Bracers of Archery #
Wondrous item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Oathbinder #
Legendary warhammer (requires attunment by a creature of non-evil alignment)
+2 bonus to attack and damage rolls
When you hit a fiend or undead, the creature takes an extra 2d6 radiant damage. If the target has fewer than 25hp, it must succeed on a DC 15 Wis save or be destroyed. On a success, they are frightened until the end of your next turn.
While holding this weapon you shed bright light for 20ft. and dim light an additional 20 ft.
Once per day you can use an action to cast Beacon of Hope.
Sentience: Oathbinder is a lawful good weapon with a Int of 12, Wis of 14, and Cha of 14. It has hearing and normal vision out to 60 ft. It can speak, read and understand Common and Celestial. It has a strong, feminine voice. It knows every anguage you know while attuned to it.
Personality. Imbued with the lifeforce of an ancient celestial, Oathbinder is the sworn enemy of fiends and other evil extraplanar creatures. It speaks only when it has something important to say, and can often be openly curt and matter-of-fact when doing so. Oathbinder is courageous in the face of all that is evil. If its wielder actively chooses to flee from facing an extraplanar evil, such as a demon or powerful undead, and can’t provide good justification for doing so, the weapon openly mocks them for their cowardice until the wielder can redeem themselves by defeating a worthy evil opponent. A protector of life and light, Oathbinder has no patience for those who perform acts spurned by dishonesty and corruption. It strongly protests against any wielder who continuously participates in such actions, and can be very disagreeable when its wielder consistently tolerates others who do the same.
Obo’laka Spirit / Ring of Protection #
Obo’laka (pronounced oh-boh-LAH-kah) #
Obo’laka, the Zorbo, is nervous and obsessive.
Flaw #
While inhabited by Obo’laka, you gain the following flaw, which overrides any opposing flaw: “I am risk-averse and a slave to routine.”
Power #
While Obo’laka inhabits you, you can attune to one additional magic item. When Obo’laka leaves you, all magic items to which you are attuned are no longer attuned to you.
Ring of Protection #
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Robe of Scintillating Colors #
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
Ubtao’s Devotion #
Shortsword, requires attunement.
This +2 Shortsword has a wooden haft displaying artwork of numerous herbivores dinosaurs.
Chosen of Ubtao: While attuned to this weapon, you have advantage on charisma checks made to influence herbivores dinosaurs. While fighting a carnivorous dinosaur, you crit on an 18-20.
Devoted: Requires a DC20 charisma check for anyone to attune to this weapon other than the previous owner.
Wand of Fear #
Requires Attunement
This wand has 7 Charges for the following Properties. It regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Command: While holding the wand, you can use an Action to expend 1 charge and Command another creature to flee or grovel, as with the Command spell (save DC 15).
Cone of Fear: While holding the wand, you can use an Action to expend 2 Charges, causing the wand’s tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. While it is Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take Reactions. For its Action, it can use only the Dash Action or try to Escape from an Effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge Action. At the end of each of its turns, a creature can repeat the saving throw, Ending the Effect on itself on a success.
Wongo Spirit / Mace of Terror #
Wongo (pronounced WONG-go) #
Wongo, the Su-Monster, is violent and deranged.
Flaw #
While inhabited by Wongo, you gain the following flaw, which overrides any opposing flaw: “I act without concern for the well-being of others.”
Power #
While inhabited by Wongo, you can use your action to unleash a psionic assault on a creature you can see within 60 feet of you. The target must succeed on a DC 16 Wisdom saving throw or be stunned until the end of its next turn.
Mace of Terror #
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.