Index
Page Name Rarity Type
Alchemist's Syringe Common Melee Weapon
Armor of the Tundra Ranger Rare Light Armor
1
Arthanox the Malevolent Very Rare Wondrous Item
Avialuora - Blessing of the Doves Legendary Longsword
Band of the Runebinder Rare Wondrous Item (Jewelry)
Big Game Hunter's Arrow Uncommon Ammunition
2 Blade of the Deep One Rare Longsword
Bloodbinder's Whip Very Rare Whip
Bond of the Red Queen Very Rare Wondrous Item
Brightwood Wanderer's Staff Rare Staff
3 Brightwood Warden's Cloak Rare Wondrous Item (Cloak)
Brightwood Warrior's Blade Rare Scimitar
Defender's Mantle Very Rare Wondrous Item (Cloak)
Distilled Acid Arrow Rare Ammunition
4
Dragronnor - Legacy of the Jarl Legendary Wondrous Item
Edge of the Onyx Sands Very Rare Dagger
Emberblast Rare Pistol
Eye of the Deep One Rare Wondrous Item (Jewelry)
Flask of Unknown Horrors Very Rare Wondrous Item
5
Goblet of the Crimson Lady Very Rare Wondrous Item
Greater Conjuration Clay Very Rare Wondrous Item
Grovekeeper's Sickle Very Rare Sickle
Heartbreaker Very Rare Maul
6 Khopesh of afeldius Very Rare Scimitar
Kindlespark Wand Uncommon Wand
Leathers of the Bloodbinder Very Rare Light Armor
Lesser Conjuration Clay Rare Wondrous Item
Lightforged Chakram Rare Chakram
7 Lightning Bowstring Rare Wondrous Item
Manticore's Wrath Very Rare Greataxe
Midwinter Mittens Rare Wondrous Item
Pale guise of the Forsaken Very Rare Wondrous Item (Head)
Pendant of the Dreamer Rare Wondrous Item (Jewelry)
8
Purifying Waterskin Uncommon Wondrous Item
Pyralite Aegis Very Rare Shield
Quickfire Quiver Very Rare Wondrous Item
Remedial Bucket of Frost Rare Wondrous Item
9 Ring of the Elderroots Legendary Wondrous Item (Jewelry)
Ritual Dagger of the Moon Rare Dagger
Rod of the Arbor Abode Rare Staff
Ruby Blade Rare Greatsword
Runebinder's Protection Very Rare Medium Armor
10
Runebound Star Very Rare Morningstar
Scalpel of the Blooddrainer Rare Dagger
Shield of the Deep One Very Rare Shield
Skirt of the merchant princess Rare Wondrous Item
11
Socks of Finding Uncommon Wondrous Item
Spikes of Alarm Uncommon Wondrous Item
Superior Conjuration Clay Legendary Wondrous Item
Thorns of Greed Rare Morningstar
12
Trident of the Cobalt Divide Very Rare Trident
Twistbreeze Longbow Rare Wondrous Item
Alchemist’s Syringe Avialuora - Blessing of the Doves
Common Melee Weapon (Simple, Light, Finesse) Legendary Longsword (Silvered)
Damage. 1 Piercing Requires attunement
Filling the Syringe. You can use an action to fill the syringe Damage. 1d8 (1d10) Slashing +3 Radiant
with any type of liquid. Skyblessed. You gain a +3 bonus to attack rolls you make
Into the Bloodstream. On a successfull attack you may with this weapon.
inject the contents of the syringe into the bloodstream of Silver Dove. As a bonus action you can grow silver wings.
a creature. Alternatively, as an action you can inject the You gain a flying speed of 60ft. and your AC increases by 1. The
contents into the bloodstream of a willing creature without wings last for 1 hour. You can use this feature once per long
having to make an attack roll. rest.
Intravenous Healing. When you administer a healing Symbol of Hope. You can use an action to raise the sword
potion in this way you may reroll all the dice you rolled a 1 on. up and cause magical silver feathers to softly swirl around
Intravenous Poison. When you administer a poison in this you. Until the start of your next turn all allies that can see you
way and it has a saving throw DC, it is increased by 2. within 30ft. of you have advantage on their next attack roll
and are immune to being frightened for 1 minute. You can use
this feature once and can use it again after you finish a short
Armor of the Tundra Ranger or a long rest.
Rare Light Armor
Requires attunement
AC. 12 + Dexterity modifier
Ice Ward. When attuned to this armor you have resistance
to Cold damage. You also have advantage on saving throws Avialuora
for spells that are cast on you which deal Cold damage. Blessing of the Doves
Additionally you are not negatively influenced by the effects Armor of the
of extremely cold climates. Tundra Ranger
Boreal Winds. As an action you can extend your arms
forward to unleash freezing cold winds in a 15ft. cone. All
creatures within the area have to make a Strength saving
throw (DC 15). On a failed save they take 2d8 Cold damage
and are pushed 5ft. backwards On a successful save they
take half damage and remain in their place. You can use this
feature once per long rest.
Arthanox the Malevolent
Very Rare Wondrous Item (Sentient, Cursed)
Faith of the Finger puppet. This puppet comes to life when
you put it on a finger. Arthanox is sentient and rolls initiative
in combat. He has access to the Firebolt, Mending and
Prestidigitation cantrips. His spell attack modifier is +7. While
Arthanox is on your finger you are not impaired to use your
hands in any way. However, his commentary is endless.
Personality. Arthanox used to be a cruel old wizard, it is
unclear even to himself how he came to be a finger puppet
but he is out for revenge and nothing will stop him in his path.
His ultimate goal is to return back to normal (and possibly
world domination). His alignment is Chaotic Evil.
Fingers Crossed (Curse). Once Arthanox is on your finger
he will not let go. Trying to do so requires an Intelligence
saving throw (DC 24). On a failed save you take 1d8 Psychic
damage on a successful save you remove him. Arthanox
the Malevolent
Eternal Toy. The fabric Arthanox is made of can’t be cut by
normal means. However, if Arthanox is destroyed his soul
possesses a different wizard puppet in a random toy box on
the material plane within a year.
Alchemist’s Syringe
Relics of the Realms - Volume 4 1 Bonus Action
Band of the Runebinder Bloodbinder’s Whip
Rare Wondrous Item Very Rare Whip (Finesse, Reach)
Requires attunement Requires attunement
Amplified Magic. When you make a melee or ranged spell Damage. 1d4 Slashing
attack you may choose to add an extra d6 to the spell attack Sanguine Potential. You can fill the receptacle in the handle
roll. You can use this feature twice and regain all expended of this whip with blood of a creature. The whip gains a bonus
uses after you finish a long rest. to attack rolls equal to the Constitution modifier of the
Arcane Restoration. Whenever you miss with a melee creature up to a maximum of +3.
or ranged spell attack, roll a d20. On a 20, you regain the The whip gains a bonus to Damage rolls equal to the
expended spell slot. You can regain a spell slot only once in Strength modifier of the creature up to +5. This extra damage
this way and can do so again after you finish a short or a long is considered Necrotic damage.
rest. Demander of Answers. When a creature you have damaged
Shielding Runes. When you are attuned to this ring you with this whip dies, you can cast Speak with Dead on them.
gain resistance to one type of damage. You may choose to You can use this feature once per day.
have resistance against (non-magical) Bludgeoning, Piercing
or Slashing damage. You can change the resistance during a
short or long rest. Bond of the Red Queen
Very Rare Wondrous Item
Infernal Legacy. The 2 creatures that sign this contract both
Big Game Hunter’s Arrow gain proficiency in the Infernal language.
Uncommon Ammunition (Shortbow, Longbow) Bound Counterpart. Once signed if both
Hunter’s Favorite. Attacks you make with this arrow creatures have to roll for Initiative and are within 100ft. of
against Large or larger sized Beasts and Monstrosities receive eachother, they may choose to swap their initiatives. They can
a +3 to attack rolls and deal 2d4 extra Piercing damage. only do this directly after they rolled.
Signed in Blood. The contract binds 2 creatures to eachother.
When one creature has to roll a death save, the other rolls a
Blade of the Deep One death save as well.
Rare Longsword If one or both of the rolls are succesful the creature at 0 hit
Requires attunement points gains one succesful death save. However, when both
Damage. 1d8 (1d10) +2 Slashing creatures fail the death save roll, the unconsious creatue gains
Elder Metal. You gain a +2 bonus to attack rolls you make one failed death save.
with this weapon. If one of the creature fails 3 death saves, or is killed outright.
Mind Speaker. While holding this sword you can speak and The other bound creature is killed instantly. Effectively they
understand the following languages. Deep Speech, Abyssal drop to zero hit points and instantly fail all death saves.
and the Tongue of the Great Old Ones. Additionally, while you
are holding the sword you can communicate telepathically
with a creature you can see within 100ft. of you.
Eldritch Slash. When you roll a critical hit on the attack roll Bond of the
Red Queen
for this sword, you deal an additional 1d6 Psychic damage on
top of the usual critical damage.
Big Game
Band of the Hunter’s Arrow
Runebinder
Bloodbinder’s
Whip
Blade of the
Deep One
Relics of the Realms - Volume 4 2 Bonus Action
Brightwood Wanderer’s Staff
Rare Staff Brightwood
Requires attunement Wanderer’s Staff
Wayfinder. This staff allows its wielder to guide themselves
through almost any forest. As long as the staff is on your
person, you cannot get lost in a forest by anything other than
magical means. All Survival checks you make to navigate a
forest are made with advantage.
Brightwood Magic. The staff can hold 4 charges and it
regains 1d4+1 charges each day at dawn. While holding it, you
can use an action to expend the necessary number of charges
and cast one of the following spells.
B r i g ht wo o d M ag i c
Charges Spell
Brightwood
1 Goodberry Warden’s Cloak
2 Speak with Plants
3 Find the Path
Brightwood Warden’s Cloak
Rare Wondrous Item
Requires attunement
Photosynthetic Fiber. You have resistance against Radiant
damage when wearing this cloak. Additionally when you take
a short rest in the sun, you heal an extra 1d4 for each hit die
you spend.
Forest’s Awakening. As an action you can summon 3d6
Awakened Shrubs using this cloak. They obey your commands
to their best capability.
The Awakened Shrubs expire and die after 8 hours. You can
use this feature again 24 hours after you have used it.
If you lose attunement to this cloak or if it is destroyed, you
lose command over all summoned Awakened SHrubs.
Brightwood Warrior’s Blade
Rare Scimitar (Finesse, Light)
Requires attunement
Damage. 1d6+1 Slashing
Forest Forged. You gain a +1 bonus to attack rolls you make
with this weapon.
Slice of Sunlight. As an action you can slash the scimitar
in an arc in front of you. A wave of sunlight burst outward
from you in a 20ft. cone. All creatures in the area have to
Brightwood
make a Constitution saving throw (DC 10 + your proficiency
Warrior’s Blade
modifier). A creature with Sunlight Sensitivity has
disadvantage on this saving throw. On a failed save a creature
takes 2d6+2 Radiant damage. If a creature critically fails their
saving throw they are also blinded until the end of their next
turn. On a successful save a creature takes half damage. You
can use this feature once per long rest.
Relics of the Realms - Volume 4 3 Bonus Action
Defender’s Mantle Edge of the Onyx Sands
Very Rare Wondrous Item Very Rare Dagger (Finesse, Light, Range, Thrown)
Requires attunement Requires attunement
Specialized Guard. When you first attune to this mantle Damage. 1d4 Piercing +2 Necrotic
and after you finish a short or a long rest you may choose one Range. 30/90
of the following damage types: Acid, Cold, Fire, Lightning Desert Steel. You gain a +2 bonus to attack rolls you make
or Poison. While wearing the mantle you have resistance with this weapon.
against this damage type until you choose to change it to a Dark Return. After throwing this dagger you may speak a
different type from this list. command word. The dagger disperses into glittering black
Protector’s Aura. You can use your reaction to grant the sand and reappears in your hand.
resistance you gained from this mantle to 3 allies you can see Onyx Transformation. When you are the target of an attack,
within 15ft. of you. This resistance lasts until the end of your spell or ability you can use your reaction to turn yourself into
next turn. You can use this feature once per long rest.let is a being of glittering black sand. This state has 50 hit points.
destroyed. You remain in this state until the start of your next turn or
when the hit points are reduced to 0. During this time you can
not be healed. All damage surpassing this pool of hit points is
Distilled Acid Arrow carried over to your own hit points. You can use this feature
Rare Ammunition (Shortbow, Longbow) once per long rest
Single use
Vile Concoction. This arrow deals a normal amount of
Piercing damage depending on which bow it is shot from. On Emberblast
a successful hit the glass receptacle breaks, spilling acid on Rare Pistol (Loading)
the target. The target takes 1d6 Acid damage. Requires attunement
Acidic Vapors. If this arrow is shot into a fire or open flame Damage. 1d10 Piercing +1 Fire
and the acid spills it evaporates in a 10ft. radius. All creatures Range. 30/90
in the radius have to make a Constitution saving throw (DC Fired Up. You gain a +1 bonus to attack rolls you make with
12). On a failed save a creature takes 3d4 Acid damage. On a this weapon.
successful save they take half damage. Fiery Barrel. Emberblast spews forth a flurry of sparks and
embers when fired. When you make a successful ranged
attack with this pistol against a target within melee range of
Dragrønnor - Legacy of the Jarl you, you deal an extra 2d4 Fire damage.
Legendary Greataxe (Heavy, Two-handed) Stunning Blast. When you critically hit with this pistol the
Requires attunement by a Barbarian target and all creatures in a 10ft. radius from them have to
Damage. 1d12 Slashing +3 Force make a Constitution saving throw (DC 11). On a failed save
Dragonblessed. You gain a +3 bonus to attack rolls you make they are Stunned until the end of their next turn.
with this weapon.
Warrior’s Health. When you are attuned to this Greataxe Dragronnor
you have Resistance against Poison damage and are immune Legacy of the Jarl
to being Poisoned.
Poisonous Wrath. As an action you can expend one use Defender’s Mantle
of your rage to channel a blast of energy through this axe. A
poisonous cloud of gas blasts outward in a 60-foot cone from
you. Each creature in that area must make a Constitution
saving throw (DC 18). On a failed save a creature takes 15d6
Poison damage and is Poisoned until the end of their next
turn. On a successful save they take half damage. You can use
this feature once per long rest.
Edge of the Onyx Sands
Emberblast
Distilled Acid Arrow
Relics of the Realms - Volume 4 4 Bonus Action
Eye of the Deep One Goblet of the Crimson Lady
Rare Wondrous Item Very Rare Wondrous Item (Cursed)
Requires attunement by a Warlock Requires attunement
Vision of the Abyss. While attuned to this ring you receive Lifeblood. When filled with 10 fluid ounces (300ml) of
Dark Vision up to 100ft. blood the contents gain the effects of a Greater healing potion,
Strength of the Old One. You gain a +2 bonus to your healing 4d4+4 when consumed.
Athletics roll whenever you try to grapple a creature. The contents are still considered blood and retain all
Additionally you have advantage on all Athletics or Acrobatics (harmful) effects that drinking it might have. It takes a
checks you have to make to resist any creature 1 minute to drink the contents of the cup. A creature
creature trying to grapple you. which is used to consuming blood (like a vampire) can drink
Ancient Twisted Magic. After finishing a long rest, roll a the contents of the cup in a single action.
d4. You receive one of the following effects until you finish When the cup is emptied by drinking the blood, it tarnishes
another long rest. and darkens. Roll a d20, on a 1 the cup rusts and crumbles to
dust. If attempted to fill with blood again within 48 hours
D e e p O n e ’ s M ag i c after using, it will instantly be destroyed in the same way.
d4 Spell When these 48 hours have elapsed the cup clears of any
tarnish and darkness and can be used again.
1 +1 on spell save DC Vampiric Tendencies (Curse). When a person has drunk
2 +1 on spell attack modifier from the cup they have disadvantage on Perception and attack
3 +1 on AC rolls in direct sunlight for 1d12 days. This effect can be healed
4 Eldritch blast deals an extra 2 Necrotic damage by a Remove Curse spell.
Flask of Unknown Horrors Greater Conjuration Clay
Very Rare Wondrous Item
Very Rare Wondrous Item
Terracotta Soldier. As an action you can take out the clay
Unleashed Terror. As an action you can unstopper the
from the pot and speak a command word. The clay grows
flask. When you do so, roll a d4. One of the following things
and shapes into a living terracotta soldier with a shield and
happens. After the effect happened the flask can be stoppered
longsword. When the soldier takes the Attack action they can
again, it can then be used again in 1d4 days.
make a multi-attack to make two melee weapon attacks with
1. Dark Concoction. The flask spews forth a thick black
their longsword.
slime in a 20ft. line. A creature hit by the slime has to make a
The soldier has your Strength, Dexterity and Constitution
Constitution saving throw or take 2d6 Poison damage.
score. Their Charisma, Intelligence and Wisdom are 6. They
2. Fumes of Madness. A thin whisp of smoke flows out of
have 40 hit points and an AC of 16.
the flask. The creature which unstoppered the flask has to
The soldier listens to your commands but can not speak. In
make a Wisdom saving throw (DC 15). On a failed save they
combat the soldier rolls their own initiative. The soldier is
attack a random creature on their next turn.
considered a Construct and lasts for 1 hour or until they are
3. Mind Blast. A wave of psychic energy blasts outward from
destroyed.
the flask in a 20ft. sphere.
Greater Enchantment. After using the clay you can refill the
All creatures in the area have to make a Wisdom saving throw
pot with 5 parts sand and 1 part water and close it. After 3d6
(DC 14). On a failed save they take 2d8 Psychic damage. On a
days the ingredients have turned into clay which can be used
succesful save they take half damage.
again.
4. Old One’s Blessing. The creature that opened the flask
regains an amount of hit points equal to 2d6+ their Wisdom
modifier.
Goblet of the
Crimson Lady
Flask of
Unknown Horrors
Eye of the Greater
Deep One Conjuration Clay
Relics of the Realms - Volume 4 5 Bonus Action
Grovekeeper’s Sickle Kindlespark Wand
Vere Rare Sickle (Light) Uncommon Wand
Requires attunement by a Spellcaster Adventurer’s Campfire Starter. As an action you can create
Damage. 1d4+2 Slashing a magical campfire in a spot on the ground that you can see
Oaksteel. You gain a +2 bonus to attack rolls you make with within a 30ft. range. The campfire fills a 5ft. cube and ignites
this weapon. flammable objects in its area that aren’t being worn or carried.
Culler of Plants. When you are attuned to this sickle you The fire lasts for 8 hours or until dismissed with the wand.
gain an extra +2 bonus to attack rolls on all weapon and spell Only one magical campfire can be active at a time and you can
attacks you make against Plant creatures. create a campfire in this way 3 times per day.
Grovekeeper’s Focus. The sickle can be used as a Any creature that is in the space of the campfire when it is
spellcasting focus and holds one charge of the spell Transport created must succeed on a Dexterity saving throw (DC 10) Or
via Plants. When you cast this spell using this sickle, all take 1d6 Fire damage. A creature must also make the saving
creatures passing through the portal regain 3d6 hit points and throw when it moves into the campfire’s space for the first
lose 1 point of exhaustion. The sickle regains the charge after time on a turn or ends its turn there.
24 hours.
Leathers of the Bloodbinder
Heartbreaker Very Rare Light Armor
Very Rare Maul (Heavy, Two-handed) Requires attunement
Requires attunement AC. 12 + Dexterity modifier
Damage. 2d6+1 Bludgeoning Blood Queen’s Blessing. While attuned to this armor you
Forged with Love. You gain a +1 bonus to attack rolls you have resistance against Necrotic damage.
make with this weapon Sacrificial Creed. This armor holds a maximum of 2 charges.
Aura of the Heart. When attuned to this hammer the heart- For every charge it holds your maximum hit points increases
shaped gem pulses with a soft light. All creatures within 20ft. by 6 hit points. Expending a charge lowers your
of the gem gain a +3 bonus to Charisma and Constitution maximum hit points by 6.
saving throws. When it shatters the aura fades. As a bonus action you can expend a charge to heal a
Shattered Heart. When you critically hit a creature with this creature you can see within 60ft. for 2d6 + your Constitution
maul the gem on top of it shatters in a flash of light. All allies modifier. The armor regains all expended charges after a long
within 45ft. that can see you regain an amount of hit points rest.
equal to the damage you dealt with the triggering attack +2d6.
They also receive the benefits of Aura of the Heart for 24 hours.
After the gem has been shattered it magically reforms over the
course of 24 hours after which it can be used again. Heartbreaker
Khopesh of Afeldius
Very Rare Scimitar (Finesse, Light) Grovekeepers
Requires attunement Sickle
Damage. 1d6 Slashing +2 Fire
Elemental Forged. You gain a +2 bonus to attack rolls you
make with this weapon.
Fire’s Friend. When you are holding this scimitar you have
resistance against Fire damage. Additionally, when you take
more than 5 Fire damage within one round, your next attack Leathers of the
with this scimitar within the next minute deals an extra 1d10 Bloodbinder
Fire damage.
Elemental Outburst. As an action you can cause flames to
burst outward from you in a 10ft. radius. All creatures in the
area have to make a Dexterity saving throw (DC 14). On a
failed save they take 4d6 Fire damage. On a successful save
they take half damage. You can use this feature once per long
rest.
Khopesh of Afeldius
Kindlespark Wand
Relics of the Realms - Volume 4 6 Bonus Action
Lesser Conjuration Clay Lightning Bowstring
Rare Wondrous Item Rare Wondrous Item
Weapon of Clay. As an action you can take out the clay from String of Storms. It takes 30 seconds to replace the
the pot and speak a command word. The clay grows and bowstring on a regular longbow or shortbow with this
shapes into any melee weapon of your choice. Attack and enchanted bowstring.
damage rolls you make with this weapon receive a +1 bonus. Lightning Shots. This bowstring has 2 charges which
The weapon lasts for 1d4 hours, after which it crumbles. recharge at dawn. Whenever you take the attack action with
Brittle. When you critically fail with the weapon, roll a d20. the bow this string is on, you can expend a charge to shoot an
On a 10 or lower the weapon breaks. arrow that crackles with lightning.
Lesser Enchantment. After using the clay you can refill the You make a ranged attack roll, on a hit the target takes
pot with 5 parts sand and 1 part water and close it. After 2d6 an extra 1d8 Lightning damage. The target has to make a
hours the ingredients have turned into clay which can be used Constitution saving throw (DC 15). On a failed save they
again. become Paralyzed. The creature can repeat the saving throw
at the end of its turn. If you miss your attack the charge is also
expended.
Lightforged Chakram
Rare Chakram (Ranged, Martial, Light, Thrown) Manticore’s Wrath
Requires attunement Very Rare Greataxe (Heavy, Two-handed, Ranged)
Damage. 1d6 Slashing +1 Radiant damage Requires attunement
Range. 30/120 Damage. 1d12+2 Slashing
Enchanted Steel. You gain a +1 bonus to attack rolls you Hunter’s Trophy. You gain a +2 bonus to attack rolls you
make with this weapon. make with this weapon.
Ricocheting Light. When you successfully hit a creature Manticore’s Lash. You can make a ranged attack with this
with this weapon it ricochets onto any target of your choice axe using your Strength modifier. You swing the axe to release
within 5ft. of your initial target. If your initial attack roll and hurl a spike from it. The range for this attack is 80/120.
beats the second target’s AC they also receive 1d6 Slashing +1 On a successful attack the spike deals 1d8+2 Piercing damage
Radiant damage. If it does not hit the second target it does not The axe can hold up to 24 spikes and regrows 1d8 spikes every
ricochet further. The chakram can ricochet onto a new target day. When you release the last spike from this axe, roll a d20.
in this way up to 2 times per attack, hitting a maximum of 3 On a 1 it takes d100 days before the first spikes regrow.
creatures.
Flash Return. As a free action you may call the chakram back
to you at the end of your turn. In a flash of light it returns back Midwinter Mittens
to a free hand. It can return from a maximum range of 200ft. Rare Wondrous Item
Snowball Fighter. When you are wearing the mittens you
have resistance to Cold damage. You can use a bonus action
Manticore’s to hold your hands slightly apart and speak a command word.
Wrath
A snowball (approximately 4 inch in diameter) coalesces
between your hands. You can make a ranged attack roll
(30/60ft.) to throw the snowball. A snowball deals no damage
Lightning but can extinguish torches and small flames.
Bowstring When making a snowball you can speak a different
command word to create a ball of solid ice. You can make a
ranged attack roll (30/60ft.) to throw the ice ball. It deals 1d6
cold damage on a successful hit.
Winter’s Barrage. As an action you can hold up your hands
and speak a command word. A flurry of snowballs fly from
your open palms and bombard a 15ft. radius within 100ft. of
you. All creatures in the area have to make a Dexterity saving
throw (DC 14). On a failed save they take 2d6+2 Cold damage,
on a successful save they take half damage. You can use this
feature once per long rest.
Lesser
Conjuration Clay
Lightforged
Chakram
Midwinter Mittens
Relics of the Realms - Volume 4 7 Bonus Action
Pale Guise of the Forsaken Pale Guise
Very Rare Wondrous Item of the Forsaken
Requires attunement by a Spellcaster
Dark Rite. When you are attuned to this mask you can cast
the cantrip Chill Touch cantrip at will.
Force of Life. When you are reduced to 0 hit points while
attuned to this mask you may expend your highest available
spell slot to regain an amount of hit points equal to 2d10 + the
level of the spell slot you expended. You may use this feature
once per long rest.
Gaze from Beyond. As an action you can force a creature
that can see you within 60ft. of you to make a Wisdom saving
throw against your spell save DC. On a failed save they take
2d6 Necrotic and 2d6 Psychic damage and are Stunned until
the end of their next turn. On a succesfull save both you and
the creature you targeted take half damage. You can use this
feature twice per long rest.
Pendant of the Dreamer
Rare Wondrous Item Pendant
Requires attunement by a Warlock of the
Might of the Old One. This pendant holds 6 charges. At Dreamer
midnight it regains 1d6 charges. You can expend charges to
use one of the following features.
Blessing of the Deep. As an action you can expend 2 charges
to cast the spell Water Breathing.
Features of the Ancient. As an action you can expend 3
charges to sprout gills and grow webbing between your
fingers. You can breathe underwater and gain a swimming
speed equal to your walking speed. These features last for up
to 8 hours or until you dismiss them as a free action.
Force of Mhigh’Raine. As an action you can expend 4
charges to reach into the mind of one creature you can see
within 90ft. The creature must make a Wisdom saving throw
(DC 18). The targeted creature takes 3d6+2 Psychic damage
on a failed save or half as much damage on a successful save. Purifying
Waterskin
Purifying Waterskin
Uncommon Wondrous Item
Cleansing Enchantment. This waterskin can hold up to 3
liters (100 fl oz.) of liquid. All nonmagical drink that has been
within this waterskin for at least 10 minutes is purified and
rendered free of poison and disease. Pyralite Aegis
Pyralite Aegis
Very Rare Shield
Requires attunement
AC. +2
Flameward. While holding this shield you have resistance
against Fire damage.
Blazeward. While holding this shield you can use your
reaction to gain immunity to Fire damage. This immunity
lasts until the start of your next turn. You can use this feature
once per long rest.
Crystalized Fire. Whenever a creature within 5ft. of you
hits you with a melee attack, the shield erupts with flames.
The attacker takes 1d6 Fire damage. If this happens while
Blazeward is active the attacker takes 2d6 Fire damage.
Relics of the Realms - Volume 4 8 Bonus Action
Quickfire Quiver Rod of the Arbor Abode
Very Rare Wondrous Item Rare Staff
Barrage. As an action you can swing this quiver over your House in the Treetops. As an action you can plant this staff
shoulder, aim the opening, and yell a command word. All firmly in the ground and speak a command word. Over the
remaining arrows in the quiver are consumed and a barrage course of 1 minute the staff grows into a large tree with a tree
of magical arrows fires out of the quiver. All creatures in a house in it. When the tree is fully grown a rope ladder drops
45ft. cone have to make a Dexterity saving throw (DC 14). from the tree house. The tree house is 40ft. from the ground.
On a failed save a creature takes 1d4 Piercing damage for The outer dimensions of the tree house are 10ft. by 10ft.
each arrow that was left in the quiver. On a successful save a However, the single room on the inside is 30ft. by 30ft.
creature takes half damage. Any arrows with special abilities The tree and its house last indefinitely or until you spend
or features fire as a normal arrow. The quiver can hold a another action to speak the command word again. The tree
maximum of 20 arrows and can in no way be enchanted to only reverts back to a staff (over the course of one minute) if
hold more arrows without breaking the barrage enchantment. no creatures are inside the tree house. If the tree is destroyed
You can use this feature once per day. the staff is destroyed as well.
Remedial Bucket of Frost
Rare Wondrous Item
Cold Shower. Any water you put in this bucket is instantly
cooled to an icy cold temperature. When the bucket is filled
with water you can tip it over your own head or that of
another creature as an action. When drenched with the water Quickfire
it heals all diseases and removes the following conditions. Quiver
Paralyzed Petrified and Stunned. Rod of the
Arbor Abode
Ring of the Elder Roots
Legendary Wondrous Item
Requires attunement by a Druid
Guardian of the Forest. While attuned to this ring you can
use 2 uses of your Wild Shape ability to turn into a Treant. In
this form you are able to cast spells from your spell list.
Force of Nature. This ring holds 4 charges. You can expend a
number of charges to cast a spell. When you cast one of these
spells while Wild Shaped as a Treant you regain 1d8 Hit Points Ring of the
Elder Roots
for each charge you expend. The ring regains 1d4 charges at
dawn.
F o rc e of N at u r e S p e lls
Charges Spell
1 Entangle
3 Plant Growth
4 Wall of Thorns
Ritual Dagger of the Moon
Rare Dagger (Finesse, Light, Range, Thrown)
Requires attunement
Damage. 1d4+1 Piercing
Range. 20/60
Nightforged. You gain a +1 bonus to attack rolls you make
with this weapon.
Moontouched. In darkness, the unsheathed blade of this
dagger sheds moonlight, creating bright light in a 15-foot
radius and dim light for an additional 15ft.
Lunar Infused Rituals. While attuned to this dagger, the
total time you need to cast a spell as a ritual is halved.
Remedial Bucket
Ritual Dagger of Frost
of the Moon
Relics of the Realms - Volume 4 9 Bonus Action
Ruby Blade Runebound Star
Rare Greatsword (Heavy, Two-handed) Very Rare Morningstar
Requires attunement Requires attunement by a Spellcaster
Damage. 2d6 +1 Slashing Damage. 1d8 Piercing +2 Force
Crystal Blade. You gain a +1 bonus to attack rolls you make Battle Runes. You gain a +2 bonus to attack rolls you make
with this weapon. with this weapon.
Blessed Edge. When you make an Attack with this sword you Starburst. Strikes with this weapon give off a bright burst of
can roll a d100 to add an effect. The bonus to attack rolls and blinding light. Once per round, on your first attack, a creature
damage only applies to one attack. The damage only applies if hit by this weapon must make a Constitution saving throw
the attack hits. When you have used this feature you can not (DC 12). On a failed save the creature is blinded until the end
use it again until you finish a short or a long rest. of its next turn.
Rune Ward. You may use your reaction to cast Counterspell
R u by B la d e E ffe cts (5th level) using this morningstar. This counterspell only
Charges Spell acts against spells that would affect you. Spells which affect
multiple targets are countered for you but still affect other
1 Blade shatters, Damaged beyond repair targets. You can use this feature twice and regain all uses after
2-25 +1 on attack roll finishing a long rest.
26-70 +2 on attack Roll
71-90 +2d6 damage
91-100 +3d6 damage
Scalpel of the Blooddrainer
Rare Dagger (Finesse, Light, Range, Thrown)
Damage. 1d4 +1 Piercing
Range. 20/60
Runebinder’s Protection Surgical Precision. You gain a +1 bonus to attack rolls you
Very Rare Medium Armor make with this weapon.
Requires attunement Anatomical Insight. If you are proficient in Nature you
AC. 15 + Dexterity modifier (maximum 2) may add your Intelligence modifier to the attack roll for this
Protector’s Runes. When an ally you can see within 30ft. is weapon. If you are proficient in Medicine you may add your
the target of a melee or ranged weapon attack, you can use Wisdom modifier to the attack roll for this weapon. If you are
your reaction to protect them by invoking the magical runes proficient in both Nature and Medicine, choose one modifier
on this breastplate. Their AC score becomes the same as yours (either Intelligence or Wisdom) to add to the attack roll.
and they gain the same damage resistances and immunities Medical Professional. You make all Ability checks with
as you do on top of their own. These effects last until the start advantage when you perform any kind of surgery or medical
of their next turn. You can use this feature twice and regain all procedure which requires the use of this scalpel.
uses after a long rest.
Runic Displacement. As a bonus action you can switch
places with a willing creature you can see within 60ft. of you.
This movement does not provoke attacks of opportunity. You
can use this feature twice and regain all uses after a long rest.
Starting at 12th level you can use this feature three times per
long rest.
Ruby Blade
Runebound
Star
Scalpel of the
Blooddrainer
Runebinder’s
Protection
Relics of the Realms - Volume 4 10 Bonus Action
Shield of the Deep One Spikes of Alarm
Very Rare Shield Uncommon Wondrous Item
Requires attunement Alarm. These spikes can easily be placed in soft ground
AC. +2 without any tools. Placing a spike in rock or wood requires a
Grasp of the Dreamer. As an action, you can cause dark tool like a hammer or bludgeoning weapon. When you place a
eldritch tentacles to sprout from the shield and attack a large spike you may choose whether the alarm is mental or audible.
or smaller creature within 10ft. of you. The target must make A mental alarm alerts you with a ping in your mind if you are
a Dexterity saving throw (DC 12 + your Strength modifier). within 1 mile of the warded area. This ping awakens you if you
The target takes 1d6 Bludgeoning damage on a successful save. are sleeping. An audible alarm produces the sound of a hand
On a failed save, the target takes 3d6 Bludgeoning damage bell for 10 seconds within 60ft.
and is Restrained. If the target starts their turn restrained Single Spike. As an action you can place a single spike and
due to this effect, they take an additional 1d6 Bludgeoning speak a command word to activate it. If any creature comes
damage. The target can use its action to make a Strength or within 10ft. of the spike the alarm is triggered.
Dexterity check against the shield’s DC. On a success, it is Boundary of Spikes. You can place multiple spikes in a
no longer restrained. If the target is reduced to 0 hit points 200ft. radius, meaning each spike has to be within a 200ft.
while Restrained due to the effect, they are enveloped by the range of all the other spikes. You can speak a command
tentacles and their body disappears to an unknown plane word to link them together. Whenever a creature crosses the
of existence or location. The tentacles last for 1 minute and perimeter line between two spikes the alarm is triggered.
release if you move further than 15ft. away from the target.
You can also release them as a free action. You can use this
feature 3 times per day. Shield of the Deep One
Skirt of the Merchant Princess
Rare Wondrous Item
It Has Pockets. Both satchels on this skirt have an extra
dimensional space inside which can be used to store specific Socks of Finding
items. The left can store up to 10 000 coins. The right can
store up to 50 scrolls, 5 quils and 5 bottles of ink.
Opening up Shop. As an action you can speak a command
word to open an extradimensional doorway in a 5ft. space in
front of you. This doorway is an open arch without a door. It
lasts until you speak the command word again.
The interior of the extradimensional space is 90 ft deep, 30ft.
wide and 20ft. high. Any modifications or items you leave in
the space remain there when the doorway is closed.
When the doorway is closed all creatures inside of the space
instantly appear within 5ft. of where the doorway was or in
the nearest unoccupied space .
Socks of Finding Spikes of Alarm
Skirt of the
Uncommon Wondrous Item
Merchant Princess
Lost and Found. This pair of socks is enchanted with
Divination magic. When you are wearing one of these socks
you always know exactly where the other is if it is within 10
miles of you. The enchantment can be blocked by Antimagic
fields. When the socks are more than 10 miles apart or are on
different planes, one automatically teleports to within 5ft. of
the other. Flip a coin to determine which sock teleports.
Sock-mail. When a sock teleports it also teleports objects
that are inside of it. Creatures or parts of creatures do not get
teleported but instead remain in their original place as the
sock disappears.
Relics of the Realms - Volume 4 11 Bonus Action
Superior Conjuration Clay Twistbreeze Longbow
Legendary Wondrous Item Rare Wondrous Item
Earthen Duplicate. As an action you can take out the clay Requires attunement
from the pot and speak a command word. The clay grows and Damage. 1d8+2 Piercing
shapes into a clay duplicate of yourself. Range. 150/600
The duplicate has 80 hit points and an AC of 14. It has Windswept. You gain a +2 bonus to attack rolls you make
exactly the same ability scores, skills, and features as you. It with this weapon.
can cast the same spells as you but doing so expends your Winds of the World. The longbow holds 10 charges. You
own spell slots. Any bonuses you gain from magic items or can expend a number of charges before you make an attack
blessings do not carry over to the duplicate. and use one of the features below. You can only use one of the
The duplicate is a Construct and clearly made of clay. It features per attack. The bow recharges 1d8+2 charges at dawn.
listens to your commands but can not speak. In combat the Carried by the Breeze (2 charges). The range of the
duplicate rolls their own initiative. The duplicate lasts for 1 longbow increases to 250/700 as favorable winds carry your
hour or until it is destroyed. arrow further.
Superior Enchantment. After using the clay you can refill Gust (3 charges). The arrow is surrounded by a powerful
the pot with 5 parts sand and 1 part water and close it. After gust of air. On a successful attack the target has to make a
3d6 weeks the ingredients have turned into clay which can be Strength saving throw (DC 15) or be pushed 10ft. away from
used again. you.
Freezing Winds (5 charges). The arrow is surrounded
by freezing air, on a successful attack the target takes an
Thorns of Greed additional 2d4 Cold damage.
Rare Morningstar
Requires attunement
Damage. 1d8+1 Piercing
Gemfused Steel. You gain a +1 bonus to attack rolls you
Trident of the
make with this weapon. Cobalt Divide
Pulse of Greed. When you make a succesful attack you may
roll a seperate damage die for an additional 1d8 Force damage.
If this roll is equal or higher than your first roll, you may add
it to the total damage. You may do this up to 5 times, so long Twistbreeze
as the new roll is higher than the previous roll. If a new roll Longbow
deals less damage than the previous roll, the attack misses
completely and you receive half of the damage you would
have dealt to the target.
Trident of the Cobalt Divide
Very Rare Trident (Thrown, Versatile)
Requires attunement
Damage. 1d6 (1d8) +2 Piercing
Range. 20/60
Steel of the Sea. You gain a +2 bonus to attack rolls you
make with this weapon.
Might of the Blue. The range of this trident is doubled when
thrown over a body of water that is at least 20ft. wide. The
range is also doubled when you and your target are both
completely under water.
Ebb and Flow. When you make a successful range attack roll
with this weapon you can call it back to a free hand as part of
your attack action.
Lightning Conductor. A creature that is critically hit by
the trident becomes vulnerable to Lightning damage until
the end of its next turn. If a creature is immune it becomes
resistant, if it is resistant it loses the resistance. Thorns
of Greed
Superior
Conjuration Clay
Relics of the Realms - Volume 4 12 Bonus Action