The Chrysanthemum Box
The Chrysanthemum Box
Wondrous Item
Legendary
The Chrysanthemum box is a black lacquered box with chrysanthemum designs on it. The box can be bound to multiple people and summoned to the side of any of the people it's bound to. As a bonus action a user can open the box from which a random weapon or magical item will emerge, determined by a D20 roll. The item will automatically be bound to the hands of the user, and the user must equip it for the whole 60 seconds of its lifespan until the weapon despawns from the user's hands, returning to the box. The box can be used by 3 people total per long rest, and becomes inert after the third use until the next long rest. If a person rolls an item that is currently in use, they reroll until they get an unclaimed weapon.
20: Kusanagi
Weapon
Legendary
One of the three Imperial Regalia of the Emperor of Japan. Its name translates to "Grass-Cutting Sword". It was originally wielded by Susanoo to slay the giant sea monster Yamata no Orochi, but was later gifted to Amaterasu and passed down her lineage of imperial succession and is a sign of the divine authority of the emperor. In your hands you wield the god-like power of this blade and gain the following power:
You gain 4 attacks with the Kusanagi, +16 to hit. On an 18, 19 or 20, the Kusanagi will automatically cast power word kill. If the creature has more than 100 hit points remaining the attack will function like a normal critical hit
| Type | Damage | Damage | Range |
|---|---|---|---|
| None | 10d6+10 | Radiant | melee |
19: Yasakani no Magatama
Wondrous Item
Varies
One of the three Imperial Regalia. The magatama is a green comma shaped jewel that hangs of a necklace. The jewel's value is viscerally manifest, and its heavenly power offers its wearer the following effects: A 30 foot barrier is created around your person. Within this barrier any yokai inside will take 10d8 radiant damage and are pushed out to the nearest space outside the radius. Any yokai must make a DC 20 wisdom save or become afraid of you. Yokai become unable to enter the radius and are forcibly moved if you move into their space. All magic effects intended to harm the wearer of the magatama will automatically dissapate within the radius. Non-magic attacks have disadvantage against you and any allies within the radius, and you and your allies gain advantage on saving throws as well.
18: Mirror of Yata
Wondrous Item
Legendary
One of the three imperial regalia. Crafted by the kami of mirrors, Ishikoridome, the mirror was used to lure Amaterasu from a cave. The mirror was gifted to Amaterasu's lineage and has passed down the imperial family with the other two treasures for thousands of years. This magic mirror grants the wielder the following benefits:
As a reaction you can reflect the damage of an attack or magic ability made against you or any ally within 10 feet of you. This applies to both directed and saving throw attacks, and will be an automatic effect. where the enemy will take the damage or effect of their attack or ability without the ability to make a save or have their AC block it. This power can be used three times before the mirror dissapears
17: Ame no Nuhoko
Weapon
Legendary
The spear Izanagi used to manifest material from the void and create islands. Its name translates to "heavenly jeweled spear", and this mythical spear grants its wielder the following abilities.
You gain four attacks with the Ame no Nuhoko with a +12 to hit. Each successful hit allows you to open a rift in reality and cast dimension door as a free action.
The spear also allows you to use your bonus action to reform the terrain. You can effect a total of 40 squares, creating 10 foot tall walls, rough terrain, damaging terrain dealing 4d6 of a relevant damage type at the beginning of the turn of the creatures inside, moving terrain that drags creatures along at 30 feet per turn, or removing these effects and flattening the ground. The means by which these effects manifest, a swift river that sweeps away enemies, a crevice filled with deadly lava, etc. will be up to you.
| Type | Damage | Damage | Range |
|---|---|---|---|
| None | 4d10+8 | Force | reach |
16: Raijin's Taikos
Instrument
Legendary
A ring of small drums with tomoe symbols on them appear around you. These drums are used by the storm god Raijin to conjure various effects:
You can cast storm of vengeance with a spell save DC of 19 and gain advantage in concentration checks in maintaining it.
Subsequently you can also cast Call lightning each round, also with a DC of 19
15: Hachiman's Mask
Armor
Legendary
The demonic looking samurai mask belonging to the god of war, Hachiman. This mask empowers the martial warrior with the following powers when worn:
You gain an additional attack as part of your attack action when using martial weapons, including guns. Additionally your strength becomes 30, and any martial weapon can be used with strength if normally dex is used.
| Type | AC | STR Req. | Stealth Dis. |
|---|---|---|---|
| No |
14: Fujin's Bag of Winds
Adventuring Gear
Legendary
Raijin's wind based counterpart, Fujin causes havoc in the weather using his bag of tumultuous winds. In your hands with bag grants you the following abilities:
The bag of winds grants you a flying speed of 120.
You can cast gust of wind without the need for concentration, enemies within the area of effect of your winds must succeed on a DC 18 constitution save or take 4d8 bludgeoning, or half of that on a success
Alternatively you can use your action to have the bag act as a vacuum, where any creature within 30 feet of the bag holder must make a DC 18 constitution save or be pulled to a point adjacent to you.
13: Yutu's Mallet
Adventuring Gear
Legendary
A large wooden mallet imbued with magic power, It was used by the greatest moon rabbit elixir maker ever, but has useful effects in combat as well:
The mallet has a number of attacks equal to the number you normally have in combat, with a minimum of two. The mallet uses your strength as its modifier. On a successful hit the target creature becomes under the effects of the Bane spell until your next turn. The effect of bane increases to 2d4
| Type | Damage | Damage | Range |
|---|---|---|---|
| None | 2d10 | Bludgeoning | reach |
12: Shakujo of the High Priest
Staff
Legendary
A staff witth 6 rings hanging upon it, used by the high priest to channel magic. While holding it you gain the following powers:
Your spellcasting modifier becomes based on intelligence, and your intelligence increases to 24.
You can cast the following spells: (1) Sunbeam, (1) Animate Objects, (1) Destructive Wave, (1) Banishment, (1) Ice Storm, (2) Fireball, (2) Haste, (2) Tasha's Mind Whip, (2) Cloud of Daggers
11: Gohei of the High Priestess
Wand
Legendary
This purified holy ritual short staff is used by the high priestess to cleanse and heal. In your hands you gain the following powers:
You and allies within a 30 foot radius heal 1d6+ your wisdom modifier every turn
You can cast the following spells: (1) Heal, (1) Dawn, (1) Mass Cure Wounds, (1) Aura of Purity, (1) Death Ward, (2) Mass Healing Word, (2) Remove Curse
10: Hama Yumi
Weapon
Legendary
The bow used by Minamoto no Yorimasa to slay a demon afflicting the emperor with a curse. This magic bow will no doubt aide you in slaying of your enemies as well:
The bow allows you to attack twice, casting magic missle through the arrows which split into 3 upon being fired, but with increased range and 2d4+2 damage per arrow
| Type | Damage | Damage | Range |
|---|---|---|---|
| None | 2d4+2 | Force | 400 |
9: Dōjikiri
Weapon
Legendary
The sword used to kill the legendary oni Shuten Doji, it is the bane of yokai everywhere.
The sword uses your number of attacks per action, or a minimum of two. All yokai are considered vulnerable to damage from this blade, and will such recieve double damage. The sword also uses your strength or dex to use, with a minimum of 16, and an added +3 to hit against yokai.
18, 19, and 20 all count as critical hits against yokai, and if the yokai has 50 hitpoints or less, the creature will automatically be decapitated by the strike.
| Type | Damage | Damage | Range |
|---|---|---|---|
| None | 3d6 | Slashing | melee |
8: Benzaiten's Biwa
Instrument
Legendary
A lute used by Benzaiten, one of the 7 lucky gods. This biwa will enchant and empower your allies in combat.
Within a 30 foot radius, you and your allies add proficiency modifier to all skill checks, including ones you are already proficient in.
Each turn, you and every ally within your radius gain 1d8 inspiration die, and is under the effect of the Heroism spell
You also gain the ability to cast Guiding Bolt as a cantrip, using wisom as your spell modifier
7: Fans of Shiranui
Weapon
Legendary
The giant fans are as deadly as they are beautiful. You make two attacks, one with the fan of fire, and one with the fan of ice
Each fan creates a 45 degree, 60 foot cone and any creature inside its area of effect must succeed on a DC 17 dex save or take 2d8 fire or cold damage, depending on the fan used, or half of that on a success.
The area effected by the fire fan will remain on fire until the start of your next turn, and any creature that enters or ends its turn in the fire will take 1d8 fire. The area effected by the ice fan will be covered in a layer of ice until the start of your next turn, requiring any creature that enters or starts its turn on the ice to make a DC 17 dex save or fall prone. Using one fan on the same area the previous fan was used will cancel out the effect of the previous fan.
6: Nobunaga's Tanegashima
Firearm
Legendary
A massive hand cannon used by the great unifier Oda Nobunaga.
The great damage the cannon causes is compensated by the fact that it requires your entire turn, movement, bonus action, and action, to fire and reload it.
+6 to hit. On a hit any enemies in a straight line behind the target hit will automatically take half damage
| Type | Damage | Damage | Range |
|---|---|---|---|
| None | 8d10+10 | Piercing | 200/800 |
5: Kunai of Hattori Hanzo
Weapon
Legendary
Throwing knives used by the loyal ninja servant of Oda Nobunaga.
The kunai use your dex as the attack modifier, with a minimum of 16.
While holding the kunai, you are automatically invisible until you make an attack with the kunai. Once invisiblity is ended you must use a bonus action to reactivate it.
When attacking from invisibility, you gain the effects of the rogue's sneak attack. The number of die used should be the number rogues get at your level, and add +2
| Type | Damage | Damage | Range |
|---|---|---|---|
| None | 2d4 | Piercing | 60/240 |
4: Kanabo of Shuten Doji
Weapon
Legendary
The studded war club used by the infamous oni, Shuten Doji, who was know for his brutality and love of alcohol.
You gain 2 attacks with this Kanabo, and your size becomes under the effect of the enlarge spell, and your strength increases to 30.
However you also gain the intoxicated effects of Shuten Doji's love of alcohol. Each round using the club, starting at the first one, you incur a level of exhaustion, ending with unconsciousness instead of death. The unconsciousness will last the duration of a short rest and will count as a short rest as well.
| Type | Damage | Damage | Range |
|---|---|---|---|
| None | 5d8+10 | Bludgeoning | reach |
3: Okiku's Headband
Wondrous Item
Legendary
A white triangular headband belonging to the most fiercesome of vengeful ghosts. When applied you gain the frightening powers of the ghost, but also run the risk of your body being taken over by her as well.
You must first succeed on a DC 16 wisdom save or you will become controlled by the will of Okiku. Okiku craves the lives of humans and will try to kill the closest one to her. If no humans are near she will then prioritize supernatural creatures of a good nature, and only after those have been dispatched will she pursue killing the bad natured ones. Sadako's possession lasts until her host is downed, or the 60 seconds run their course
You can phase through walls and objects, and are unaffected by rough terrain. You also gain a levitation speed of 40.
You use Charisma as your spellcasting modifier, with a minimum of 16
You can cast the Cause Fear spell as a cantrip
You can cast the Vampiric Touch spell without the need for concentration checks
You can cast the following spells as well: (2) Phantasmal Killer, (2) Negative Energy Flood
2: Muramasa
Weapon
Legendary
The demon blade Muramasa afflicts its wielder with its bloodthirsty rage. Upon receiving this cursed sword you are immediately driven by an insatiable drive to kill. You will seek out and ruthlessly end the life of the nearest creature to you, moving on to the next closest once that one is dead
You have 4 attacks with this sword, and a +6 to hit. For each successful hit, the sword feeds on the blood of its victim and grows stronger, adding an additional +1 to hit and an additional damage dice and damage modifier, capping out at +14 to hit and 12d6+12 necrotic
While wielding the Muramasa you become immune to magical effects, and the curse of the sword cannot be dispelled until the sword is no longer in the hands of the wielder. If the sword is wrestled from the wielders grip, that person becomes under the effect of its curse.
| Type | Damage | Damage | Range |
|---|---|---|---|
| None | 4d6+4 | Necrotic | melee |
1: Izanami's Naginata
Weapon
Legendary
The naginata of the scorned goddess of the underworld whose wrath and lament seeps out from the weapon, hurting even those who wield it.
The naginata has 2 attacks. +12 to hit.
The naginata saps 10d10 health from its wielder every turn, stopping only once the wielder is downed and it dispels, or when the 60 seconds run their course.
| Type | Damage | Damage | Range |
|---|---|---|---|
| None | 4d10+8 | Necrotic | reach |
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