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Magic Item Cards

For D&D TNG Session 4 (14 th October 2017)

Cabal’s Ruin
Type: Wondrous item, Legendary (Requires Attunement)
Description: Created by Katyr specifically to counter Arryn Never ember should his true motives be
revealed. Its whereabouts unknown till he requires it. This cloak of dark leather and gold trim
seems to occasionally shimmer with small sparks of blue energy across the shadowed lining.
Features
Reversal: Cabal’s ruin has 6 charges and regains 1d4+2 charges at next dawn. These charges can be
used to deal an additional 1d6 lightning damage alongside a normal attack (This includes spell
attacks)
Magic Resistance: Cabal’s Ruin grants advantage on all saving throws against spells and other
magical effects
Swallow Spell: Cabal’s ruin allows the wearer to absorb a spell using your reaction you may gain
resistance against the damage of a spell that is targeting you. In addition, Cabal’s Ruin regains
charges equal to the level of the spell which has impacted you. You cannot use this ability again
until you complete a short or long rest.

Agony
Type: Weapon (flail +3), legendary (Requires Attunement by a non-good character)

Description: Utilized in countless tortures and slow executions, the hooked chains of this
brutal weapon still smell of dried blood and rot

Features

Glutton for punishment: When you attack a creature, you have previous hit with this
weapon you deal an additional 1d8 damage (Only affects current combat)

Sundering Blows: When a creature is damaged by this weapon, they suffer disadvantage
on Strength ability checks until the beginning of your next turn

Unrelenting Intent: When you drop a creature to 0 hit points with an attack with Agony,
you can immediately make an additional attack with this weapon as a bonus action.
Wraps of Dyamak
Type: Wondrous Item, Legendary (requires Attunement by monk)

Description: Created and wielded by Hogarth’s master Enwin the


wraps of dyamak are hand wraps which seem to have been enchanted
with powerful and vicious magic not typically used by Enwin,
however in dire situations he will utilise this dangerous artefact.

Features

Unarmed master: +2 to unarmed attacks

Enwin’s Blessing: Upon a long rest you regain temporary hit points
equal to your KI point maximum. (not including Beads)

Transcend Form: As a bonus action, you can cast the spell misty step,
you cannot use this ability again until you score a critical hit with
an unarmed strike, or you complete a short or long rest.

Erase the wicked: when you hit with an unarmed strike, you can
choose to make the attack as a ravenous strike. The target takes an
additional 6d6 necrotic damage, and you regain hit points equal to
the necrotic damage dealt. You cannot use this ability until you
complete a short or long rest.

Whisper
Type: Weapon (Dagger +3) Very Rare, Requires Attunement

Description: A mercurial blade forged in the far realm, Whisper was the center of
many a dark ritual, according to kamaljiori, it was lost to the ozmit sea.

Features

Cutting Deep: Whenever a character is critically hit with whisper, the target
must make a DC 17 wisdom save or be frightened of the wielder for 1 minute. On a
success they are immune to being frightened by this effect for the next 24 hours.

Flaying Minds: Whenever a target is struck with Whisper they take an additional
1d8 psychic damage

The Ferocious Hunt: Whenever Whisper is thrown but before it hits, the wielder
can choose to transform into shadow and merge with the blade, teleporting
instantly to wherever the blade impacts. If the target is a creature, the wielder
emerges adjacent to the target in a space of their choice. If they miss the
attack, the DM determines where the wielder teleports accordingly

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