This elixir is the rarest potion in the entire world. Only one known alchemist has ever replicated it, and he has disappeared without a trace!
A golden antidote elixir is a homebrew potion consisting of some of the world's rarest ingredients. This potion cures any and all illnesses and diseases and restores the consumer to full health
This potion is like an aphrodisiac that guarantees conception. This is the most potent fertility potion in the world.
For one minute, all your movement speeds are increased by 30 feet and opportunity attacks against you have disadvantage. Anything lighter than you is pushed aside if you run into it. During this time, you are unable to spend any of your turns without moving at least 30 feet.
You regain 1 spell slot up to level 4 per dose.
You gain +5 to the next initiative. Effects wear off if not used after 1 day. (30 hours)
Upon consuming this potion, the consumer will appear to be dead for 1 day (hours). They will not breathe or have a pulse. Magic suspends their body in time, but their mind is still active and can hear everything around them.
Drinking this potion allows you to see past the veil and into the spirit realm, which is an exact replica of the material realm. You can see and speak to ghosts for up to 1 hour.
This potion allows any metal to be plyable for up to one minute, allowing the metal to fit into any lock. If left still in the lock for 1 minute, the metal will reform to fit the lock, thus making the key needed to open almost anything.
For 5 minutes, your skin grows crystalline scales. You gain a +3 to your AC.
This potion allows the consumer's body to be made of gelatinous material, allowing them to slip into places otherwise unreachable.
Drinking this potion adds 1 ton of weight to your person but does not affect dexterity.
This mask, crafted from darkened silver with intricate engravings, grants the wearer the power of shifting identities.
1. Change Appearance: As an action, the wearer can cast Disguise Self at will, requiring no spell slots. This transformation lasts until dispelled or dismissed, allowing the user to alter their physical form, clothing, an
This mask, crafted from darkened silver with intricate engravings, grants the wearer the power of shifting identities.
1. Change Appearance: As an action, the wearer can cast Disguise Self at will, requiring no spell slots. This transformation lasts until dispelled or dismissed, allowing the user to alter their physical form, clothing, and voice.
2. Perfect Imitation (Very Rare): If the mask is rare, this feature is not available. When Very Rare, once per day, the wearer can mimic a specific individual they have observed for at least one minute. This includes appearance, mannerisms, and voice. This imitation is flawless, rendering them indistinguishable from the original target by non-magical means.
These iridescent starfish are embedded with a single opalescent eye at the center. Always sold in pairs, each “eye” shimmers with hues of coral and seafoam, as if holding a piece of the ocean within.
1. Shared Sight: While holding one of the eyes, the user can look into it as an action to see through the other eye’s point of view. This eff
These iridescent starfish are embedded with a single opalescent eye at the center. Always sold in pairs, each “eye” shimmers with hues of coral and seafoam, as if holding a piece of the ocean within.
1. Shared Sight: While holding one of the eyes, the user can look into it as an action to see through the other eye’s point of view. This effect lasts for up to one minute and functions regardless of distance, as long as both eyes remain on the same plane of existence.
2. Blurred Boundaries: The vision shared is slightly watery and distorted, like peering through deep ocean waves. While the user can clearly make out surroundings, fine details or reading text may be challenging.
An orb of life, if worn on your person upon your death, allows one to be revived with 1 hp. Can not be used to avoid dying of old age.
Crafted from twisted bands of silver and set with a small sapphire that glows faintly when in use, this ring guides its wearer across even the most challenging landscapes.
1. True Path: While wearing the ring, the user can always discern true north and can navigate natural terrain without becoming lost, even in extreme weather or magical f
Crafted from twisted bands of silver and set with a small sapphire that glows faintly when in use, this ring guides its wearer across even the most challenging landscapes.
1. True Path: While wearing the ring, the user can always discern true north and can navigate natural terrain without becoming lost, even in extreme weather or magical fog.
2. Guided Journey: Once per day, the wearer can invoke the ring to project an ethereal compass that points directly to a specific location they know or can clearly envision. This effect lasts for up to 8 hours or until they arrive, providing advantage on checks to avoid becoming lost.
This legendary ring is crafted from four fused gemstones set in pure gold, each representing the elements of water, fire, earth, and air. It hums with primal energy, granting the wearer control over the elemental forces.
1. Elemental Cantrips: The wearer gains the ability to cast one cantrip associated with each element without expending a
This legendary ring is crafted from four fused gemstones set in pure gold, each representing the elements of water, fire, earth, and air. It hums with primal energy, granting the wearer control over the elemental forces.
1. Elemental Cantrips: The wearer gains the ability to cast one cantrip associated with each element without expending a spell slot. The ring provides access to Shape Water, Control Flames, Mold Earth, and Gust. Each cantrip can be cast at will.
2. Elemental Resonance: When casting a spell of the same elemental type as one of the cantrips, the ring subtly amplifies the effect, making it harder to resist. Enemies have disadvantage on saving throws against the wearer's elemental spells.
Calling Lightning: As an action, you can cast the Call Lightning spell from the ring (3 times per day- regains all charges at dawn).
Storm's Fury: Once per long rest, when you hit with a melee or ranged attack, you can deal an additional 1d6 lightning damage.
Price: 18,000 gp
A Bubble of The Deep is the size of a marble. To use this item one must swallow it. It allows the consumer to be able to breathe underwater for one full day, as well as be able to withstand the pressure and cold of the deep ocean.
The name is pretty self explanatory. This is a pouch that will never run out of jawbreakers. (Can be used for slingshot ammo!)
A shell of sending is a communication device enchanted to be able to hear and speak to someone who has the other in the pair. Sold in twos, fours or sets of six, usually.
These ancient scrolls are inscribed with swirling, alien symbols that pulse faintly in starlight. Created by the Ekadian race—enigmatic beings from beyond the stars—they are among the last remnants of an intelligence that vanished eons before recorded history.
Properties:
1. Starborn Knowledge: While attuned, you gain proficiency in Arcana,
These ancient scrolls are inscribed with swirling, alien symbols that pulse faintly in starlight. Created by the Ekadian race—enigmatic beings from beyond the stars—they are among the last remnants of an intelligence that vanished eons before recorded history.
Properties:
1. Starborn Knowledge: While attuned, you gain proficiency in Arcana, and your Intelligence score increases by 2, to a maximum of 22.
2. Cosmic Insight: Once per long rest, you can tap into the scrolls to glimpse cosmic mysteries, granting advantage on Intelligence or Wisdom checks related to history, astrology, or ancient magic. Afterward, you must succeed on a DC 15 Wisdom saving throw or suffer a vision-induced exhaustion.
3. Echoes of the Ekadian: When cast from the scrolls, certain spells such as Divination or Contact Other Plane can reach beyond this realm, though answers are often cryptic or fragmented.
Lore: The Ekadian Scrolls are all that remain of a race whose cities once glowed in the night sky. Those who have read them claim they contain blueprints to forgotten magic and glimpses into an alien understanding of the cosmos, but only a few symbols reveal themselves to any mortal eye.
Bound in celestial forged metals and leather that seems to drink in light, the Lost Tome of Nyxum is etched with feathers that subtly shift each night. It holds enigmatic secrets of Nyxum, the Grand Architect and god of night, mystery, and the cosmos.
Properties:
1. Veil of Darkness: While attuned, the user can cast Darkness and Invisibili
Bound in celestial forged metals and leather that seems to drink in light, the Lost Tome of Nyxum is etched with feathers that subtly shift each night. It holds enigmatic secrets of Nyxum, the Grand Architect and god of night, mystery, and the cosmos.
Properties:
1. Veil of Darkness: While attuned, the user can cast Darkness and Invisibility at will.
2. Whispers of the Cosmos: Once per long rest, the tome imparts a vague, prophetic vision, often unclear until it comes to pass.
3. Secrets Unveiled: The tome contains cryptic spells, some lost to history. Once per day, the attuned can cast a spell of their choice from the tome without consuming a spell slot. However, the spell and its effects are unpredictable.
4. Shadow's Embrace: The bearer gains resistance to necrotic and psychic damage.
Lore: Legends speak of this tome as Nyxum’s gift to those who embrace the mysteries of the dark and unknown. Its pages appear blank to those not attuned, and even those who peer within often find only half-glimpsed truths and fragments of forbidden knowledge.
These elegant, weightless robes are woven from gossamer threads that shimmer like the morning mist. As the fabric catches the light, it creates the illusion of a faint, swirling breeze around the wearer. The robes are said to have been crafted by an ancient wind sage, who bound the essence of a roaming zephyr to its fibers. Wearing these
These elegant, weightless robes are woven from gossamer threads that shimmer like the morning mist. As the fabric catches the light, it creates the illusion of a faint, swirling breeze around the wearer. The robes are said to have been crafted by an ancient wind sage, who bound the essence of a roaming zephyr to its fibers. Wearing these robes grants a sense of lightness and agility, as if one could float on a gentle breeze.
Properties:
1. Wind's Embrace: While wearing these robes, the wearer gains a +2 bonus to AC and Dexterity saving throws. Additionally, you have advantage on checks and saving throws to avoid being grappled or restrained.
2. Air Step: As a bonus action, you can hover a few inches off the ground, granting you immunity to effects like caltrops or difficult terrain. For the next minute, you can move through nonmagical difficult terrain without penalty.
3. Zephyr Glide: Once per short rest, you can cast Fly (self only) for up to 10 minutes without expending a spell slot. While flying with this ability, your movement speed is doubled, and you leave a faint trail of shimmering air behind you.
4. Breeze of Reprieve: As an action, you can conjure a burst of wind around you, forcing creatures within 10 feet to make a Strength saving throw (DC 18) or be pushed 10 feet away and knocked prone. Creatures that succeed are unaffected but feel a sudden breeze. This ability can be used once per long rest.
5. Featherfalling: If you fall while wearing these robes, you descend at a gentle pace and take no damage upon landing, regardless of height.
Lore: The Robes of Zephyr are legendary among adventurers, especially those who must traverse harsh and rocky landscapes. The robes were last seen worn by a nomadic monk who wandered the world in search of enlightenment. It is said that the monk could be seen floating atop mountains, with only the wind as their companion.
Crafted from the bone of a dragon, this pipe emits a faint warmth to the touch and bears intricate, scaly carvings that give the appearance of a resting dragon.
Self-Igniting Flame: The Pipe of the Dragon ignites automatically when the attuned user speaks its command word. The flame requires no fuel and cannot be extinguished by normal me
Crafted from the bone of a dragon, this pipe emits a faint warmth to the touch and bears intricate, scaly carvings that give the appearance of a resting dragon.
Self-Igniting Flame: The Pipe of the Dragon ignites automatically when the attuned user speaks its command word. The flame requires no fuel and cannot be extinguished by normal means (such as wind or water) but can be put out with a simple command word from the user.
This ancient, moss-covered cauldron is said to have belonged to the legendary druid Glindor Thorne, who crafted it from living wood and enchanted it with the bounty of nature. Engraved with symbols of trees, rivers, and animals, it has a faint aroma of fresh herbs.
Endless Stew: Once per day, the attuned druid can speak a command word to f
This ancient, moss-covered cauldron is said to have belonged to the legendary druid Glindor Thorne, who crafted it from living wood and enchanted it with the bounty of nature. Engraved with symbols of trees, rivers, and animals, it has a faint aroma of fresh herbs.
Endless Stew: Once per day, the attuned druid can speak a command word to fill the cauldron with a hearty vegetarian stew, enough to provide a full day’s sustenance for up to 12 creatures. The stew remains hot and fresh for 8 hours, after which it gradually cools and becomes mundane but still edible food.
Healing Properties (1/Day): Any creature that eats a full serving of the stew can choose to regain 2d8 + 4 hit points. This effect can only be used once per day per creature. Additionally, the stew neutralizes any poison or disease affecting creatures who consume it.
Nature’s Resilience: Eating from the stew grants creatures temporary hit points equal to 1d4 + the attuned druid’s Wisdom modifier (minimum of 1) for one hour.
Call of the Wild (3/Day): As an action, the attuned druid can reach into the cauldron to produce small woodland creatures (such as squirrels, rabbits, or birds) that are friendly to the druid and their allies. These creatures cannot attack but can perform simple tasks and remain for up to 1 hour before disappearing.
This wand is crafted from iridescent crystal that shimmers with all the colors of the rainbow. Etched with ancient runes, it feels warm to the touch and pulses with a faint, magical glow. The wand grants the wielder luck, inspiration, and access to unique rainbow-themed spells.
Properties:
1. Rainbow Surge – As an action, you can expend one
This wand is crafted from iridescent crystal that shimmers with all the colors of the rainbow. Etched with ancient runes, it feels warm to the touch and pulses with a faint, magical glow. The wand grants the wielder luck, inspiration, and access to unique rainbow-themed spells.
Properties:
1. Rainbow Surge – As an action, you can expend one of the wand's charges to cast Prismatic Spray (save DC 18), with a twist: if a creature is affected by two or more colors, you can choose which effects apply.
2. Luck of the Rainbow – When you roll a natural 1 on any attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. This effect can be used three times per long rest.
3. Chroma Shield – As a bonus action, the wand can cast Shield on you, creating a shield of swirling rainbow light that adds +5 to AC and grants resistance to one damage type of your choice (acid, cold, fire, force, lightning, poison, psychic, radiant, or thunder). You can use this property three times per day.
4. Prismatic Guidance – Once per day, the wand can cast Guiding Bolt at 5th level, radiating prismatic light as it strikes. If the target is hit, the next attack on it has advantage, and the attacker gains temporary hit points equal to half the damage dealt by the Guiding Bolt.
Charges: The Wand of Rainbow's Luck has 7 charges. It regains 1d6+1 charges at dawn. Expending the last charge causes the wand to dim for 24 hours, during which it cannot regain any charges.
Attunement Requirement: Only a spellcaster with an alignment of Good or Neutral can attune to this wand.
Crafted in the age of the lost Arkonian civilization, this boomerang embodies the fierce resilience and battle prowess of ancient Arkonian warriors. Forged from an indestructible black alloy and marked with intricate, glowing runes, the weapon hums with power when held. Now, long after the fall of the Arkonians, it remains a potent relic
Crafted in the age of the lost Arkonian civilization, this boomerang embodies the fierce resilience and battle prowess of ancient Arkonian warriors. Forged from an indestructible black alloy and marked with intricate, glowing runes, the weapon hums with power when held. Now, long after the fall of the Arkonians, it remains a potent relic in what is known today as The Wildlands.
Properties:
1. Whirling Retribution – The Arkonian Boomerang returns to your hand after each throw, even if it misses its target, regardless of distance or obstacles. When you make a ranged attack with it, it deals 3d8 bludgeoning damage on a hit, plus an additional 2d8 force damage.
2. Ancestral Fury – Once per long rest, you can call upon the spirit of an ancient Arkonian warrior to empower the boomerang. For one minute, it gains the following benefits:
The boomerang's damage increases by 1d8, and it scores a critical hit on a roll of 19 or 20.
Each time it hits, a spectral Arkonian warrior appears beside the target, dealing an additional 2d6 necrotic damage before vanishing.
3. Storm’s Echo – When thrown, the boomerang creates a thunderous sound that reverberates through the battlefield. As a bonus action after hitting a creature, you can force all creatures within 10 feet of the target to make a DC 17 Constitution saving throw. On a failure, they take 3d6 thunder damage and are pushed back 10 feet.
4. Warding Flight – The Arkonian Boomerang offers protection to its wielder as well. When thrown and in mid-air, the boomerang can intercept attacks. As a reaction, you can reduce any damage dealt to you by 1d10 + your Dexterity modifier as long as the boomerang has been thrown within the last round. You can use this reaction twice per short rest.
Attunement Requirement: Only those with a deep connection to the past—such as an archaeologist, historian, or descendant of ancient peoples—may attune to the Arkonian Boomerang.
This sleek, crystalline longsword shimmers with a prismatic hue, and when wielded, light refracts off its edge in dazzling colors. Created by an ancient order of spellblades, the Blade of Prismatic Glaring was designed to disorient and blind foes while dealing devastating damage. The blade’s unique craftsmanship channels both light and ar
This sleek, crystalline longsword shimmers with a prismatic hue, and when wielded, light refracts off its edge in dazzling colors. Created by an ancient order of spellblades, the Blade of Prismatic Glaring was designed to disorient and blind foes while dealing devastating damage. The blade’s unique craftsmanship channels both light and arcane energy, making it a prized weapon among warriors with an arcane affinity.
Properties:
1. Prismatic Strike – When you hit a creature with this weapon, you can choose to release a blinding flash of light. The target must make a DC 16 Constitution saving throw or be blinded until the start of your next turn. You can use this property twice per long rest.
2. Chromatic Slice – The Blade deals an additional 1d8 damage of a randomly chosen elemental type (roll 1d6: 1 = acid, 2 = cold, 3 = fire, 4 = lightning, 5 = poison, 6 = radiant) each time it hits a creature. This damage type changes with each attack as the blade shifts through various colors.
3. Rainbow Mirage – As a bonus action, you can create a mirage of prismatic colors around yourself, granting you a +2 bonus to AC and advantage on saving throws against spells and magical effects. This effect lasts 1 minute and can be used once per long rest.
4. Spectral Ray – Once per day, you can focus the sword’s power to release a concentrated prismatic beam as an action. Choose a target within 30 feet; the blade releases a searing ray of light that deals 5d8 radiant damage on a hit, and the target must succeed on a DC 16 Dexterity saving throw or be stunned until the end of its next turn.
Attunement Requirement: The Blade of Prismatic Glaring requires attunement by a spellcaster or a character with proficiency in Arcana.
This small pouch contains a fine, silvery powder with flecks of green and brown, evoking the colors of a dense forest at twilight. Said to be the enchanted remains of legendary huntsmen from an ancient order, this dust enhances tracking abilities and keen senses when sprinkled on the ground or oneself.
Properties:
1. Tracker's Blessing – As
This small pouch contains a fine, silvery powder with flecks of green and brown, evoking the colors of a dense forest at twilight. Said to be the enchanted remains of legendary huntsmen from an ancient order, this dust enhances tracking abilities and keen senses when sprinkled on the ground or oneself.
Properties:
1. Tracker's Blessing – As an action, you can sprinkle a pinch of the dust on the ground to reveal faint, glowing footprints that highlight the most recent tracks of creatures in the area. These tracks are visible only to you and last for one hour.
2. Keen Sense – By applying a pinch of the dust to your eyes, you gain advantage on Wisdom (Perception) and Wisdom (Survival) checks for 1 hour. This effect can be used once per long rest.
3. Scent of the Wild – As an action, you can use the dust to heighten your sense of smell, gaining the ability to detect creatures within 60 feet by scent alone, even if they are hidden or invisible. This effect lasts for 10 minutes and can be used once per day.
Uses: Each pouch contains enough dust for 5 uses.
Contains 10 random, harmless magical effects (e.g., changing colors, creating minor illusions, making objects float).
1/day, roll a d10 to trigger an effect.
A small, intricate ever-changing puzzle box granting advantage on one Intelligence check/week.
Solving the puzzle releases a random beneficial effect (e.g., +1d4 HP, temporary shield).
Contains 10 magical pranks (e.g., polymorphing objects, creating illusions).
- 1/day, cast a prank spell without using a spell slot.
Grants advantage on one ability check, attack roll or saving throw/day.
Empty after use; refillable with a rare component.
Shows a random, cryptic message or image/week.
Grants advantage on one Wisdom (Insight) check/day.
5 random potions (e.g., healing, speed, invisibility).
1/day, drink a potion for its effect.
Click HERE to read more about this item.
Click HERE to read more about this item.
Click HERE to read about this item.
Click HERE to read about this item.
Click HERE to read about this item.
Wondrous Item, Legendary
A gift from ancient river spirits, this crystalline sphere shimmers like flowing water, its depths reflecting an ever-moving current. It holds the power to create a hidden refuge, a sanctuary carved from the essence of the river itself.
Wondrous Item, Legendary
A gift from ancient river spirits, this crystalline sphere shimmers like flowing water, its depths reflecting an ever-moving current. It holds the power to create a hidden refuge, a sanctuary carved from the essence of the river itself.
"The river remembers… and now, it shelters you within."
This vibrant, emerald-green potion emits a soothing herbal aroma. Upon consumption:
- Instantly heals bite wounds, restoring 1d12 hit points
- Prevents infection for 30 hours (1 full day)
The potion leaves a comforting warmth coursing through your veins, effectively staving off the infection's spread.
Price: 150 gp
A crystal formed deep underground that can store magical energy.
These crystal function as a consumable spell slot after use they become a normal piece of quartz. To use, choose a spell and spend your action to make an Arcana check with a DC of 10 + the level of spell you are trying to cast. The spell must be one you are already capable
A crystal formed deep underground that can store magical energy.
These crystal function as a consumable spell slot after use they become a normal piece of quartz. To use, choose a spell and spend your action to make an Arcana check with a DC of 10 + the level of spell you are trying to cast. The spell must be one you are already capable of casting, and be at or below the maximum capacity of the quartz (see the table below). On a successful check, the spell is cast without using a spell slot, and the crystal shatters. On a failure, nothing happens.
Crystal Sizes
The size of the crystal determines its rarity and magical potential.
Miniscule (Uncommon). A miniscule charged crystal can be used to cast spell of 2nd level or below.
Young (Rare). A young charged crystal can be used to cast spell of 3rd level or below.
Standard (Very Rare). A standard charged crystal can be used to cast spell of 4th level or below.
Fully-Formed (Legendary). A charged, fully-formed crystal can be used to cast spell of 5th level or below.
God-Touched (Artifact): A god-touched charged crystal, exposed to divine power, can be used to cast a spell of 9th level or below.
This small, naturally formed blackish-red sphere measures 3/4 of an inch in diameter and weighs an ounce. It is said to be a rare creation of the extreme pressures and intense heat deep within the volcanic caverns of Mount Scargrave, located within the Tzardom of Ashenstead. The bead's surface is smooth yet bears faint cracks that glow di
This small, naturally formed blackish-red sphere measures 3/4 of an inch in diameter and weighs an ounce. It is said to be a rare creation of the extreme pressures and intense heat deep within the volcanic caverns of Mount Scargrave, located within the Tzardom of Ashenstead. The bead's surface is smooth yet bears faint cracks that glow dimly with a crimson hue, reminiscent of molten lava.
Properties:
You can use an action to throw the bead up to 60 feet. The bead shatters on impact, creating a surge of energy that tears at the fabric of reality. Each creature within a 5-foot radius of the point of impact must succeed on a DC 15 Dexterity saving throw or be banished, as per the Banishment spell, for up to 1 minute. The bead is destroyed after use.
Lore:
The Beads of Banishment are a rare treasure coveted by mages and collectors alike. These beads are formed only under specific conditions deep within Mount Scargrave, where the intense magical energies mingling with the volcanic heat cause the lava rock to solidify into these potent spheres. It is believed that the bead’s banishing properties are a result of the unique confluence of Ashenstead’s ley lines, which fracture reality itself in the presence of this volcanic power. Collecting one is considered a near-impossible feat, requiring traversing the deadly obsidian flows and magma chambers guarded by the region's fierce fireborne dwarven clans.
The shimmering liquid in this delicate vial contains the tears of a unicorn, harvested only when the creature freely offers them. The substance glows with an ethereal, moonlit light and exudes a gentle warmth. Unicorn Tears are exceptionally rare, and their magic can bring immense blessings or devastating consequences depending on the nat
The shimmering liquid in this delicate vial contains the tears of a unicorn, harvested only when the creature freely offers them. The substance glows with an ethereal, moonlit light and exudes a gentle warmth. Unicorn Tears are exceptionally rare, and their magic can bring immense blessings or devastating consequences depending on the nature of the one who consumes them.
Special Note: If the tears are extracted unwillingly or by force, they lose their magical properties entirely and instead act as a vial of acid, dealing 2d6 acid damage upon contact.
Effects:
Healing the Good:
If ingested by a creature with a Good alignment:
Any diseases affecting the creature are immediately cured.
Any curses afflicting the creature are lifted.
Blessing the Pure:
If the tears are consumed by a Neutral-aligned creature who has never committed an evil deed, they receive the same benefits as those of Good alignment:
Immediate cure of any diseases.
Removal of any curses.
Slaying the Wicked:
If ingested by a creature with an Evil alignment:
The creature must make a DC 17 Constitution saving throw.
On a failure, they take 9d6 poison damage.
On a success, the damage is halved.
Lore:
Unicorn Tears are believed to be among the purest substances in existence, containing the very essence of a unicorn’s celestial spirit. Legends say that these tears are only given in moments of profound compassion or sorrow, making them incredibly rare and invaluable. However, those who misuse or forcefully extract these tears are said to be cursed, for the magic of a unicorn’s tears turns to venom when tainted by cruelty.
Origin:
Unicorns are elusive beings, and in the world of Luminaria, they can only be found within the Almathean Forest, a sacred and ancient woodland located deep within the Kingdom of Tirnanog. The forest is said to be guarded by powerful natural magic that deters any who enter with ill intent. Only those pure of heart or truly in need are ever graced with the presence of a unicorn, let alone bestowed with its tears. To possess such a vial is a testament to the trust and compassion of these celestial creatures and the sacred bond shared with the denizens of the Almathean Forest.
The Veil of Amunara is a legendary cloak, whispered about in both ancient and modern tales. Said to have once belonged to the Goddess Aethera, Grand Architect and goddess of air, wind, the cosmos and of the stars, also named Amunara to some, the cloak is woven from threads of pure starlight and imbued with the mysteries of the cosmos. Whe
The Veil of Amunara is a legendary cloak, whispered about in both ancient and modern tales. Said to have once belonged to the Goddess Aethera, Grand Architect and goddess of air, wind, the cosmos and of the stars, also named Amunara to some, the cloak is woven from threads of pure starlight and imbued with the mysteries of the cosmos. When unfurled, it flows like liquid light, shimmering in a way that seems to defy the natural world, almost as if it were a part of the night sky itself.
Appearance and Powers
The Veil’s appearance is that of a midnight-blue cloak, threaded with constellations that shift and change according to the season or its bearer’s intentions. Anyone wearing the Veil can blend seamlessly into the shadows, becoming nearly invisible under the cover of night. However, its power is most potent under a starry sky, where it amplifies magic, granting abilities like limited flight, enhanced vision in darkness, and a unique spell called Starstrider’s Shift.
Starstrider’s Shift allows the bearer to teleport a short distance through an instant, flash-like movement that leaves a faint trail of stardust. This shift allows them to pass through solid objects, though only under starlight.
The Curse of Knowledge
While the Veil grants these extraordinary abilities, it comes with a hidden cost: it gradually instills a "Curse of Knowledge" in its bearer. Those who wear it for prolonged periods gain insight into the fabric of the universe, but this knowledge is incomprehensible to the mortal mind. They begin to experience dreams of otherworldly places and hear whispers of forgotten languages. For some, this knowledge is overwhelming, pushing them toward madness; others see it as a gift and a curse, as they understand things that no one else can see.
Ancient records from the Archives of Mirage's End suggest that the Veil was not created as a tool of power, but as a device to protect the secrets of the stars. Amunara supposedly wore it as she walked the world, concealing the divine truths that no mortal could withstand.
The Trial of Starlight
A rumor persists that anyone hoping to wield the full power of the Veil must undergo a ritual known as the Trial of Starlight. This involves traveling to the Starfallen Isle (or to the highest peak in Luminaria) and meditating under the constellation of Amunara, which appears once every decade. If the bearer is deemed worthy, they gain control over the curse and can access deeper powers of the Veil. Legends speak of only a handful who have ever passed this trial.
A legendary weapon forged by the god of earth, Terrak, before the Sundering, the Sparkblade is said to possess the power the spark of initial creation- before time when the pools of magic collided and birthed the Grand Architects. This sword is said to have been lost in the heart of the world, known known as The Starfall Expanse, and thos
A legendary weapon forged by the god of earth, Terrak, before the Sundering, the Sparkblade is said to possess the power the spark of initial creation- before time when the pools of magic collided and birthed the Grand Architects. This sword is said to have been lost in the heart of the world, known known as The Starfall Expanse, and those who seek it are drawn into a trial that tests not only their strength but their wisdom, resolve, and purity.
The Deck of Fated Whispers is a mysterious magical deck of cards that holds immense power. Its 20 cards carry a mix of fortune and misfortune, embodying the capricious nature of fate itself. While most cards carry minor blessings, curses, or neutral effects, one card holds a truly devastating consequence.
Rules for Drawing
1. A player attun
The Deck of Fated Whispers is a mysterious magical deck of cards that holds immense power. Its 20 cards carry a mix of fortune and misfortune, embodying the capricious nature of fate itself. While most cards carry minor blessings, curses, or neutral effects, one card holds a truly devastating consequence.
Rules for Drawing
1. A player attuned to the deck can draw a single card per long rest.
2. Once a card is drawn, its effect occurs immediately, and the card vanishes. It reappears in the deck at the next dawn.
3. A card is chosen at random; the drawer cannot select which one to pull.
The Cards
Here are the 20 cards, their effects, and their themes:
1. The Void’s End (Terrible)
Effect: Your body collapses lifeless, and your soul is scattered into oblivion. No resurrection, revival, or divine intervention can recover you. Your fate is sealed, and you are truly gone from existence.
---
2. The Sun’s Favor (Good)
Effect: You gain the permanent ability to cast Sunbeam once per long rest without expending a spell slot. Additionally, you glow faintly with golden light, marking you as a chosen of Solaria.
3. The Withering Sands (Bad)
Effect: You permanently lose 2 points from a random ability score. Roll 1d6 to determine which score is affected (1-Strength, 2-Dexterity, etc.). This curse cannot be undone by Remove Curse or similar effects but can be reversed by a Wish.
4. The Warden (Neutral)
Effect: A loyal magical guardian (CR appropriate to your level, such as a Shield Guardian or Elemental) appears and serves you for one week before vanishing. During this time, it cannot be dismissed and will follow you everywhere.
5. The Mirage of Gold (Good)
Effect: An illusionary treasure chest appears. Inside is a real, tangible reward worth 10,000 gold pieces, which can include gold, gems, or magical items. However, a minor guardian (e.g., an elemental) protects it.
6. The Sands of Decay (Bad)
Effect: One item of the GM's choice from your inventory disintegrates into dust.
7. The Whispered Truth (Neutral)
Effect: You are granted one secret about the world’s lore, whispered directly by a divine voice. This secret could be a key piece of knowledge for your current quest, a hidden truth about an NPC, or insight into the Great Devourer.
8. The Reaper’s Duel (Bad)
Effect: A skeletal figure (CR equal to your level) emerges and challenges you to a duel. If you win, you gain a permanent +1 to all saving throws. If you lose, you suffer disadvantage on death saving throws until your next long rest.
9. The Starcaller (Good)
Effect: You can call upon the power of a star once per long rest. Choose one spell of 4th level or lower—you can cast this spell as an action without using a spell slot for the next 24 hours.
10. The Hourglass (Neutral)
Effect: Time twists around you. You can rewind the events of the last turn for yourself and all nearby creatures, restoring all actions, movement, and conditions to their state before the turn began.
11. The Thornbound Soul (Bad)
Effect: You gain vulnerability to a damage type (chosen randomly) for one week. After the week, this effect vanishes.
12. The Phoenix Feather (Good)
Effect: For the next 24 hours, if you die, you are resurrected at full hit points, surrounded by a fiery explosion (3d6 fire damage, 20-foot radius, DC 15 Dex save for half).
13. The Mirage (Neutral)
Effect: You are transported to a desert pocket dimension and must solve a riddle to escape. While there, no time passes in the real world, and you are unharmed. If you fail the riddle, you are teleported to a random location within 1 mile of where you entered.
14. The Chainbreaker (Good)
Effect: Any curses, magical bindings, or harmful enchantments currently affecting you are broken. You also gain resistance to charm effects for one week.
15. The Blight’s Bloom (Bad)
Effect: A cursed flower blooms on your shoulder. Until it withers (7 days), your movement speed is halved, and plants around you wither and die.
16. The Eternal Flame (Good)
Effect: You gain the ability to summon a flame weapon (sword, bow, or similar) that deals fire damage instead of its normal damage type. The weapon lasts for 1 hour per long rest and is considered magical.
17. The Mirror’s Edge (Neutral)
Effect: A shadow version of yourself emerges. It challenges you to a fight (CR equal to your level). If you win, you gain inspiration and advantage on skill checks for 24 hours. If you lose, it disappears, and you are left unharmed but shaken.
18. The Oasis (Good)
Effect: A shimmering oasis manifests nearby. Resting here restores you and your party to full hit points and removes all conditions, including exhaustion.
19. The Veil of Shadows (Bad)
Effect: For one week, you are unable to cast healing spells or benefit from healing magic. Natural healing (such as hit dice during rests) still functions.
20. The Guiding Light (Good)
Effect: A divine light surrounds you, granting advantage on all saving throws and attack rolls for the next hour. Additionally, your presence inspires allies, giving them temporary hit points equal to your level.
Click HERE to read about this item.
Click HERE to read about this item.
Type: Wondrous Item (Amulet), Rare
(requires attunement)
Description:
The Amulet of Shifting Sands is a masterwork of desert craftsmanship, enchanted by the nomadic mages of the Sunscorched Badlands. The amulet features a finely wrought golden chain and a pendant shaped like an hourglass, filled with glimmering, magical sand that never set
Type: Wondrous Item (Amulet), Rare
(requires attunement)
Description:
The Amulet of Shifting Sands is a masterwork of desert craftsmanship, enchanted by the nomadic mages of the Sunscorched Badlands. The amulet features a finely wrought golden chain and a pendant shaped like an hourglass, filled with glimmering, magical sand that never settles but continuously flows and shifts within the glass.
Effects:
1. Smooth Movement: The wearer ignores penalties caused by difficult terrain related to sand, allowing them to move freely across dunes, shifting sands, and unstable terrain.
2. Sand Evasion: The wearer gains advantage on Dexterity saving throws to avoid hazards caused by sand or debris, such as collapsing dunes or sand traps.
3. Desert’s Adaptation: While wearing the amulet, the wearer does not sink into quicksand unless they willingly stop moving.
4. Shifting Defense: Once per long rest, the wearer can activate the amulet to create a swirling shield of sand around them. For 1 minute, this provides a +2 bonus to AC and disadvantage to attackers making ranged attacks against the wearer.
The hourglass is held in a delicate frame of sun-etched gold, and the sand within sparkles with a faint golden hue, reflecting the sunlight in a mesmerizing display. The chain is made of a durable yet lightweight metal, designed for comfort and practicality in harsh climates.
A finely crafted weapon tipped with desert scorpion venom (DC 13 Constitution save, normal dagger damage + 1d6 poison damage on a failed save).
This small, smooth stone is enchanted to keep its owner oriented. While carrying the stone, the wearer always knows the direction of true north. Once per day, the stone can be pressed to the ground to create a faintly glowing mark and marking the direction spoken aloud. This mark lasts for one day (30 hours), aiding in navigation or leaving a trail.
When uncapped, the canteen provides an endless supply of liquid , the type in which depends on the canteen.
Once per day, the wearer can activate the ring as a bonus action to regain 1d4 hit points. This ability can only be used if the wearer has consumed water within the last 6 hours. The ring also passively reduces the wearer’s daily water requirement by half.
When sprinkled, this powder creates a harmless illusion of an oasis or other desert feature within a 30-foot radius for 1 hour. Useful for escaping enemies or confusing wildlife. The pouch has 5 pinches for use.
While wearing this ring, the wearer leaves no tracks in sand and gains advantage on Dexterity (Stealth) checks made in desert terrain. Additionally, the wearer’s movement speed is unaffected by shifting sands or loose dunes.
Wondrous Item, Rare (requires attunement by all party members)
The Band of Unity is a thick, darkened silver band forged with care and imbued with subtle magic that symbolizes the bond between adventurers. The surface has a slightly matte, weathered finish, giving it a timeless and enduring quality. Set prominently in the cen
Wondrous Item, Rare (requires attunement by all party members)
The Band of Unity is a thick, darkened silver band forged with care and imbued with subtle magic that symbolizes the bond between adventurers. The surface has a slightly matte, weathered finish, giving it a timeless and enduring quality. Set prominently in the center is an amethyst gemstone, its deep purple hue glowing faintly when all attuned members are nearby, representing unity and shared strength.
Each set of these bands bears a unique symbol crafted by its maker, engraved intricately onto the silver beside the gemstone. For the jeweler in Mirage’s End, the infinity symbol is their mark of craftsmanship. The infinity design is both elegant and bold, subtly framing the amethyst and symbolizing eternal connection and the endless possibilities of teamwork.
Other crafters may use different symbols, such as:
The Band of Unity is a cherished item, not mass-produced but created for groups of adventurers, soldiers, or close companions. The infinity symbol chosen by the jeweler in Mirage’s End reflects the eternal strength of bonds forged through trust and shared purpose, making it one of the most sought-after designs. Many believe that this symbol carries a blessing of resilience, allowing its wearers to overcome even the darkest challenges together.
Wondrous Item, Uncommon (consumable)
The Sandglass Charm is a small hourglass encased in bronze filigree, filled with fine, golden sand that glows faintly in the dark. A faint hum of magic emanates from it, and the sand inside shifts unnaturally, always seeming to defy gravity.
As an action, the holder can break the hour
Wondrous Item, Uncommon (consumable)
The Sandglass Charm is a small hourglass encased in bronze filigree, filled with fine, golden sand that glows faintly in the dark. A faint hum of magic emanates from it, and the sand inside shifts unnaturally, always seeming to defy gravity.
As an action, the holder can break the hourglass, releasing a burst of magical time energy.
Echo of the Past (Exploration Effect):
Wondrous Item, Very Rare (utility)
The Desert Prism is a polished crystal the size of a fist, with shifting hues of amber, gold, and pale blue. When light passes through it, the prism projects intricate patterns of color. Nomadic tribes believe it holds the essence of the desert sun and moon.
Solar Lens (Utility):
Wondrous Item, Very Rare (utility)
The Desert Prism is a polished crystal the size of a fist, with shifting hues of amber, gold, and pale blue. When light passes through it, the prism projects intricate patterns of color. Nomadic tribes believe it holds the essence of the desert sun and moon.
Solar Lens (Utility):
Moonlit Reflection (Utility):
Sand Mirage (Illusory Effect):
Artifact (Warhammer), requires attunement by a giant or a character with a Strength score of 26 or higher
Earthbreaker weighs an astounding 400 lbs. Only those of extraordinary strength or those blessed by Terrak, the God of the Earth, can hope to wield it effectively.
Artifact (Warhammer), requires attunement by a giant or a character with a Strength score of 26 or higher
Earthbreaker weighs an astounding 400 lbs. Only those of extraordinary strength or those blessed by Terrak, the God of the Earth, can hope to wield it effectively.
While attuned to Earthbreaker, the wielder gains the following benefits:
When you hit a creature or object with Earthbreaker, you can unleash a devastating shockwave. Each creature within 30 feet of the target must make a DC 20 Dexterity saving throw or take 4d12 thunder damage and fall prone. Objects and structures automatically take double damage from this ability. This feature can be used 3 times per long rest.
While attuned to Earthbreaker, you gain the effects of the stoneskin spell. This ability does not require concentration and lasts indefinitely while the hammer is in your possession.
As an action, you can slam Earthbreaker into the ground, creating a fissure in a 60-foot line that is 10 feet wide. Each creature in the line must make a DC 20 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save or half as much on a success. The fissure remains as difficult terrain and is 20 feet deep. This ability can be used once per long rest.
Earthbreaker cannot be disarmed or moved by magical effects against your will while you are holding it.
Earthbreaker binds itself to the wielder's soul. While attuned, the wielder becomes slow to trust others, highly territorial, and prone to bouts of anger if their possessions are threatened. Prolonged attunement (greater than one year) may result in the wielder becoming a stone statue if they fail a DC 18 Wisdom saving throw, merging with the mountain as an eternal guardian.
Earthbreaker can only be destroyed by collapsing it into the heart of a still-living volcano, where its immense weight and power will sink it beyond recovery. However, such an action may incur the wrath of Terrak himself, leading to devastating consequences.
Wondrous Item, Uncommon
These finely crafted brass goggles are etched with shifting arcane runes, faintly humming with latent energy. When worn, the wearer occasionally glimpses the unseen, as if peering through the surface of reality itself.
Properties:
Wondrous Item, Uncommon
These finely crafted brass goggles are etched with shifting arcane runes, faintly humming with latent energy. When worn, the wearer occasionally glimpses the unseen, as if peering through the surface of reality itself.
Properties:
Wondrous Item, Uncommon (Attunement Optional)
This small, intricately stitched doll shimmers faintly with enchanted embroidery, its fabric sewn together from various colorful patches. Its button eyes glow softly, and a subtle magical aura radiates warmth and comfort.
Wondrous Item, Uncommon (Attunement Optional)
This small, intricately stitched doll shimmers faintly with enchanted embroidery, its fabric sewn together from various colorful patches. Its button eyes glow softly, and a subtle magical aura radiates warmth and comfort.
Wondrous Item, Uncommon (requires attunement)
This metal bottle exudes the rich aroma of freshly brewed coffee, and it always feels cool to the touch. A small chain connects a decorative stopper to the bottle, which refuses to accept any liquid except the comforting brew it produces.
The coffee within is always perfectly warm and soothing.
Wondrous Item, Uncommon (requires attunement)
This metal bottle exudes the rich aroma of freshly brewed coffee, and it always feels cool to the touch. A small chain connects a decorative stopper to the bottle, which refuses to accept any liquid except the comforting brew it produces.
The coffee within is always perfectly warm and soothing. Drinking directly from the bottle has mild restorative properties.
When you drink from the bottle as an action, you regain 1d4 hit points and gain advantage on the next Constitution saving throw you make within the next hour. However, the coffee is somewhat temperamental.
Each time you drink from the bottle, roll a d20:
Limit: The bottle can be used 3 times per long rest, regaining charges at dawn. If you pour coffee from the bottle instead of drinking it, the liquid vanishes upon leaving the bottle.
Wondrous Item, uncommon (requires attunement by a bard or spellcaster with Perform proficiency)
These smooth, palm-sized stones are faintly translucent and gently hum when held. When music or emotional speech occurs nearby, the stone resonates, glowing faintly and echoing the tone or melody. Singing Stones are said to be shaped by the ech
Wondrous Item, uncommon (requires attunement by a bard or spellcaster with Perform proficiency)
These smooth, palm-sized stones are faintly translucent and gently hum when held. When music or emotional speech occurs nearby, the stone resonates, glowing faintly and echoing the tone or melody. Singing Stones are said to be shaped by the echoes of ancient desert winds and crafted with sound-attuned quartz.
If the stone is exposed to an overwhelmingly negative or chaotic emotional event (DM’s discretion), it may “overload,” losing its memory and becoming inert until re-attuned during a long rest.
Wondrous Item (Common)
This warm-to-the-touch brass pin is etched in the shape of a dancing flame, and it carries a subtle desert enchantment crafted by Tikka Snapvine of Sunrock. When worn near the throat, it radiates a soothing warmth that keeps vocal cords hydrated and resonant, even in the harshest dry winds.
While wearing this item, yo
Wondrous Item (Common)
This warm-to-the-touch brass pin is etched in the shape of a dancing flame, and it carries a subtle desert enchantment crafted by Tikka Snapvine of Sunrock. When worn near the throat, it radiates a soothing warmth that keeps vocal cords hydrated and resonant, even in the harshest dry winds.
While wearing this item, you gain the following benefits:
Desert Vocal Resilience: You ignore environmental penalties (such as wind, sand, or dryness) that would normally hinder your ability to speak, sing, or cast spells with verbal components.
Soothing Timbre: Your voice is magically enhanced to carry further and remain clear. You can be understood up to double the normal range when speaking or performing, and faint background noise (like campfire crackle or gentle music) never obscures your words.
Wondrous item, uncommon
This woven bracelet contains beads of silver-blue, orange-red, and deep violet, representing the three moons of Luminaria—Eldrida, Aethon, and Nyxora. Crafted with intent and reverence, it hums faintly with lunar energy, offering guidance and quiet protection to its bearer.
While wearing this bracelet:
You gain
Wondrous item, uncommon
This woven bracelet contains beads of silver-blue, orange-red, and deep violet, representing the three moons of Luminaria—Eldrida, Aethon, and Nyxora. Crafted with intent and reverence, it hums faintly with lunar energy, offering guidance and quiet protection to its bearer.
While wearing this bracelet:
You gain a +1 bonus to AC and saving throws while not wearing heavy armor or wielding a shield.
Once per long rest, you may invoke the harmony of the moons to gain advantage on one Wisdom, Intelligence, or Charisma saving throw (your choice) as a reaction.
The bracelet glows softly during a full moon of any of the three lunar aspects, granting advantage on Insight or Perception checks during that time.
© 2025 The Luminaria Chronicles
We use cookies to analyze website traffic and optimize your website experience. By accepting our use of cookies, your data will be aggregated with all other user data.