself,
beast with 8 or more Hit Dice in a square adjacent to the which will then reveal the precise steps of how to connect the
brazen gorgon. One round later, a small army of soldiers sigils and fold the pages out of existence.
crawls forth from the ground and immediate falls upon one
another in a savage battle that lasts 1d4 rounds in a radius of
20 feet, though any creature entering or beginning its turn
Cloudstep Boots
Wondrous item, artifact (requires attunement)
within the area takes 3d6 bludgeoning, piercing, and slashing
The cloudstep boots allow you to walk on top of natural or
damage per round. After this brief melee, the slain soldiers
magical mist or fog, including fog-like gases such as those
and their gear crumble to dust leaving behind a small squad a created by cloudkill, incendiary cloud, or stinking cloud. Walking
group of 1d4 + 1 thugsSRD. These thugs follow your commands on top of such clouds carries no danger for you but walking
for 1 hour or until destroyed. through the cloud has its normal effect. Additionally, as long
as you are wearing the cloudstep boots, you may cast fog cloud at

Artifacts
will as if it were in a 5th-level spell slot.
A chaotic ancient dragon capable of granting epic boons
or divine blessings may bestow the cloudstep boots upon one
Atlas Esoterica that has proven themself to be especially clever and tenacious.
There can only one pair of the cloudstep boots in existence at a
Wondrous item, artifact (requires attunement) time, and every chaotic ancient dragon is aware of its location
This loose collection of maps, drawings, writings, and sigils and owner. Should a chaotic ancient dragon deem that its
appears to be the well-traveled works a madman, bound current owner has shown excessive lethargy, it may come to
by iron rings. Although many of the pages seem to always reclaim its prize.
contain relevant pieces of maps, some appear random and Epic Attunement. As long as you are wearing the boots of
meaningless; clever adventurers can arrange, fold, or decipher cloudstep, you can cast stinking cloud at will and cloudkill as if it
these clues to reveal hidden secrets. While consulting the were in an 8th-level spell slot, once per long rest.
atlas esoterica, you have advantage on all Intelligence ability
Destroying the Boots. These boots can only be destroyed
checks and Wisdom (Survival) checks to avoid getting lost.
if a lawful spellcaster uses the imprisonment spell on them.
You can attempt to solve a clue to learn about an important
They must also destroy the heart of the dragon that offered
person, place, or thing,as if using legend lore, by making an the boots up as part of casting the spell.
Intelligence (Arcana) or Wisdom (Insight) ability check. If the
check result equals 20 or higher, the clues reveal detailed,
relevant information about the subject. A check result of 15
or higher reveals valuable, but less specific information. A
check result of 10 or higher reveals vague and incomplete
information. A check result of 5 or higher doesn’t reveal
any information. A check result lower than 5 reveals false
information. The specifics of the information revealed
by the esoteric codex are up to the GM and may be
cryptic like that revealed by a divination spell.
When you use this ability, you cannot use it
again until you complete a long rest.
Epic Attunement. You can make
three Intelligence (Arcana) or Wisdom
(Insight) checks per long rest in order to
gain information and have advantage on
all such checks.
Destroying the Atlas. The atlas esoterica
resists attempts to burn, rip, stain, or
otherwise ruin it. Learning the secret to
destroying the atlas requires using it to make a

17
Jim Zettlemoyer (Order #40041272)
Chakram of Windfire An ancient green dragon capable of granting epic boons
or divine blessings may bestow the crescent blade of the green
Weapon, artifact (requires attunement) dragon upon one that has proven themself to be especially
The chakram of windfire is slightly heavier than a normal strong of body and purpose. There can only one crescent blade
chakram and is engraved with sweeping fiery designs. of the green dragon in existence at a time, and every ancient
Legends say it was presented to a young prince that rose from green dragon is aware of its location and owner. Should an
the dead to avenge his slain friends. The chakram of windfire ancient green dragon deem that its current owner has shown
functions as a +3 weapon that deals 1d8 slashing damage and excessive weakness, it may come to reclaim its prize.
1d8 fire damage and has the finesse and thrown (range 20/60) Epic Attunement. You no longer have to meet the 18 Strength
qualities. When you score a critical hit with the chakram, it requirement in order to wield this weapon without having
deals an extra 1d10 fire damage. When thrown, the chakram disadvantage on your attacks. Additionally, the crescent blade of
creates a strong wind trailing behind it for one round (as gust the green dragon deals 3d8 slashing damage on a successful hit.
of wind) and whether thrown in this manner or as part of an
Attack action, it always returns to your hand. Destroying the Glaive. This weapon can only be destroyed
by using it during a snowstorm to slay the dragon that gifted
An evil ancient dragon capable of granting epic boons or it. Upon striking the final blow, this weapon will turn to frost
divine blessings may bestow the chakram of windfire upon and shatter.
one that has proven herself to especially desire revenge
and bloodletting. There can only one chakram of windfire in
existence at a time, and every evil ancient dragon is aware of Golden Fleece
its location and owner. Should an evil ancient dragon deem Wondrous item, artifact (requires attunement)
that its current owner has shown excessive mercy, it may come
The golden fleece was taken from a glorious celestial ram and has
to reclaim its prize.
incredible healing powers. The fleece constantly sheds light,
Epic Attunement. This chakram changes its range to 80/320 and if exposed to bright light for at least 1 minute it catches
for its thrown quality and deals 1d10 slashing damage and and returns that radiance as daylight for an equal amount of
1d10 fire damage. time to the duration it spent in bright light. If placed upon
Destroying the Chakram. This weapon can only be destroyed a wounded creature for 1 minute, the creature gains the
by using it to wound the dragon that gifted the weapon in benefit of heal and greater restoration. A creature affected by an
a fight. You must surrender to the dragon when near death enchantment, curse, or petrification may instead be affected
(less than 75% hp remaining), and then convince the dragon to as dispel good and evil and heal. It also has the power to raise the
spare her life. If the dragon does so, the weapon will burn into dead if placed over a corpse for 8 hours, bringing the target
cinders and float away on the wind. back to life as resurrection, though the target cannot have been
dead for longer than three days.
Crescent Blade of the Green Dragon The golden fleece cannot be used more than once per day, and
no creature can benefit from its healing powers more than
Weapon, artifact (requires attunement)
three times. Any further use of the golden fleece has no effect on
The crescent blade of the green dragon is abnormally thick that creature. Each time the golden fleece is used, there is a 10%
compared to a normal glaive making it too cumbersome to chance that it dissolves into golden light, reappearing 1d100
be wieldable but by only the strongest. It is massive blade sits weeks later in a random location at least 1,000 miles away.
in the mouth of a golden dragon motif, and the whole shaft is
Epic Attunement. The golden fleece never has a chance of
green with brilliant gold inlays. It is a +3 glaive, and its weight
dissolving and disappearing when used.
allows it to deal 3d6 slashing damage. It can be properly
wielded if you have a Strength of 18 or higher, otherwise you Destroying the Fleece. The golden fleece has the power to
have disadvantage on all attack rolls with the weapon. revive a dead god, no matter how long it has been dead, but
after doing so it fades away to nothingness, its powers forever
The crescent blade of the green dragon provides you with expended.
resistance to cold damage and provides disadvantage on
attacks by any dragons made against you.

18
Jim Zettlemoyer (Order #40041272)
Midnight Beacon Pearl of Abundance
Wondrous item, artifact (requires attunement) Wondrous item, artifact (requires attunement)
This black iron lantern is 2 feet tall and a foot in diameter, with The pearl of abundance appears as an overly large opalescent
a skull-shaped hinged shutter inset with eyes of onyx. When the pearl. When fully submerged in the contents of a container
shutter is opened, the midnight beacon radiates darkness (as the (such as water in a water skin, gold coins in a coin purse,
spell) in a 20-foot cone-shaped spread. A creature wielding the arrows in a quiver, etc) the contents surrounding the pearl
of abundance are instantly replaced when removed. As long
midnight beacon can see through any darkness the lantern creates.
as the pearl remains covered on all sides, the container may
Epic Attunement. If you are evil, you may use an action to be scooped from, poured out, or drawn from without ever
call all undead within 300 feet toward you. Mindless undead becoming empty. The pearl cannot replicate magic or magic
automatically heed the summon while intelligent undead can items, so a pearl of abundance submerged in a potion creates
attempt a Wisdom saving throw with a DC of 8 + your Charisma only nonmagical fluid and a pearl of abundance placed in a
modifier + your proficiency bonus, to resist. Undead successfully quiver only creates nonmagical, mundane arrows.
called by the midnight beacon move at their maximum speed Inorganic objects copied by a pearl of abundance (such as
toward the beacon for a number of rounds equal to your level, swords, coins, or other such items) appear identical to their
as if compelled by a suggestion. Once the undead come within 30 original counterparts but are of poor quality. Such items
feet of the midnight beacon, you can command the undead as if created appear broken and cannot be repaired. Additionally,
they were under the effects of a dominate person spell cast in an while they may appear to be made of precious materials such as
8th-level spell slot. The undead get a saving throw with a DC of gold or adamantine, they are masterfully crafted frauds made
8 + your Charisma modifier + your proficiency bonus. Undead of common materials like iron, tin, and lead. A successful DC
called to the midnight beacon but not controlled typically attack 20 Wisdom (Perception) ability check can identify the true
any living creatures they encounter. nature of such objects.
Sentience. The midnight beacon is a sentient neutral evil A good ancient dragon capable of granting epic boons
artifact with an Intelligence of 10, a Wisdom of 12, and a or divine blessings may bestow the pearl of abundance upon
Charisma of 20. A midnight beacon possesses darkvision one that has proven themself to be especially selfless and
and ordinary senses with a range of 60 feet and can speak honorable. There can only one pearl of abundance in existence
Common. On its own, the beacon can cast detect evil and good at a time, and every good ancient dragon is aware of its
location and owner. Should a good ancient dragon deem that
3 times and hallow and animate dead once each. Once these
its current owner has shown excessive greed, it may come to
spells are cast, you must complete a long rest for the midnight
reclaim its prize.
beacon to recharge the usages of these spells.
Personality. The beacon has the special purpose of Epic Attunement. Instead of creating frauds out of
inorganic objects copied by the pearl, the pearl of
defending and protecting the undead, and it can cast death
abundance creates real copies which do
ward three times on an evil creature as long as it is working
not appear to be of poor quality.
to further that goal. Once the beacon does so, you
must complete a long rest to reset the charges Destroying the Pearl.
of this spell. A midnight beacon This pearl can only be
can dismiss any or all death destroyed by enclosing
ward effects it has created it completely in a perfect
vacuum for one year. With
as an action. If you do not
nothing around to replace,
have the goal of defending
it begins replacing itself with
and protecting the undead, it nothingness until nothing is
works against you and tries its all that is left. Should the pearl
best to steer you towards evil come in contact will anything
and necromancy. whatsoever before it is fully
Destroying the Beacon. The consumed, it will immediately
midnight beacon can be destroyed reform to its original state.
only when 1,001 sentient undead
willingly destroy themselves and
give up their unlife in the beacon’s
presence.

19
Jim Zettlemoyer (Order #40041272)
I tems B y R arity
Uncommon Rare Very Rare
bullroarer’s bugle book of the banned blade-eating battleaxe
certain compass dauntless machete cloudcloth armor
errant’s gage foamfollower’s jack crown of iron sorcery
dread fangs of the hydra
ghostly gossamer force shield pin
gnarlthorn rod
primeval brooch orb of the seventh star
goblin mask
ring of returning princess peony jawbone shield
robe of tongues and teeth ring of truth razor couters
serpentiginous gloves rod of spell focusing redflame trollblade
teeth of the hydra scorpion cloak ring of warmth
verminous beacon tombo fan rod of defoliation
rokurokubi whip
sack of gluttony
slippers of star-striding

Legendary Artifacts
arcanamach’s vambrace atlas esoterica
crane kimono cloudstep boots
cuirass of miracles chakram of windfire
diamond of everwinter crescent blade of the green
dragon
dragonmail
golden fleece
earthenport plate
midnight beacon
felonious fingerless gloves
pearl of abundance
gauss ring
kinslayer’s knife
oni mask
pyroclastic rod
silverspark longbow
witch’s broom
yoke of the brazen bull

20
Jim Zettlemoyer (Order #40041272)
21
Jim Zettlemoyer (Order #40041272)
Jim Zettlemoyer (Order #40041272)
Legendary adventures deserve truly legendary treasures, and Epic Treasures brings
you a spectacular set of over 60 magnificent magic items to adorn your 5E campaign.
Each one offers exciting and dynamic options drawn from myth, legend, literature,
and gaming history, like the dread fangs of the hydra and yoke of the brazen bull, including
an array of items inspired by cultures around the world like the crane kimono. Every
item has detailed powers and effects for heroes of every level, but all have additional
abilities that can be unlocked only by those mighty mythic adventurers with the touch
of destiny. You’ll find amazing armor and wonderful weapons like the cuirass of miracles
and blade-eating battleaxe alongside fabulous rings, mighty rods, and truly wondrous
items like the midnight beacon, diamond of everwinter, and slippers of star-striding. These
extraordinary items also have hidden powers revealed only with proper turn of fate,
or in the hands of characters anointed with epic boons or divine blessings! Check
out this incredible 26-page book of treasures for the 5th Edition of the world’s most
famous RPG and Make Your Game Legendary!
LGP385MY675E
Price: $12.99

Jim Zettlemoyer (Order #40041272)

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