Unique magics and powerful artifacts wait to be discovered in Sanctuary.

The magical items, quirks, and custom spells of the Arvendon Campaign.

Quirks

 
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Guided Purpose 

  Renault has an innate sense for where he is most needed at any given moment, this sense comes to him in the form of a loud ringing in his ears, letting him know where he should be at any given moment. This talent has led him into danger on many occasions, but with the gift of hindsight it has never been wrong. 

Quirk Effect: At the start of combat, after initiative has been rolled, Renault can make a move action of 15 feet in any direction to reposition himself. 

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Death Speaker 

Yatsi has a special talent when talking to the deceased. What started as idle one-way conversation has led to a possible connection with the beyond. A necromancer through and through the wizard can’t resist talking to his reanimated friends, and they've started to talk back. 

Quirk Effect Once per long rest: Yatsi may ask and receive 2 questions from any dead or undead creature that does not possess its own will within range to hear him. If the creature has free will it can make a save to resist this effect. On fail the creature is compelled to answer the questions truthfully in the language they spoke in life. Answers are usually single syllable words.

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Transfer Essence 

Gael has developed the unique ability to transfer some of his vitality and life force into other beings. Doing so leaches the color and vigor from his person and creates a line of radiant multicolored light between him and his target. 

Quirk effect: As an action Gael may expend one of his remaining hit dice to heal another willing creature within 60 feet for 2d8 hit points + his con modifier.

 
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Extendable Tongue 

Beneath his mask Sodrish has the unique ability to extend his tongue out lightning fast, Stretching past what should be reasonably possible and latching onto distant objects. With practice he has been able to retract this appendage quickly, returning small objects to his grasp easily.

Quirk effect: As a bonus action Sodrish can attempt to grapple an object or person within 15 feet. If successful than so long as he wishes to do so the object or person will remain grappled unless sufficient force is applied, the tongue is severed, or the person successfully beats Sodrish in a contested strength check. Once extended the tongue can be used as a whip in combat with a reach of 15 feet that Sodrish is proficient in. Any object or item under 10 pounds grappled by the tongue can be retrieved without expending an action. The tongue has 6 hp and any damage it takes Sodrish suffers as well. If severed the tongue regenerates at the end of a long rest. 

Arcane Items

 
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Richard’s Ritual Journal

This well maintained yet simple spellbook carries the late Richard Mortarion’s personal notes and momentos. Almost all the text is about vehicle maintenance, repair and care though there are some useful magical insights.

Contains the cantrip True Strike. While the book is on your person you may cast that spell at will. It is also a spellbook containing the 4th level spell Arcane Eye which can be transcribed as normal. 

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Requires Attunement

Cerule’s Empowered

Lightning Rod

A long brass rod that glows faintly with blue eldritch energies. The reliable focus of Cerule, the Goliath co-leader of the Untouchables. Rewarded to Plan B after settling a dispute between the chieftains in ritual combat, carried by Yatsi.  

Can be used as an Arcane Focus. When the keyword “Illuminate” is spoken in Giant, a small glowing blue orb appears at the tip and casts a dim light in a 15-foot radius.  This rod allows the user to cast the Shocking Grasp cantrip at will as if they were a level 5 wizard, and can be used to strike a foe in melee as a mace that does an additional 1d8 lightning damage upon hitting a target. 

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Requires Attunement

Necklace of Prayer Beads 

This necklace has five magic beads, three made from aquamarine, one from black pearl, and one of topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz.

If a magic bead is removed from the necklace, that bead loses its magic. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.  The three aquamarine beads contain the spell Bless, the black pearl contains Branding Smite, and the topaz contains Planar Ally. 

Wonderous Items

 
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The Jade Boar

 A small carved jade figurine of a boar.

If you use an action to speak the command word “Worry”, and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living Giant Boar. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. The boar defends itself but takes no other actions. 

The boar exists for 1 hour. At the end of the duration, it reverts to its figurine form. It will also revert early if it’s hp drops to 0 or if you use an action to speak the command word while touching it. When the boar becomes a figurine again it cannot be used again until 7 days have passed. 

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 Mask of Mind Shielding  

A colorful carved wooden mask worn by Sodrish since childhood. It is inhabited by the soul of Une‘Baquel, a Coatl who died fighting for the Alliance of Alloy beside the druid’s parents. 

While wearing this mask, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. 

  As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can’t use it again until you finish a short rest. 

  If you die while wearing the mask, your soul enters it, unless it already houses a soul. You can remain in the mask or depart for the afterlife. As long as your soul is in the mask, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. 

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Yatsi’s Spiritual Entrapper  

 A small rectangular metal box made by Bloque Rayson with two hinged plates covering the inside. A lever is affixed to one side and when it is depressed the plates open up, uncovering the magical contraptions inside and causing the device to form a cylinder of magical energy. Painted by Gael with stripes of yellow and black. 

  Once per long rest: The device can be set down anywhere within 5 feet of the wielder, causing a 10-foot by 15-foot cylinder of magical energy centered upon the container. Glowing runes appear wherever the cylinder intersects with the floor or other surface. 

Any undead fully within the cylinder are affected

~The undead can't willingly exit the cylinder by nonmagical means or through the use of incorporeal movement. If the creature tries to use teleportation or inter-planar travel to do so, it must first succeed on a Charisma saving throw. 

~The undead has disadvantage on attack rolls against targets outside the cylinder. 

~Creatures outside the cylinder can't be charmedfrightened, or possessed by creatures inside. 

Once activated the device will continue to project it's magic for 1 minute, after which the barrier will retract and any undead that has less than 4d8 health remaining will be captured inside. All undead captured inside will be released whenever the container is next activated, into the projected cylinder of the device. 

 
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Zakelrus Lantern of Revealing 

Taken from the ancient city of Zakelrus this lantern was used to view the carved and recorded history of that forgotten place.

While lit, this bullseye lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot cone and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. 

Garou’s Crook                          

This crook is made of heavy bronze covered with alternating stripes of blue glass, obsidian, and gold weighs 10 pounds. It once belonged to the Storm Giant Garou, lord and protector of Zakelrus.

While holding the crook you can speak its command word, (Truth in Giant) and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. If released or dropped the crook immediately stops emanating light. 

Illusionary Softstone 

This simple red stone is soft and glows a faint dull red. When held or dragged across a surface small glowing trails of dust linger where the stone touches. The dwarves of Zakelrus used these stones to warn their human companions of dangers hidden by darkness.

This stone allows the owner to place permanent magical messages upon a fitting surface or structure. The wielder may cast Illusory Script at will, with no limit upon the script's duration. In order to leave a message an area of 5 square feet is needed and only 5 messages can be maintained at any one time. Once a new message is placed the oldest message disappears. 

 
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Luck Stone 

Plucked from the forehead of the elusive crystalline lizards that scuttle around the dark recesses of the Crescent Wildlands unseen, these stones are highly prized by adventurers for their magical boon to one’s fortune.

Once per long rest: Whenever you make an attack roll, an ability check, or a saving throw, you can roll an additional d20. You can choose to use this magic item after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the roll. 

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Gale’s Essence Trigger 

Fitted unto a leather bracelet, this small magical artifact made by Bloque Rayson is fitted with a metal trigger that settles into the palm and releases with a flick of the wrist. It allows Gale to channel and store his essence ahead of time to hasten his personal Quirk’s ability to heal and aid others.

By using an action Gale can channel his quirk into the Trigger, as if he were targeting any other valid target. He suffers the damage for the transfer but does not roll for the resulting healing, instead the Trigger gains a charge, which can be expended as a Bonus action to release the healing of Gale’s vitality transfer. The range and healing of the transfer is unchanged, but Gale does not take any damage for expending a charge from the Trigger. The Essence Trigger can hold up to 3 charges at any one time, and will store those charges for a 24 hour period. 

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Renault’s Sensory Insulator 

A tightly fitted and well insulated silver metal helmet that menaces with ram horns. Made by Bloque Rayson to augment Renault’s natural ability to sense where he is needed most and focus his quirk on situational awareness. The helmet has multiple magical sensors built into the visor that can provide information to the wearer, but it’s primary purpose is to block out any noise or visual stimuli that would interfere with his natural abilities.

While wearing the helmet Renault is blinded and deafened. He gains a blindsight of 15 feet, is resistant to thunder damage, and gains advantage on any dexterity saving throws. Note that spells and magical effects that require their target to hear their commands will not work against a deafened target. 

If anyone besides Renault wears the helmet they will be blinded and deafened, gain resistance to thunder damage and have a blindsight of 5ft.

 
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Requires Attunement

Belt of Dwarvenkind 

One of the many items retrieved by Amber Goldheart and her expedition in the excavation of the Dwarven Quarter of Zakelrus, worn with great affection by the previously thin-bearded Renault.

While wearing this belt, you gain the following benefits: 

  • Your Constitution score increases by 2, to a maximum of 20. 

  • You have advantage on Charisma (Persuasion) checks made to interact with dwarves. 

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. 

If you aren't a dwarf, you gain the following additional benefits while wearing the belt: 

  • You have advantage on saving throws against poison, and you have resistance against poison damage. 

  • You have darkvision out to a range of 60 feet. 

  • You can speak, read, and write Dwarvish. 

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Horn of Heroes 

 This ornate carved hunting horn was used to signal the Dwarves of Zakelrus to battle. They rarely had cause to take up arms with their two divine protectors, but they remained vigilant nonetheless.  

Blowing into this horn causes a mighty blast of magical sound to embolden allies to great feats. 

Once per long rest: The wielder may cast the Heroism spell at lvl 3, without requiring concentration to maintain the effect. The spellcasting modifier for the spell is +3, provided by the horn. 

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Looking Glass of Hindsight 

An odd bauble that can peer into the recent past that is of unknown origin. It was found by a member of the Men o War and sold to the Band of the Blade.

When peering through this small, circular glass ball the recent past is displayed, rather than the present. The silent images shown will be from some time within the last three days.

 
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Whistle of Silent Alarm 

This small silver whistle has been used by sentries for ages to alert companions of arriving threats. The silent warning perfect for maintaining the element of surprise.

This whistle has 4 charges. When you use an action to blow it, one creature of your choice can hear the whistle’s shrill scream, provided the creature is within 600 feet of the whistle and not deafened. No other creature hears sound coming from the whistle. The whistle regains 1d4 expended charges daily at dawn. 

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Grey Bag of Tricks 

This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. 

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table. See the Monsters Listing for the creature's statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points. 

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. 

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. 

D8 = 1 Weasel 2 Giant rat 3  Badger 4 Boar 5 Panther 6 Giant badger 7 Dire wolf 8 Giant elk

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Portable Hole 

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. 

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. 

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. 

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. 

Placing a portable hole inside an extradimensional space created by a bag of holdinghandy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. 

Magic Weapons

 
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Requires Attunement

Longsword of Warning

A blue-steel longsword taken as a prize for winning the Lunar Echo festival of Solo ‘Quelas. It has served as a reliable watchman and unfailing sentry for Renault and his companions.

  This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. 

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Requires Attunement

Shield Piercer 

 The Migratory Path's Heirloom weapon is a magical spear. It was forged during the War of the Bead and was made to ignore all mundane and magical shields as it passes through its foes defenses. Carried by the minotaur Zenka since her rise to chieftain, the weapon appears to blink in and out of existence in combat and when thrown will return to the hands of the wielder.

Creatures attacked by the Shield Piercer cannot receive any benefits to their AC from shields of any kind. This includes mundane and magical shields as well as the spells ShieldShield of Faith, and Fire Shield. Abilities and spells that reduce damage, provide resistance, or apply temporary HP still function as normal. When thrown measure a line 60 ft straight and 5 ft wide, make a separate attack roll for every enemy within that line. The spear can only be thrown once per turn and will return to the hand of the wielder at the end of their turn. Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it. 

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Requires Attunement

The Spine of Chaukeedar 

This shockingly white double-edged longsword has a blade made of pure bone and a dark adamantine hilt. A permanent chill surrounds the weapon and ice crystals form wherever the weapon touches moisture. 

This is an adamantine +1 longsword that deals an additional 1d8 cold damage whenever it’s wielder hits with a melee attack. (Whenever an adamantine weapon hits an object, the hit is a critical hit.) In addition, should the wielder score a killing blow with the spine, they immediately cast a lvl 2 Armor of Agathys upon themselves as the blood of their foe forms into frozen armor around them. 

Difficult Attunement 

The sword is difficult to grasp and hard to master. Attunement requires 8hrs of concentration while holding the frozen blade without reprieve. The biting chill must be resisted several times during this process, and even when fully attuned the blade will still cause it’s bearer to take 1d8 cold damage every time it is drawn for battle.

Current state

Recently the sword seems to having been causing Renault to feel more sensitive to heat. Regular room temperatures are becoming frustratingly uncomfortable and the refreshing cold touch of the Spine has become a comforting presence at his side.

While attuned to the blade the wielder is resistant to frost damage and vulnerable to fire damage.

 

Magical Jewelry

 
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Ring of Water Walking

Found on a corpse laying upon the underground lake within Zakelrus, this simple ring has adorned Gale’s finger for quite some time.

While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. 

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Clockwork Amulet 

This copper amulet contains tiny interlocking gears and is powered by magic from a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. 

 

Magical Armor

 
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Requires Attunement

Cloak of Protection 

This simple dust-blue cloak reflects blade and blow in an unnatural way, protecting it’s bearer from harm.

You gain a +1 bonus to AC and saving throws while you wear this cloak. 

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Requires Attunement

Earthstompers

A set of plated greaves that carry an immense wrecking force. Once worn by Gul the Headkicker, veteran orc monk of the Order of Fuuka Yue.

Once per long rest: Bonus Action. Can "stomp" against a prone enemy that is of large or smaller size or against an inanimate object such as the ground, a door, or a wall. Against a prone enemy the stomp counts as a melee attack that if successful will do 4d6+str bludgeoning damage and cause the target to be stunned on a failed constitution save of DC13. If used against an object the object will suffer 8d6+str bludgeoning damage and cause a shockwave that will cause any creatures of large size or smaller within 30ft to be knocked prone unless they pass a DC13 dexterity saving throw. The thunderous stomp can be heard over 300ft away.

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Requires Attunement

Cloak of the Bat 

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. 

While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. 

 
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Requires Attunement

Shield of Absorption 

This jet-black oval shield projects an absence of light, sucking in spell and arrow into it’s center with disturbing ease.

You can use your reaction to deflect the missile when you are hit by a ranged attack. When you do so, the damage you take from the attack is reduced by 1d10. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use this reaction to become the target of the attack instead, you still reduce the potential damage of the attack by 1d10.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. 

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Requires Attunement

Shield of Missile Attraction 

Found on the body of a fallen defender of Tiefar Hald, this shield was the dwarf’s downfall and his companion’s savior.

While holding this shield, you have resistance to damage from ranged weapon attacks. 

Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. 

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.