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A Plethora of Plausibly Profitable

Provisions from Phaelsivem

P
haelsivem is a unique world on the Prime Wrath of the Spider. The Arachnid Bow has 3 charges,
Material Plane that is rebuilding itself after a which renew each night at midnight. You can spend 1 charge
time of horrible destruction. During the Epoch to cast the following spells: Ensnaring Strike (DC 13) or Ray
of Bloodshed the sky became a swirl of red and of Sickness (roll an ranged weapon attack with the bow
black, as rifts tore asunder allowing agents of rather than a ranged spell attack) at 1st-level.
chaos and evil to spill forth and subjugate the While attuned to and wielding this bow, you can speak to
masses. The deities were absent and silent and understand spiders. Additionally, ou cannot be forced to
during this time (and have never commented on the horror drop this magical weapon.
since), but folk heroes rose up to defend their homes, their
peoples, and their lands. These Righteous Many have since Arcane Rod of Emekurius's Fury
ascended to a semblance of godhood. The Epoch of Wondrous item, requires attunement by a spellcaster
Bloodshed ended as instantaneously as it began, with a Dragonborn descended from red dragons are known for
blinding light enveloping Phaelsivem's surface for a week, their fiery tempers; Emekurius was no different, and his
after which the invading forces were seemingly banished, draconic bloodline fueled his sorcerous powers. He crafted
leaving behind fetid pools of black ichor that seem to attract this arcane rod to help him overcome any foes that would
(or even spawn) evil creatures seeking to destroy life. It is dare to stand before him. It is roughly 3" in diameter and is
now the year 437 PEB (post Epoch of Bloodshed), and the made of obsidian with a red dragon etched in relief spiraling
implements of the Righteous Many are sought after by the length of the rod. The dragon appears to glow as if a fire
warriors and mages seeking to arm themselves. The people burns within the rod, which is warm to the touch.
of Phaelsivem have returned to a sense of normalcy, with Arcane focus
militaristic tensions being assuaged in the last 200 years. A Dragon is Never Defied. The Arcane Rod of
However, the world's elite are aware of whispers that another Emekurius's Fury has 4 charges (recharges 1d4-1 charges
time of terror may be on the cusp of emerging, as the barriers each dawn). You may spend these charges in the following
between the Material Realm and the planes of elemental ways:
power seem to be weakening.
You may spend one charge as a reaction when you fail a
Armaments of the concentration check due to taking damage from an
opponent to reroll the concentration check. You must
Righteous Many accept the second roll.
You may spend one charge as a bonus action to cast the
The Righteous Many are celebrated in modern Phaelsivem as Burning Hands spell (at first level), except the fire shoots
demigods and folk heroes. The Armaments of the Righteous forth from the rod with the appearance of a dragon's
Many are truly unique items - only one of each exists. breath weapon. This effect ignores any resistance or
immunity to fire damage.
Arachnid Bow of Ardul the
Righteous
Weapon (longbow), requires attunement
A darkwood bow with tiny bristles that grab into its
wielders hands, this longbow belonged to Ardul the
Righteous, a drow assassin who worked with a band of
dwarves to protect their peoples during the Epoch of
Bloodshed. The bowstring is comprised of spider silk and
comes out of spinnerets at the ends of the bow's limbs.
Spiderlike Mobility (Recharge 6). As a bonus action, you
can speak the bow's command word and fire a bow at a point
on a vertical surface within 100'. When you do so, spider silk
extends from the bowstring attached to the arrow. Once the
arrow strikes, you can then attach the silk to a surface near
within 5' of you. You can move along this silk at your full
movement speed. The silk line remains for 1 minute or until
it is attacked with a weapon or dealt fire damage (AC 15, 5 hit
points, automatically fails a Dexterity saving throw),
whichever happens first.

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Authkine's Mantle of Goring Spellcaster's Friend. A spellcaster can attune to this item
to overcome a lack of proficiency with shields, receiving a +1
Wondrous item, requires attunement bonus to AC rather than the normal +2 bonus to AC from a
A studded leather shoulder guard with an impressive shield. Additionally, if you cast the Blink spell on yourself
minotaur horn fastened to it. The horn is perpetually while attuned to and wielding this shield, you may roll to
bloodstained and dripping with blood. Authkine was the vanish with advantage if you choose.
leader of a roving band of goliath barbarians that reveled in
the carnage during the Epoch of Bloodshed. Bow of the Prized Quarry
Charge of the Minotaur. You gain the Charger feat with Weapon (longbow), requires attunement by a ranger
the following modifications: This expertly crafted longbow appears to be comprised of a
If you choose to make a melee attack, the bonus damage fusion of multiple types of wood, including mahogany and
becomes 1d8+5 piercing damage. ironwood. There are several carvings that represent
Instead of pushing the target, you can attempt to grapple archetypal creatures of various types (i.e. beasts, aberrations,
that creature if it is size large or smaller (maximum one etc.).
size larger than you are) by impaling it on the horn. You Arcane focus for ranger spells
deal 5 piercing damage as part of this grapple if you Bane of My Enemies. At the end of a long rest, you may
succeed. choose one of your Favored Enemies. Until you choose a
different favored enemy using this feature, you gain the
Beware the Horn. If an enemy's attack fails, they may following benefits:
open themselves up to the dangers of the minotaur's horn. If
another creature misses you with a melee attack within 5' of You gain advantage on any Wisdom (Survival) checks to
you, you can immediately use your reaction to deal 5 piercing track creatures of that type.
damage to that creature. You double the damage of any Ranger spells (including
Damage done with this wondrous item is considered Hunter's Mark) that you cast against creatures of that
magical for the purposes of overcoming immunities. type.
Blade of the Arcanist, Ilhashan Hunter's Focus. Once per day, you hone in your attacking
focus. You may double your Proficiency bonus to weapon
Weapon (scimitar), requires attunement by a spellcaster attacks with the Bow of Prized Quarry for one minute.
A fine silver blade with intricate runes and glyphs carved Damage done with ammunition fired with this weapon is
into it, the Blade of the Arcansit Ilhashan was designed considered magical for the purposes of overcoming
specifically for the art of bladesinging. Ilhashan was a half-elf immunities.
bladesinger that resided in kingdom in Frixehs during the
Epoch of Bloodshed; though the kingdom no longer exists, Bubbles
stories of Ilhashan's exploits are well-known throughout that
region. Weapon (battleaxe), requires attunement
Arcane focus You had to be a fool to underestimate Elisabeth Kuroyuri,
Arcane Empowerment. As a bonus action, you can and few did once they saw what she could do with her
expend a spell slot to imbue your sword with arcane power. battleaxe, Bubbles. Elisabeth's father and brothers were all in
The Blad eof the Arcanist deals an addition nd4 elemental the military, and she watched them train and taught herself to
damage (fire, cold or lightning, chosen when the spell slot is fight in secret. When her family fell defending their kingdom,
expended) where n is the level of the spell slot expended. You Elisabeth chose to stand up and defend her home with
can only have one such empowerment active at a time. The Bubbles in her hand.
effect lasts for 1 hour. If you expend a spell slot of 4th level or Shining Light. When facing insurmountable odds,
higher for this feature, the Blade of the Arcanist also gains a Bubbles glows brightly to inspire its wielder and her allies.
+1 bonus to attack and damage rolls. When you activate this magical weapon, the blade of Bubbles
shines brightly, emitting bright light in a 10-foot radius and
Blink, Aegis of the Moment dim light in a 20--foot radius beyond that. Any creature within
the bright light radius is treated as if exposed to sun light. You
Armor (shield) can activate or dismiss this feature as a bonus action.
Designed by an archmage tired of being vulnerable to Stand Your Ground and Fight! On your turn, you may use
melee combat, this fine metal buckler glows faintly blue when your bonus action to make one additional melee weapon
touched - striking it produces a brief flash of light. attack with Bubbles. You may only use this feature on a turn
Blink and You'll Miss Me. When you are hit with a when you move 0 feet.
weapon or spell attack while wielding this shield, you can
immediately use your reaction to activate this magic item.
When you do so, you take no damage from the attack, and
you disappear in a flash of light, only to reappear in an
unoccupied within 5 feet of the spot from which you
disappeared at the start of your next turn. While you have
disappeared you are incapacitated but cannot be targeted or
take damage from any source. The shield can be used this
way once per short or long rest.

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Darcassan's Blade Bow On a 16-20, the target takes additional damage equal to the
full amount of the damage it just suffered.
Weapon (longbow), requires attunement Read the Omens. Once per week, you can cast the Augury
Darcassan was an elite elven archer, a former captain in spell without consuming any material components or
the army of Hyhe Esari. This bow was especially made for the expending a spell slot. In doing so you consult the spirits of
elite ranger guard, allowing them to handle combat in melee the land local to where you are.
should their foes ever close in on them. It features Sylvan
script on the inside of the bow, and the bowstring is cold to Dragonbreath, Quickblade of
the touch.
Icy Infusion. Darcassan's Blade Bow imbues arrows fired Subtlety
using it with cold energy, making these attacks magical and Weapon (shortsword), requires attunement by a rogue
dealing an additional 1d4 cold damage. This hooked shortsword reflects light almost like a prism -
Always Ready. As a bonus action, you can speak the bow's the blade glints in numerous colors - thought is said that this
command word and it will transform into a rapier with which was not the original form of the sword. The combat it was
you are proficient. You can repeat the command word as a used in during the Epoch of Bloodshed warped the blade in
bonus action on your turn to transform the rapier back into a both shape and color until it became what is today.
longbow. Subtlety. When you satisfy the conditions required to
Elegant Design. While in rapier form, Darcassan's Blade sneak attack a creature, you gain a +1 bonus to hit with this
Bow functions as +1 weapon, conferring a +1 bonus to attack magical shortsword.
rolls and to damage. Elemental Death. Whenever you deal Sneak Attack
damage, you may choose to deal that damage as an elemental
Defiance, Bane of Darkness type (acid, cold, fire, lightning).
Armor (shield), requires attunement
Defiance, Bane of Darkness is a gleaming silver kite shield Glimmer, Breaker of Suffering
with the image of a crown emblazoned across its front. This Weapon (warhammer), requires attunement
shield belonged to a great knight centuries ago - possibly one Very few of The Righteous Many remained at the end of the
of The Righteous Many - yet strikes against it leave no marks, Epoch of Bloodshed; Demberir Rubysunder was one of those
and the shield shows no signs of tarnish, belying its age. lucky few. While his people were relatively secure within the
Gleaming Defense. Defiance, Bane of Darkness gains Vohos Highlands, Demberir felt compelled to assist those
benefits if light-shedding spells are cast on it as follows (these living outside his kingdom's safety. He commissioned a
bonuses cannot stack with one another): mastercraft weapon from the Rubysunders' finest
While the Light spell is cast on Defiance, it gains an weaponsmiths to wield in battle - Glimmer, Breaker of
additional +1 bonus to AC (for a total of +3 to AC). Suffering. There is a large ruby set into the face of the
While the Daylight spell is cast on Defiance, it gains an warhammer with a glyph surrounding it.
additional +2 bonus to AC (for a total of +4 to AC). Boomstick. You can use Glimmer to unleash an explosive
charge from the glyph on the hammer to try to level your foes.
Defiant Retaliation. If you block a melee attack that would On a successful hit, you can force the target must make a DC
have hit against your AC without Defiance's bonus to your AC 15 Constitution saving throw. On a failed save, she takes an
(+2, +3, or +4), you may immediately use your reaction to additional 2d8 thunder damage and is either knocked back
make a single melee weapon attack with advantage against 10 feet or knocked prone (your choice). On a successful save,
the creature that attacked you. she takes half as much thunder damage. You must wield
Glimmer with two hands to use this feature; you can use this
Dr. Zharvakko's Staff of Voodoo feature a number of times equal to your Wisdom modifier per
Wondrous item, requires attunement by a spellcaster long rest.
Zharvakko began his career as a diviner and "mystical
healer" in a land far away from civilization. Eventually, the
tendrils of a nearby kingdom found Zharvakko's people, and
he learned of the vast magical powers that he had yet to
discover. Zharvakko was a voracious student, but his
unethical uses of magic made him an outcast in the
wizarding community - at least until the Epoch of Bloodshed
eliminated the importance of concepts like outcasts and,
honestly, society.
Arcane focus
Malediction. You place a harmful curse on a foe; you can
use this curse once per long rest. Choose a target within 60
feet of you. For the next minute, each time that creature takes
damage, roll a d20.
On a 1-10, the curse ends.
On an 11-15, the target takes additional damage equal to half
of the damage it just suffered.
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Helm of the Undaunted Warrior Once per dawn, you may cast the spell Shield of Faith (but
only on yourself) without expending a spell slot. You must
Wondrous item, requires attunement maintain concentration on this effect as per normally
An artifact that perhaps predates the Epoch of Bloodshed, casting the spell.
the Helm of the Undaunted Warrior was certainly borne by at
least one of The Righteous Many in the fights against chaos Outcast Blade, Relic of the Vigil
and evil. It is made of adamantine and encases the wearer's Knights
entire face and head - without even so much as slits for the Weapon (greatsword), requires attunement
eyes. The Outcast Blade was the prized artifact of the Vigial
Unflinching in Battle. While attuned to and donning this Knights, a group of warriors sworn to protect order across
helm, you gain the following boons: Phaelsivem. During the Epoch of Bloodshed, the Vigil
You have truesight to a range of 60 feet that works Knights were scattered in the chaos and the Outcast Blade
through the Helm. was thought to have been lost forever. In truth, it was seized
You are immune to fear and charm effects. by a rogue knight who was foretold of the groups imminent
You gain the benefits of the Sentinel feat. demise by a diviner, and he did his best to fight back against
Once per long rest, you may cast Crusader's Mantle on the denizens of evil that destroyed his people.
yourself; you do not need to maintain concentration. Cleave Them Entwain. Whenever you deal damage to a
While this spell is active, the Helm of the Undaunted creature with the Outcast Blade, any other creatures within 5
Warrior emits an aura of radiant light appropriate to the feet of the original target must succeed on a DC 13
spell (30-foot radius). Constitution saving throw or take half of the damage dealt
with your melee weapon attacks. On a success, the secondary
Jah'rakai, Handaxes of Fervor creatures take no damage.
Weapons (handaxes), require attunement (can only attune to Channel the Vigil Knights. As an action, you let loose a
the pair if you are in possession of both handaxes, takes only battlecry to empower yourself. For the next 1 minute, the
one attunement slot) Outcast Blade deals 3d8 + your Strength modifier slashing
Once the personal armaments of an orc warlord that aided damage. You can use this feature once per dawn.
a village of gnomes escape destruction during the Epoch of
Bloodshed, Jah'rakai is the name of a pair of handaxes that Plate Armor of the Phantom
feed off of battle. Each axe blade has a series of small glyphs Knight
near the hilt. Armor (full plate)
Berserker's Rage. When used in melee combat, these This polished obsidian plate armor is inscribed with the
magical weapons deal 1d8+ your Strength or Dexterity heraldry of a kingdom erased by the Epoch of Bloodshed. An
modifier slashing damage. orange light seeps forth from the spaces between the
Fervor. If you focus your attacks on a single creature and armored plates.
successfully hit that target three consecutive times with Knight of Chaos. While wearing the Plate Armor of the
Jah'rakai, the glyphs on the blades of the handaxes begin to Phantom Knight, you can use an action to speak its
glow and each becomes +3 to hit against that creature and command phrase ("Armageddon rides!"). A large warhorse
deals an additional 1d4 slashing damage. These properties made of shadows and flames appears nearby, as if you had
remain for 1 minute or until you change targets (whichever cast the Phantom Steed spell. The creature uses the statistics
happens first), at which point the handaxes reset. for a warhorse. The armor cannot be used this way again
Returning. Immediately after you make a thrown attack until the next dawn. While riding this horse, you have a
with either of these handaxes, the weapon flies back to your creeping sense of dread and the smell of brimstone fills your
hand. nostrils.
Mask of Angelic Impressions Silver Moon Spear
Wondrous item, requires attunement by a creature of lawful Weapon (spear), requires attunement
good alignment The Silver Moon Spear has a long darkwood staff and a
An elegant silver mask that evokes the feeling of an angelic gleaming white metal blade that faintly glows in the dark. It is
presence within those that gaze upon its wearer. This mask thought to have belonged to the personal protector of a
does not have a strap and seems to adhere to the face of magnanimous king.
whoever wears it, though it can be removed without issue. It Extended Pole. This spear has 10-foot reach when
was used during the Epoch of Bloodshed to represent the wielded with one hand.
gods that were absent. Polearm. This spear qualifies for the Polearm Mastery feat
Angelic Presence. While attuned to the mask of Avacyn, when wielded with two hands.
you gain the following boons: When Foes Close In. Once per short or long rest, you may
You can speak, read, and understand Celestial. make a Whirlwind Attack while wielding the Silver Moon
Once per dawn when you are forced to make a saving Spear with one or two hands. As an action, you make one
throw against a spell or spell-like effect, you may gain attack against each foe within reach.
advantage on that saving throw before making your roll. Damage done with this weapon is considered magical for
the purposes of overcoming immunities.

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Stormfury, Pledge of the Faster Than the Eye Can See. Once per long rest, you
can have activate Swiftblade to gain the benefits of the Haste
Forgotten spell for yourself. This effect lasts for up to 10 rounds (you
Weapon (morningstar), requires attunement by a paladin can dismiss it early as a free action if you choose). Whenever
The absence of the gods during the Epoch of Bloodshed this effect ends, you cannot take an action, bonus action, or
perhaps hurt the paladins and clerics that had sworn their move on your next turn. This effect cannot stack with any
allegiance to these highest powers the most. Still, these holy other Haste spell effects.
warriors continued to fight, taking up a pledge to protect the Swift Reactions. Once per day when you are subjected to
forgotten peoples of Phaelsivem. an effect that causes you to make a Dexterity saving throw,
This magical weapon deals an additional 1d4 lightning you may choose to make that roll with advantage. This
damage. feature recharges at dawn.
Storm's Fury. If you are fighting outside in stormy Damage done with this weapon is considered magical for
conditions and strike a critical hit, a lightning bolt strikes the purposes of overcoming immunities.
your opponent, dealing 3d10 lightning damage (this damage
is not doubled). The Abjurer's Staff of Warding
Paralytic Smite. Once per long rest when you use your Wondrous item, requires attunement by a spellcaster that
Divine Smite feature, the target must make a Constitution knows at least one spell from the School of Abjuration
saving throw against your spellcasting save DC. On a failure, This staff has a simple wooden pole with an intricate
the victim becomes paralyzed for a number of rounds equal golden topper that extends into four peaks; a shining blue
to the spell slot expended for the smite. The paralyzed crystal persistently hovers and rotates between these peaks.
creature can make a Constitution saving throw at the end of It originally belonged to an abjuration wizard in charge of
each of its turn to attempt to overcome the paralysis. protecting a royal court leading up to and during the Epoch of
Bloodshed.
Sunder, Bauble of Storms Arcane focus
Weapon (flail), requires attunement Essence Aura. Whenever you cast a spell of the School of
This flail has a handle made of driftwood with a small Abjuration to protect yourself or an ally, roll a d20. On a 15-
anchor attached to it by a chain. The anchor and chain are 20, you regain the spell slot that you expended to cast that
perpetually coated in damp moss and pieces of seaweed. spell.
Sages are unsure to whom Sunder belonged, but he or she is Abjurer's Shield. Once per long rest, you may activate the
believed to have been a protector of islands in the Worlis staff's power of warding as an action by speaking the
Archipelago at the center of the Seilidun Ocean. command word. The staff's crystal emits a blue light that
Native to the Sea. Sunder is a magical weapon that grants envelops you to form an aura of protection. For the next 1
a +1 bonus to hit and damage against creatures native to a minute, you add your spellcasting modifier to your AC.
marine environment. Additionally, attacks made in or
underwater are not made at disadvantage. The Alabaster Lizard's Wrappings
Sunder, Bauble of Storms has five charges which renew Wondrous item, requires attunement by a monk (hands slot)
each day at dawn. You can use the charges in the following These pristine white fabric wrapping bind themselves
ways: around their wearer's hands; they cannot be removed (except
You can spend one charge as a bonus action on your turn by unattuning from them), and they never seem to soil. Their
to gain 15' reach on melee attacks with Sunder as the rightful owner takes the title of the Alabaster Lizard, which is
chain extends to increase the weapon's threat range. recognized by many monasteries across Phaelsivem.
You can spend one charge immediately after a successful You gain a +1 bonus to attack and damage rolls with
hit with Sunder, Bauble of Storms to rebound the anchor unarmed strikes.
off of the target in an attempt to hit another target within Regenerative Charges. These wrapping can hold a
reach (roll a new attack roll at a -1 penalty versus the new maximum number of charges equal to your monk level +1 (up
target's AC). This can be done only once per turn. to 10 charges). You gain one charge each time you
successfully damage a hostile creature with an unarmed
Swiftblade, Feller of Tyrants strike (charges reset to zero after a short or long rest). You
Weapon (longsword), requires attunement can expend charges as a bonus action on your turn in the
Swiftblade may be a longsword, but it handles as if it were following way: for every 2 charges you expend, you regain 1 ki
weighted like a rapier. The end of the hilt features an point and hit points equal to your Wisdom modifier (neither
impressive diamond, and this longsword has a mithril to exceed your respective maximums) as you experience a
scabbard that is beautifully crafted - almost appearing like an rush of warmth that surges through your body.
ornamental weapon. Title of the Alabaster Lizard. If you interact with other
Lighter Than a Feather. Whenever you make an attack monks and announce yourself as the Alabaster Lizard, you
with Swiftblade, the sword blade whistles as it cuts through gain a +2 bonus to any Charisma skill checks you make with
the air. This longsword has the Finesse property when those monks. However, they may also challenge you to one-
wielded with one hand. on-one combat for said title and these hand wrappings.

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The Cleaver of Thraben, the Twilight Acrimony, Champion of
Butcher the Everlasting Night
Weapon (handaxe), requires attunement Weapon (kama), requires attunement
During the Epoch of Bloodshed, anything with a blade Forged during the height of the Epoch of Bloodshed for a
became a weapon - even a simple kitchen implement. powerful rogue, this kama has a vicious obsidian blade that
Thraben, the Butcher is a storied member of The Righteous does not glint in the presence of light; darkness and shadows
Many that went from personal chef to the royal court of the seem to almost bleed towards and seep into its keen edge.
Citadel of Oakbury to the personal guard of Queen Epser Pierce the Mind. This magical weapon has the finesse
when she was forced to retreat into the city's underground property and deals an additional 1d4 psychic damage.
tunnels during the Epoch of Bloodshed. Thraben is said to Champion of the Everlasting Night Twilight Acrimony
have gone a bit insane with bloodthirst. gains a +1 bonus to hit and damage if you start your turn in
This magical weapon has +1 bonus to attack rolls and shadows, dim light, or darkness (as determined by your DM).
damage. Make No Sound. You try to silence your foe. On a
Bloodthirst. As a bonus action immediately following a successful hit, you can force the target to make a Charisma
successful attack with The Cleaver of Thraben, the Butcher, saving throw (DC 13). On a failure, she cannot make any
you can choose to lick the blade to drink your foe's blood. Roll sound until the start of your next turn. On a success, she is
a d6. immune to this effect for 24 hours. You can use this feature
once per day (recharges at midnight).
1: You are cannot handle the toxic quality of your foe's blood.
Roll a Constitution saving throw (DC 15). On a failure, you Veiled Dagger of Mortred
suffer an effect appropriate to the foe as determined by Weapon (dagger), requires attunement by an assassin rogue
your DM. Mortred was an assassin of a secret order that is believed
2: Nothing happens. to have operated across Phaelsivem. The dagger is
3: Your eyes brighten with bloodthirst. On your next turn, you representative of their uniform equipment - forged from
must take the Attack action against whoever's blood you adamantine and featuring a sophisticatedly designed handle;
drank, and you gain one additional attack. this particular iteration is enchanted to ensure that her
4: You cut your tongue, and the taste of your own blood quarry could never escape with ease.
immediately drives you into a Rage as a level 1 barbarian This magical weapon deals piercing damage when thrown
that you cannot willingly dismiss. but can be used to deal either piercing or slashing damage in
5: Thraben's insanity overtakes you. Roll a Wisdom saving melee due to its slightly oversized design.
throw (DC 15). On a failure, you suffer the effects of the Stifling Dagger. When making a thrown attack with this
spell Tasha's Hideous Laughter. dagger, you can choose to make the attack a Stifling Attack
6: You regain hit points equal to half of the damage (rounded before making your attack roll. The attack deals half damage,
down) that you just dealt with The Cleaver of Thraben, the and the target must make a Constitution saving throw (DC
Butcher. 14). On a failure, the target's movement speed is reduced by
Tresdin, Glaive of the Bronze half until the start of your next turn. On a success, the target
Legion still takes the half damage but suffers no other effects. If you
strike a critical hit on a Stifling Dagger, there is no damage
Weapon (glaive), requires attunement reduction.
The city of Stonewall was the site of one of the first abyssal Returning. Immediately after you make a thrown attack
rifts that opened during the Epoch of Bloodshed. Tresdin was with this dagger, the weapon flies back to your hand.
actually the name of the last legionnaire standing at the end Coup de Grace. Mortred's training made her strongest
of the battle, and she fought valiantly with this glaive at hand. hits particularly deadly. Whenever you strike a critical hit
Her name and spirit carry on, embodied in the might of this with this weapon, roll an additional damage die for the
special weapon. weapon (d4). Additionally, you may choose to reroll all of the
Commander's Challenge. You challenge an opponent to a critical hit weapon damage dice (3d4); you must accept the
fight to the death. Twice per short or long rest, you can cast second result.
the Compelled Duel spell at 1st-level (DC 15, concentration
required) without expending a spell slot. If the target fails its
saving throw and you kill your foe before the duel ends, the
glaive gains one charge. There are no limits to the number of
charges Tresdin can gain.
Overcome the Odds. You can spend charges gained from
the Commander's Challenge feature in the following ways:
1 charge - As a bonus action, you can spend one charge to
gain combat power. Tresdin deals an additional 1d4 radiant
damage for 1 minute.
2 charges - As a bonus action, you can cast the Conjure
Barrage spell without expending a spell slot or consuming
a material component (treat the material as an arrow).

6 ARMAMENTS OF THE RIGHTEOUS MANY

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Volarath's Bullwhip of
Manipulation
Weapon (whip), requires attunement
A long leather whip with a bronze cap and guard to its
handle; the end of Volarath's Bullwhip of Control has golden
prongs.
This magical weapon deals 1d6+ your Strength or
Dexterity slashing damage.
To Strike a Creature is to Know a Creature. Volarath's
Bullwhip of Control has three charges which renew at the
end of a short or long rest. You can spend one charge after a
successful attack with it in one of the following ways:
You can learn either the target's AC or one of its damage
type resistances (if it has any).
You force the target to make a Wisdom saving throw (DC
14). On a failure, the target must its Action on its next turn
to make a melee weapon attack against you.
Zenith, Halberd of Rhaulbaenn
Weapon (halberd), requires attunement
This battle-hardened polearm has an exaggerated spike at
its bottom end to pierce enemies in combination attacks. The
pole has chinks and minor flaws indicative of the many fights
in which it was featured, but the blade and spike are made of
masterwork iron with intricate decorative lacing.
The spike end of this magical weapon deals 1d6+ your
Strength modifier piercing damage (including when used as
part of the Polemaster feat).
Moment of Success. Rhaulbaenn was a master tactician,
knowing the best moment to take advantage of an opponent's
weakness. Whenever you make a successful attack of
opportunity while attuned to and wielding this weapon, roll a
d6. On a 4-6, you may take one additional reaction before your
next turn (only to make another attack of opportunity). On a 1-
3, nothing happens.
Sweeping Strike. When you hit a creature with a melee
weapon attack, you can damage another creature with the
same attack. Choose another creature within 5 feet of the
original target and within your reach. If the original attack
roll would hit the second creature, you deal your normal
weapon damage but do not add your Strength modifier. The
damage is of the same type dealt by the original attack. You
can only do this with the primary end of Zenith.

Identifying Armaments
I should note that it is my intent that the Identify
spell would not grant players direct insight into
what any of these Armaments do. It would simply
inform them that they are not cursed and seem to
have a unique magical enchantment that could be a
boon to them in some way - understanding an
Armament's power would require attunement.

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Topaz (rare) - The weapon deals an additional 1d6 lightning
Other Goodies damage, and the creature cannot take reactions until the
The following are other magical items and implements that end of its next turn.
can be found around Phaelsivem and may be of some use to Diamond (very rare) - The weapon deals an additional 1d6
an adventurer, a band of adventurers, or perhaps to someone thunder damage, and the creature must make a Strength
of nobility. saving throw (DC 13) or be pushed back 10 feet.
Citrine (uncommon) - The weapon deals an additional 1d8
Amulet of Bravery acid damage, and the creature must make a Dexterity
saving throw (DC 11) or suffer an additional 1d4 acid
Wondrous item (necklace), very rare (requires attunement) damage at the start of its next turn.
The Amulet of Bravery is a golden chain with a pendant Damage done with a weapon while imbued with power
that portrays a lion's face with gemstones for eyes. These from these rings is considered magical for the purposes of
eyes flare with light when the amulet is activated. overcoming resistance.
While attuned to and wearing the Amulet of Bravery you
gain a +2 bonus to AC. Bowstring of Glimmering Light
Lion's Courage. You can activate the Amulet of Bravery as
a bonus action. When you do so, choose a target creature Wondrous item, rare
within 30 feet. That creature either suffers a -2 penalty to its This shimmering bowstring looks to be every pastel color
AC or gains a +2 bonus to its AC for 1 minute, your choice. imaginable all at once, and the colors change and shift like a
You lose the +2 bonus to your AC that you gain from this kaleidoscope. The bowstring stretches or shrinks to be
necklace for the duration. The Amulet of Bravery can be taught on any size bow.
activated once per short or long rest. Twice per long rest as part of an Attack action, you may
speak the command word and empower the next arrow you
Archmage Maelsturth's Ink & Quill fire with magical faerie dust. If the attack is successful, the
Set target takes no damage and is instead illuminated as per the
Faerie Fire spell until the end of your next turn, no
Wondrous item, very rare concentration required. If the attack misses, the use is
Archmage Maelsturth was a hermit of extraordinary wasted.
magical study that would send out apprentices to acquire any
and all arcane knowledge they could find to expand his Bracelet of Muted Charms
library. The inkwell refills itself one week after each use, and
the quill appears to have been fashioned from the feather of a Wondrous item, rare
sphinx and is fairly oversized for writing purposes. A simple silver chain bracelet with seven (2d6 + 1 when
Using this ink and quill set, a wizard can copy a spell found) small charms on it, each depicting a strange arcane
(provided it is on the wizard spell list) from a spell scroll or rune. Oddly, the bracelet makes no sound when jingled, and it
another wizard's spell book into her spell book in 10 minutes gives off a faint magical aura. It is sized to comfortably fit a
and at no cost, regardless of the spell's level. This can be creature of medium size.
done once per week. As an action, one can yank a charm off of the bracelet to
cast the Silent Image spell (DC 13) using that creature's
Bands of Elemental Might concentration. Doing so consumes the charm; once there are
no more charms, the bracelet loses its magical aura.
Wondrous item, variety of rarities
A set of rings that allow the wearer to imbue her weapon Bracers of Blazing Agility
with elemental power; the powers of these rings cannot be
combined on a single weapon. Wondrous item, uncommon (requires attunement)
Channel the Elements. Each ring has 3 charges that A pair of bright red and orange bracers that are warm to
renew at dawn. As a bonus action, you can spend 1 charge to the touch, the Bracers of Blazing Agility wreath their wearer's
activate your Band of Elemental Might and imbue your hands in magical flame during combat, which licks at the
weapon (which you must be holding in the hand that has the weapon(s) she wields. These bracers grow/shrink to properly
ring on it; a ranged weapon bestows the properties on its fit the wearer's wrists after the attunement ritual is
ammunition) until the start of your next turn as follows: completed (can only be worn by creatures of size small or
medium).
Ruby (rare) - The weapon deals an additional 1d6 fire Fiery Soul. While attuned to and wearing these bracers,
damage, and the creature must make a Dexterity saving you gain the following benefits whenever you make a weapon
throw (DC 11) or be lit on fire until the end of its next turn. attack using your Dexterity modifier:
Sapphire (rare) - The weapon deals an additional 1d8 cold You gain a +1 bonus to hit.
damage, and the creature has its moving speed reduced to Such attacks deal an additional 1d4 fire damage (if using
half until the end of its next turn. a weapon with ammunition, this bonus damage is
Emerald (uncommon) - The weapon deals an additional 1d8 bestowed upon the ammunition). This does not make your
poison damage, and the creature must make a Constitution damage magical for the purposes of overcoming
saving throw (DC 11) or be poisoned until the end of its resistance.
next turn.

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Chalice of the Finest Imbibing When used by tourists, the tokens are then recovered and
restored by resort-employed arcanists.
Wondrous item, rare
A large, gaudy goblet encrusted with innumerable small Earring of Understanding
gems and wrought with intricate platinum inlay, any alcohol Wondrous item, uncommon
poured into this chalice is transmuted into a very fine-tasting This dark iron hoop earring is slightly warm to the touch.
version of the same alcohol no matter how poor the original As an action, you can focus on the Earring of
version is. The liquid only remains in this state if consumed Understanding to cast the Comprehend Languages spell, but
directly from the Chalice of the Finest Imbibing. If the drink you only gain the benefits associated with hearing a
is poisoned, the Chalice absorbs the liquid and ceases to language. You do not gain the ability to read any languages
function (except as a mundane cup) for one week. that you could not already read. You can use this feature once
Chromatic Grenade per day.
Wondrous item, common Evelyn's Encyclopedia of Enigmatic
A crystal sphere with no identifiable opening, the Entities
Chromatic Grenade contains a strange swirling liquid that
changes colors intermittently. If you hold it to your ear, you Wondrous item, rare
can hear a sizzling sound. A thick, well-worn book that comes with a leather carrying
As an action, you can throw the Chromatic Grenade at a pouch. The pages of this book contain diagrams and detailed
point within 50 feet of you. All creatures within a 5-foot information on all sorts of creatures from across Phaelsivem
radius circle of that point must make a Dexterity saving and other planes adjacent to the Prime Material Plane.
throw (DC 13). On a failure, the creature suffers 3d6 of a By spending one hour a day for one week straight studying
random type. On a success, the creature takes half damage. the pages contained within this book, a druid can gleam
Roll a d6 to determine the damage type: enough information to Wild Shape into a beast or creature
that she has never seen in person before (provided it follows
1 - Acid the appropriate restrictions for Wild Shape). She retains this
2 - Cold knowledge as long as she is in possession of Evelyn's
3 - Fire Encyclopedia of Enigmatic Entities.
4 - Lightning
5 - Poison Ever-Ready Bow
6 - Thunder
Weapon (shortbow), uncommon
The Chromatic Grenade is a single-use item. Ever-Ready Bows began as the standard equipment of the
elven guards of Hyhe Esari, intended to allow them to walk
Dagger of Betrayal around unburdened and able to move unhindered.
Weapon (dagger), rare When not in use, this bow can be commanded to wrap
A small, elegant blade that thrives on a victim's trust, the itself around its wielder's forearm like an elaborate
Dagger of Betrayal comes with a wrist holster that discreetly wristband. The Ever-Ready Bow activates/deactivates on a
fits under the sleeves of most clothing. command word just as drawing a sword from its scabbard.
Trust Destroyed. Whenever this magical weapon strikes
against a creature that is under the charmed condition, you Eye of Savras
automatically land a critical hit. Wondrous item, very rare (requires attunement)
An electrum and silver headband with a gap in the
Diviner's Compass forehead. While attuned, the wearer has a third eye that
Wondrous item, uncommon appears in the gap of the circlet.
A circular iron disc with the cardinal directions etched into Foresee Events. While attuned to and wearing this
it and several rubies set into the face of the disc. headband, you gain the following boons:
As an action, you can choose to focus on a single object You gain the Portent ability but only with one d20.
using the compass as a focus to cast the Locate Object spell. You can roll a single d12 and replace a damage die with
The compass disintegrates when you lose concentration or the result (like with the Portent ability).
after 10 minutes, whichever happens first.
The Diviner's Compass is a single-use item. Hadar's Grenade
Dolphin Token Wondrous item, uncommon
Much like the Chromatic Grenade, a Hadar's Grenade is a
Wondrous item, uncommon crystal sphere with no identifiable opening. Hadar's Grenade
A fancy-looking silver coin featuring a dolphin on one side contains a stagnant obsidian-black ichor that is very viscous.
and the name of the resort supplying it on the other side. As an action, you can throw Hadar's Grenade at a point
These tokens are used by resorts catering to wealthy within 30 feet of you. Tendrils of dark energy burst forth
clientele, allowing a user to polymorph into a dolphin (and within a 10-foot radius as the Arms of Hadar spell is cast (at
only a dolphin) for up to one hour - providing an impressive first level, DC 13) at that point.
and unique diving experience. Hadar's Grenade is a single-use item.
Can hold one charge.
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Headband of the Feywild Mordenkainen's Lock is a single-use item.
Wondrous item, rare Naviglobe
This silver headband is intended to be worn to hold back Wondrous item, rare
one's hair. It has several flowers of fey origin as well as a few An enchanted orb only produced by arcansists employed by
purple beads (roll 1d6 + 2 to determine the number of beads Worledin's shipwrights guild. They are used to help ships
when first found). The flowers appear to still be living. navigate and especially to synchronize fleets or groups of
As a bonus action, you can pluck one of the purple beads ships on journeys. They are very difficult to acquire outside of
from the headband to cast the Misty Step spell. Once the the Naval Yard or from on a ship.
headband has no more beads, it loses its magical properties If captaining a ship with a Naviglobe on it, you can use your
and the flowers dry out. action to communicate to any ships with Naviglobes on them
Healing Ointment of Questionable within 5-mile radius (like the Sending spell). You can do this
once every 10 minutes.
Efficacy
Wondrous item, rare Orb of Annoyance
A small jar with a large cork that is filled with a viscous, Wondrous item, uncommon
white ointment that appears to have magical properties. The This simple sphere is the size of a dwarf's fist. It is made of
ointment has odd chunks in it that dissolve when rubbed into two hemispheres: one red and one blue. When activated the
one's skin. divide between the hemispheres disappears, and the orb
When using an action or bonus action to heal a creature turns purple.
within reach, the user can choose to apply some Healing As an action, you can twist the two sides of the orb to
Ointment of Questionable Efficacy as part of this healing. If activate the Orb of Annoyance. For the next minute, the orb
you choose to do so, roll a d8: will emit the discordant sound of a poorly played harp that is
1-4: Heal for the minimum potential hit points. audible in a 60 foot radius.
5-7: Add proficiency bonus to the total healing done.
8: Double the total healing done. Net Launcher
The jar holds enough ointment for 3 uses and Weapon (crossbow), uncommon
automatically refills itself at the start of a new week. This A modified crossbow designed to fire nets rather than
ointment has no effect on any creature that cannot benefit bolts. Net cartridges can be acquired in Worledin (roughly 25
from the healing being done or that does not have permeable gp each).
skin. Properties:
Magic Cylinder Ammunition (net cartridge)
Wondrous item, very rare Loading
The Magic Cylinder is a curious object that is purple in Range 50/150
color and shimmers in light. Each end of the cylinder is Two-handed
banded in gold, and the majority of the item is covered in Special
unintelligible arcane symbols. Uses normal net attack rules.
Once per long rest, whoever holds the Magic Cylinder can
attempt to stymie a foe's attempt to magically attack them. Perkins's Tent
When you (and only you) are targeted by a spell attack roll,
you may use your reaction to attempt to capture this spell, Wondrous item, very rare
and perhaps even turn it back against its caster. Roll a d20: This tent appears to be an ordinary, one-person tent from
the outside, but upon stepping inside one finds a space much
1-10: You fail to capture the spell attack, and it continues to larger than the tent's mundane exterior would suggest. The
target you as normal. tent's interior hosts a common area (simply furnished); a
11-17: You redirect the spell into the ground, nullifying the small, well-stocked kitchen; and 6 bunks, allowing a group of
spell effect. people to camp together in relative safety. There are torch
18-20: You turn the spell against the caster. If the original sconces and a moderate storage box permitting one to store
spell attack roll would succeed against the caster, the spell supplies within the tent (e.g. food) which remains even while
succeeds against her. not set up but is not preserved to prevent spoiling.
Mordenkainen's Lock Perkins's Tent requires a DC 11 Intelligence check to
properly set up (one can add her Proficiency bonus if
Wondrous item, uncommon proficient with Carpenter's Tools). Failing this check means
This simple golden lock has no keyhole or coding the tent only functions as a one person tent, and the check
mechanism that would seem to allow one to open it once cannot be made again until the next dawn.
locked. The lock is found or purchased unlocked.
As an action, you can secure the lock around a door
handle, chest, or similarly sealable entryway to cast the
Arcane Lock spell (at second level), at which point the lock
seemingly vanishes. The lock's effect remains until dispelled.
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Pouch of Origami Ravens Static Field Band
Wondrous item, common Wondrous item, rare
A simple leather pouch that contains 7 (2d6 + 1) paper The Static Field Band is comprised of two woven bands -
origami ravens in it. The ravens are made of fine scroll paper one of copper and one of silver. The ring is studded with
and each appears to have arcane glyphs drawn onto it, sapphires which shine brightly during a thunderstorm. The
though the glyphs are unintelligible due to the folds. first one was originally crafted by an arcanist for a king
If you take one of the ravens out of the pouch and hold it in paranoid about being abducted.
your hands, you can speak the command word to animate the This ring has 1 charge, which it regains each dawn. You
crane so that it acts as if under the Animal Messenger spell. can use an action to expend this charge to cause a storm of
You can dictate your message after animating the raven, electricity to emit from the ring in a 5' radius sphere centered
which then flies off to deliver it. The paper raven on you. Each creature (besides you) in the sphere must make
disintegrates to ash after delivering the message, or it returns a DC 15 Dexterity saving throw, suffering 3d6 lightning
to you and then disintegrates if it fails to deliver the message. damage on a failure or half that on a success. A creature that
Unfolding a raven causes it to lose its magical properties. is grappling you automatically fails the save and loses its
grapple. If activated outdoors during a thunderstorm, the
Riluaneth's Beans of Entanglement lightning damage dealt is 6d6 instead, and the range becomes
a 15' radius sphere.
Wondrous item, rare
Riluaneth was an elven ranger and bounty hunter that was The Pactmaker's Phlebotomy Bowl
always wary of others sneaking up on him, so he developed
these magical beans to give him a better chance of escape. Wondrous item, rare (requires attunement by a warlock)
This satchel contains up to 8 beans (roll 1d8 upon discovery This dark iron bowl is freezing cold to the touch. It has a
to determine the number of beans remaining), and it can be strange sigil at the bottom of the bowl, and there is a small
worn on one's belt. blade attached to one of the bowl's handles by a small length
These beans can be used much like caltrops. Planting a of hempen cord.
bean in soil enchants the area (5' radius circle) for up to the Sacrificial Bloodletting. Once per long rest, a warlock
next 24 hours. If a creature of size small or larger steps into may use the blade to cut herself and fill the bowl with her
this area, the bean sprouts and casts the Entangle spell (DC blood. Once the bowl is filled, it immediately warms and all of
13) as well as notifying you with a ping that only you can hear. the blood drains into the sigil at its bottom. Until her next
After the spell's duration ends, so ends that bean's long rest, the warlock gains two extra spell slots of first level,
enchantment. The bean must be planted for a minimum of granted for this self-sacrifice to her patron. She must also roll
five minutes before it can take effect. If a bean is removed 1d8 and her hit point maximum is reduced by the result of
from the satchel but not planted, it can retain its properties this roll (also until her next long rest).
for 1 hour before it must be replaced into the satchel or Cleanse the Hysteria. If you are afflicted by an aspect of
permanently lose its magical properties. madness (as determined by the DM), you may use the bowl
the same way as in Sacrificial Bloodletting, except that
Ring of Shadows instead of gaining new spell slots you are immediately cured
of this affliction. You cannot use the bowl's Sacrificial
Wondrous item, very rare (requires attunement) Bloodletting feature until after your next long rest.
This thick iron band features a square onyx set into it
wreathed in several tiny smoky quartzes.
One With Shadows. Once per short or long rest, you can
use this ring to cast the Darkness spell; additionally, you can
see into and through the magical darkness that you conjure
in this manner. You do not gain any sort of darkvision or the
ability to see through magical darkness summoned in any
other way.
Shorthalt's Journal of Awful
Limericks
Wondrous item, very rare
This little black book is inscribed with scrawlings of
horrific poems, each of which are imbued with enchantment
magic. There are also bizarre, childish drawings of
humanoids doing various acts of vile behavior.
What Did You Just Say?! You can use your action to read
one of these limericks and target a creature within 30 feet.
The target is affected as if you had cast the spell Tasha's
Hideous Laughter (DC 13), except that the effect only lasts
until the end of its next turn at maximum duration. If one
reads from the journal more than 3 times in a week, she must
roll on the long-term madness table.
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The Silver Tongue's Secret Made via The Homebrewery (homebrewery.naturalcrit.com)!
Wondrous item, very rare (requires attunement by a bard)
A bright purple vial on a simple platinum chain that is worn Notes
around one's neck. This vial contains an overly sweet tasting I have been patrolling homebrew forums and the Internets in
liquid that will only pour directly into the attuned person's general for a while admiring others' works of homebrewery. I
mouth. can only imagine that some of these items will have been
Whispers of the Silver Tongue. You can use your action influenced by the works of other great homebrewers, and I
on your turn to consume the liquid contained within the vial. apologize in advance if any of these items appear to be rip-
This potion affects you for one hour with the following offs of someone else's work. It is not my intention to
effects: plagiarize in any way, shape or form. Additionally, there are
Each time one of your Inspiration Die is rolled you gain definitely references to other games in the inspiration, lore,
temporary hit points equal to the roll result (regardless of and mechanics of many items.
who rolls it). These temporary hit points can stack up to a I have provided a brief bit of history for the world within
maximum equal to the highest number on your which these items exist above, but to expand on that in more
Inspiration Die (e.g. d6 = maximum of 6 temporary hit practical language: Phaelsivem is a world where everyone
points). has largely been on edge for several hundred years since the
You gain a +1 bonus to Charisma (Persuasion) checks. world was attacked by devils, demons, and other monsters
native to evil planes. Almost all common folk are capable of
The vial's potion can be consumed once per day and refills defending themselves, and every nation has a significant
each dawn. standing army. Magic is closer to common than uncommon
or rare, though high level magic (above fifth level) is still
The Swashbuckler's Tricorne being actively researched and reclaimed by most of the world.
Monstrous races like orcs and gnolls are treated as uneasy
Wondrous item, very rare (requires attunement) allies rather than enemies, as strange aberrations, undead,
This fine leather hat features a gold band and several and other more fearsome monsters continuously spawn near
pearls which are set into the brim. The Swashbuckler's the aforementioned pools of black ichor that remain as scars
Tricorne is believed to have belonged to an exceptionally lazy of the Epoch of Bloodshed. Additionally, creatures and
pirate captain that once frequented the Worlis Archipelago; monsters native to the Elemental Planes have been seen on
this captain would bestow the hat on one of his crew so that the Material Plane with much more frequency in recent
this crew member could navigate the ship while he drank or years. Adventurers and mercenaries are accepted - if not
napped (at least, so the stories tell). welcomed - aspects of society.
Swashbuckler's Charm. While attuned to and wearing Without further ado, please enjoy!
The Swashbuckler's Tricorne, you gain a +2 bonus to
Charisma (Deception, Persuasion) skill checks.
Man the Ship! You gain proficiency with navigator's tools Inspirations
and vehicles (water) while attuned to and wearing this hat. As I noted before, I am quite certain that I will forget some
Defend the Crew. Once per long rest, you can cast the Ice (and for that, I apologize), but I will try to list the sources here
Knife spell (with proficiency) at first level using Charisma as that inspired me in creating these items.
the spellcasting modifier.
Critical Role and Matthew Mercer's Tal'Dorei Campaign
Zedomtuc's Monocle of Valuation Setting Guide Book
Wondrous item, rare Matt Colville
This monocle is crafted from gold with a few small gems Len Pelletier's Weak Magic Items for 5e Generator
studding it and was crafted by tinkering-minded gnome that The donjon Random Weird Magic Item Generator
was a banker and tasked with valuing fine jewelry and other The How to be a Great Game Master YouTube Channel
trinkets and items. Dota 2
Whenever you make an Intelligence (Investigation) to Magic the Gathering Card Game
check to determine the value of gems and other mundane
items, you gain the following accuracy if you use this
monocle:
DC 15 for accuracy within 100 gp for items under 1,000
gp worth; within 500 for items under 5,000 gp worth;
within 1,500 for items worth more than 5,000 gp
DC 21 for exact appraised worth
You may only check an individual item or gem once with
the monocle. Repeated attempts cannot reveal a more
accurate valuation.

Credit
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