Magic Items
Attendant's Ointment Box
- Red salve restores 2d6 HP when applied to a wound. There are 10 uses left.
- Gray powder mixed with water creates a draught that renders the drinker mute for 1 hour (often used before spiritual silence rites). This prevents casting spells that have a verbal component but grants advantage on stealth checks. There are 12 uses left.
Blurring Blade
When attempting to raise a dead creature using magic, a Blurring Blade can be used to draw energy from an untethered undead to aid in the process. Intended for use in a ritualistic manner, this blade does not do magical damage in attacks.
After draining all of the magic from the untethered undead, the creature falls into a pile of sand like grain.
Applicable Weapons
| Name | Type | Damage | Properties |
|---|---|---|---|
| Dagger | Simple Melee | 1d4 piercing | Finesse, light, thrown (range 20/60) |
| Sickle | Simple Melee | 1d4 slashing | Light |
| Short Sword | Martial Melee | 1d6 piercing | Finesse, light |
Grimoire of Quiet
The pages within are pale vellum that shimmer faintly with internal light. Every word is written in meticulous Kelish script so small and perfect it appears printed rather than inked. The letters absorb light, and reading them aloud produces no sound at all.
The grimoire has the following magical effects that can each be used once per long rest.
Stillmind Focus. When a creature attempts to counterspell one of your spells, you can use your reaction to force them to roll the check with disadvantage.
Silent Reprisal. When you are targeted by or in the area of effect of a spell that fails to affect you (whether by save, immunity, or resistance), you can use your reaction to channel the tome's silence toward the caster. The caster must make a DC 15 Constitution saving throw or be silenced (as the silence spell) until the end of their next turn.
Hæven Prayer Beads
Each of the following powers costs 1 charge. The beads have 7 charges with 1d3 recharging each day at dawn.
As an action, create a 15-ft radius sphere of magical silence centered on yourself for 1 minute. Only you can speak and be heard within it.
You or a creature you touch, using a bonus action, ends the frightened condition. When it ends, the target forgets everything from the moment of being frightened to the ending.
Using a bonus action, you gain advantage on saving throws against being charmed or frightened for 10 minutes. During this time you cannot speak.
As an action, you touch a creature that is dying stabilizing it and giving it one hit point. It remains unconscious.
You cast the Invisibility spell.
When hit by a melee attack, you can use your reaction to force the attacker to take damage equal to half the amount dealt to you.
As a reaction, when you would take damage, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.
Hæven Ritual Robe
When placed on a corpse, it prevents the soul from returning to the body until removed. Can also prevent possession from undead such as ghosts.
Rapier of Withheld Judgement
While attuned, this rapier grants a +1 bonus to attack and damage rolls made with it. When you strike a creature with it, you may choose to delay the blade’s judgment.
The blade has six charges that can invoke one of the following effects costing one charge each. 4 (1d6) charges are regained at dawn:
Delayed Judgment. On a single attack when you hit a creature, you can cause the damage to be withheld. At the beginning of your next turn, the stored damage (including modifiers and sneak attack if it applied) is maxed and dealt in full unless the target has received magical healing or been affected by Remove Curse or Dispel Magic in the meantime. This delayed damage bypasses resistance and immunity.
Silent Verdict. Once per long rest, you may invoke the rapier to change the damage type to psychic damage and cause a hit creature to lose its ability to take reactions until the beginning of your next turn.
Ring of Gliding
Upon speaking the command word, the user of the ring suddenly floats two inches above the ground. This effect lasts one hour or until the ring is removed. The ring can only be used once per long rest. During that time they ignore difficult terrain and leave not foot prints that can be followed. Creatures attempting to track them via site are at disadvantage.
Shadowslip
- After making a successful melee or ranged attack you may teleport up to 10 ft. into an unoccupied space that you can see.
- You may pass through another creature’s space as if they are not there. You may not stop in the creature’s space.
The Fire Opal
The Copper Shield
The Copper Shield has 3 charges. It regains 1d3 charges each morning at dawn. The charges can be spent to enact the following powers:
- Sanctuary: (1 Charge) The bearer can cast the Sanctuary spell.
- Pierce: (1 Charge) As part of a bludgeoning, piercing, or slashing attack action, the bearer may add a +2 to their attack and damage.
- Unshield: (2 Charges) Using an action, the bearer can remove a magical barrier similar to Dispel Magic. Choose one creature, object, or magical effect within range. Any abjuration spell of 5th level or lower on the target ends. For each spell of 6th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
The Silver Sever
The Silver Sever has 3 charges. It regains 1d3 charges each morning at dawn. The charges can be spent to enact the following powers:
Absolute Silence (1 charge) As a reaction to a spell being cast within 60 feet, the bearer may sever the Weave in that area, creating a zone of anti-magic until the end of their next turn. Creatures in a 10-foot radius sphere centered on the target must succeed on a Constitution saving throw (DC 15) or have their spell fizzle without effect. On a success, the spell is cast but with disadvantage on attack rolls or reduced save DC (-2).
Threadbare Touch (1 charge) Bonus Action. After hitting with your a melee weapon attack, the attack ignores resistances and immunities to slashing, piercing, or bludgeoning damage. If the creature is concentrating on a spell or effect, it automatically fails its concentration check if you deal damage.
Spirit Lock (2 charges) Action. Choose one creature you can see within 60 feet. The target must succeed on a DC 16 Wisdom saving throw or suffer the following effects for 1 minute.
- They cannot be healed by magical means.
- They cannot be the target of spells with the divine or healing tag.
- If they die while under this effect, revival is impossible unless the Silver Sever is used again to undo the effect (uses 1 charge and the body must be present). The creature may repeat the save at the end of each of its turns.