Items: The Hunt Craftables

 

The Hunt: Crafted Item

Balorhide Treatise

Wondrous Item

Legendary Requires Attunement

Requires Attunement by a Wizard

Description


This heavy, red-leather spellbook reeks of smoke and Sulphur, and sparks of energy crackles along the edges of its infernal pages. Its cover is crafted from the skin of a balor pulled taught around ironwood, each page crafted and thinned from the hide of a felled demon; it possesses powerful magics that extends the power of even the most potent mages. It functions as a spellbook for you and, while attuned to this book, you can store any combination of spells within a total of eight spell levels. That is: one 8th-level spell, two 4th-level spells, eight 1st-level spells, or any combination. You may use each of these spells once without expending a spell slot, regaining the ability to jot down new spells and cast them again after a long rest.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 8 charges, and it regains 1d7+1 expended charges daily at dawn. You can use the charges in the following ways while holding it:

If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the evocation school.

Balor Rebuke


When one creature you can see takes damage from an evocation spell you cast, you can use your reaction and expend 1 charge to deal an extra 2d6 fire or lightning damage (your choice) to the creature and knock the creature prone if it is Huge or smaller.

Optional


If the optional items have been used in its crafting, then your item gains the following feature:

Improved Balor Rebuke


When you use your Balor Rebuke ability, the damage increases to 4d6 damage. If your target failed its saving throw by 10 or more it instead takes 8d6 damage. If you use this ability on the result of a critical spell attack roll, it instead takes 8d6 damage. Additionally, depending on which damage type is used, one of the following effects takes place:

  • Fire: The target catches fire; until someone takes an action to douse the fire, the creature takes 1d10+5 fire damage at the start of each of its turns.

  • Lightning: The target can't take reactions until the start of its next turn.



Teleport


As an action you can expend two charges to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see.

As a reaction to being the target of an attack, you can expend three charges to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see. The attack strikes where you were and misses.

Demonic Reputation


Some wives' tales were made to scare children with imagery of terrifying demons. Not only have you slain one of the greatest of the demonic ranks, your cruelty expanded to crafting its very skin into a tome; you are now the source of many demons' wives' tales, causing even the strongest of their number to quake where they stand. While this tome is in your possession, you are granted a +3 bonus to Charisma (Intimidation) checks when talking with demons.

You learn to read and write Abyssal. If you already knew this language, you gain ability to communicate telepathically with anyone that can understand Abyssal within 120 feet.

Soulbound


This item cannot be traded or sold.

Cost: Soulbound
Weight: 10 lbs

 

The Hunt: Crafted Item

Amulet of the Carrion Lord

Wondrous Item

Rare Requires Attunement

Requires Attunement by a Cleric or Paladin

Description


This mithril-framed amulet bears the claws of the late Carrion Lord crafted with a silvery cord of unicorn hair. While you wear the tainted-and-holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Optional


If the optional items have been used in its crafting, then your item gains the following feature:

Carrion Claws


When you hit with an attack roll against a target that's under the effect of your Channel Divinity (Guided Strike or Conquering Presence) you deal an additional 2d6 necrotic damage.

Soulbound


This item cannot be traded or sold.

Cost: Soulbound
Weight: 1 lb

 

The Hunt: Crafted Item

Cloak of the Carrion Lord

Wondrous Item

Rare Requires Attunement

Description


This cloak has been crafted out of the sinewy wings of the late Carrion Lord. Reinforced with Ellond Hide and embroidered along its edges with crow feathers, this cloak has an eerie shamanistic feel to it.

Six crow feathers hang loose about this cloak across your shoulders (three on each side). While wearing this cloak, you can use an action to pull off one or more of these feathers to perform any of the effects described below. Daily at dusk, 1d6 feathers reappear on the cloak.

The Crow


1 Feather. You use an action to speak the command word and throw a crow feather on the ground within 15 feet of you. The feather becomes a living crow. If the space where the crow would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the feather doesn't become a crow. The crow is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The feather can become a crow for up to 12 hours. Once it has been used, the feather is destroyed. While the crow exists, it allows you to cast the animal messenger spell on it at will.

Crow Shroud


4 Feathers. You use an action to speak the command word and remove 4 crow feathers (expend some of its charges) to cast Crow Shroud (This ability effectively copies the spell spirit shroud with the changes listed below).

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute


You call forth a horde of crows, which flit around you for the spell’s duration. The crows are innumerable and invulnerable.

Until the spell ends, any attack you make deals 1d8 extra necrotic damage when you hit a creature within 10 feet of you. Any creature that takes this damage can’t regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

Optional


If the optional items have been used in its crafting, then your item gains the following feature:

Warding Winds


3 Feathers. You can use an action to speak the command word and remove three crow feathers (expend some of its charges) to cast Warding Wind from it. In addition to the winds, the area within 60-feet of you is filled with the cacophony of squalling and flying crows. You and your allies within 60-feet of you gain advantage on stealth checks that rely on sight or sound as those present are distracted by the sudden disturbance of hundreds of crows.

Crow Blessed


6 Feathers. You use an action to speak the command word and remove 6 crow feathers (expend some of its charges) to have your cloak morph into crow wings that sprout from your back. For 1 minute you gain a 60-foot flight speed.

Storm of Crows


6 Feathers. You use an action to speak the command word and remove 6 crow feathers (expend some of its charges) to generate a swarm of crows.
You conjure a swarm of spectral crows in a 20-foot radius sphere centered on a point you can see within 120 feet. The sphere remains for 1 minute or until you lose concentration (as if concentrating on a spell), and its area is lightly obscured and difficult terrain.

Any creature that moves into the area for the first time on a turn or starts its turn there must make a DC 14 Constitution saving throw. A creature takes 12 (2d10) slashing damage plus 12 (2d10) psychic damage on a failed save, or half as much damage on a successful one.

Its effect can be dispelled by Dispel Magic with a spellcasting ability check. DC 15.

Soulbound


This item cannot be traded or sold.

Cost: Soulbound
Weight: 5 lbs

 

The Hunt: Crafted Item

Ring of the Siren

Wondrous Item

Rare Requires Attunement

Description


This large ring, made to encircle the finger of a loxodon, is made out of asmoroch steel; it sandwiches a band of sea green glass that encompasses the hair of a harpy. The transfer between metal to glass is seamless.

This item has 3 charges. It regains 1d3 charges at dawn.

Luring Song


1 Charge. As an action, you can activate this ring to release the song of a magical melody. Every humanoid (yes, your friends are included) and giant within 60 feet of you that can hear the song must succeed on a DC 14 Wisdom saving throw or be charmed until the song ends. You must take a bonus action on subsequent turns to continue the song. You can stop the ring from producing the song at any time. The song ends after 1 minute or if you are incapacitated.

While charmed by this ring, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from you, the target must move on its turn toward you by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than you, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.

A target that successfully saves is immune to this ring's song for the next 24 hours.

Optional


If the optional items have been used in its crafting, then your item gains the following feature:

Blessing of the Carrion Lord


While this item is on your finger, it reduces the necrotic damage you take by 3.

Visage of Desire


2 Charges. As an action, you can project a vision into the mind of a creature within 30 feet of you that isn't a construct or undead, showing the creature achieving whatever it most desires. You do not know what the ring showed your target. An affected creature must succeed on a DC 14 Wisdom saving throw or drop whatever it is holding and become paralyzed until the end of its next turn.

Soulbound


This item cannot be traded or sold.

Cost: Soulbound
Weight: .2 lbs

 

The Hunt: Crafted Item

Crown of the Balor

Wondrous Item

Legendary Requires Attunement

Description


This crown radiates heat and power. Three slim rods of cold iron, interwoven together, form the circlet. Where traditional crowns have additional metalworked embroidery, this crown has carvings made of balor horn jutting from the circlet--with the center carving forming the image of a balor.

Balor Strength


While attuned to the Crown of the Balor and as it sits atop your head, your Strength score changes to 21. The item has no effect on you if your Strength without the crown is equal to or greater than 21.

Cold Steel


When you damage a fey or a fiend, you can roll the damage again and use either result. This applies to sets of damage dice and to each source of damage. If I struck with a rapier (1d8) while casting green-flame blade (3d8) and applied sneak attack damage (3d6), then I would get to roll all of these sets twice and take the highest total of each roll.

Demonic Resistance


You have advantage on saving throws against poison, and you have resistance against poison damage.

Soulbound


This item cannot be traded or sold.

Optional Traits



Improved Balor Strength


For every 5 units of Giant Esssence used at the time this item was crafted, its modification to your Strength score increases by 1, to a maximum of 25.

Balor Aspect


The Crown of the Balor has three potential aspects: the Aspect of Fire, the Aspect of Lightning, and the Aspect of the Demon. The properties of each aspect are detailed below. You choose which Aspect (you can only choose one) this item will manifest by obtaining 20 units of a certain giant essence listed below. Your choice grants you the properties of that aspect.

Aspect of Fire


If you harvest all of the Fire Giant Dreadnaught Essences then you receive the benefits listed below.

Improved Demonic Resistance

You gain resistance to Fire damage.

Fire Aura

As an action you can activate an aura of abyssal fire to radiate about you. The aura lasts for 1 hour. You can activate the property once per day, regaining the use of this ability daily at dawn.

At the start of each of your turns, each creature within 5 feet of you takes 4 (1d6) fire damage, and you may choose to ignite flammable objects in the aura that aren’t being worn or carried. As a reaction, you can burn a creature that touches or hits you with a melee attack while within 5 feet of you. The attacker takes 10 (3d6) fire damage. This is Abyss Fire; the fire damage dealt by this ability ignores natural fire resistance.

You may use the reaction part of this ability a number of times equal to your proficiency bonus. You regain all charges at dawn. The reaction part of this ability can only be used while Fire Aura is active.

Fire Whip

You can use an action to summon a whip of fire for 1 minute. You are considered proficient with this whip and it uses strength as the ability modifier used to calculate hit and damage rolls. This whip has the following properties:

Melee Weapon Attack: Your Strength Modifier + Proficiency Bonus to hit, reach 30 ft., one target. Hit: 12 (2d4 + Strength Modifier) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet towards you. This is Abyss Fire; the fire damage dealt by this ability ignores natural fire resistance.

Once used, this ability can’t be used again until the next dawn.

Aspect of Lightning


If you harvest all of the Storm Giant Essences then you receive the benefits listed below.

Improved Demonic Resistance

You gain resistance to Lightning and Cold damage.

Lightning Blade

You can use an action to cause lightning to dance around a single weapon of your choice for 1 minute. Every time that weapon strikes a target, it deals an additional 13 (3d8) lightning damage.

Lightning Strike

As an action you can hurl a magical lightning bolt at a point you can see within 500 feet of you. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 40 (9d8) lightning damage on a failed save, or half as much damage on a successful one.

Once used, this ability can't be used again until the next dawn.

Aspect of the Demon


If you harvest all of the Storm Giant Skeleton Essences then you receive the benefits listed below. If you choose this aspect, you must also harvest all demon essences.

Supreme Demonic Resistance

You gain immunity to Lightning and Thunder damage. You also gain resistance to Cold damage and vulnerability to bludgeoning damage.

You gain immunity to Poison damage and are immune to the Poisoned condition.

Necrotic Blade

You can use an action to cause dark energy to course around a single weapon of your choice for 1 minute. Every time that weapon strikes a target, it deals an additional 17 (4d8) necrotic damage.

Once used, this ability can’t be used again until the next dawn.

Lightning Strike

As an action you can hurl a magical lightning bolt at a point you can see within 500 feet of you. Each creature within 10 feet of that point must make a DC 15 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.

Once used, this ability can't be used again until the next dawn.

Fiendish Vigor

You must suffer an additional level of exhaustion before succumbing to any of the effects of exhaustion.

Cost: Soulbound
Weight: 5lb

 

The Hunt: Crafted Item

Whistle of Enslavement

Wondrous Item

Rare Requires Attunement

Description


This whistle has been cast out of aquastone in an adamantine mold. What is most unnerving about this whistle is the bead set inside it; it's made of the tooth of a truly terrifying creature of the great depths, carved and sanded down to the size of a marble. When blown, the whistler can attempt to enslave a mind to their will for a short time.

When you blow this whistle you may choose one target (beast or humanoid) within 30 feet of you that can also hear you, whose CR is no more than one quarter of your character's level (rounded down). The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by you for up to 1 hour or until it is on a different plane of existence than you. The charmed target is under your control and can't take reactions.

Whenever the charmed target takes damage, the target can repeat the saving throw but does so with disadvantage. It may attempt to do so once (without disadvantage) when it is at least 1 mile away from you. On a success, the enslavement ends.

Once this property is used, it can't be used again until the next dawn.

Optional


If the optional items have been used in its crafting, then your item gains the following features:

Echoes of the Sea Monster


Prerequisite: 12 Units of Aquastone

You and the target can communicate telepathically with each other over any distance, and the Wisdom save DC of this item increases from 14 to 15. Additionally, the whistle can now enslave beasts and humanoids of a CR equal to half your character level (rounded down) instead of one quarter.

Seaborn


Prerequisite: 4 Units of Aquastone

Your swimming speed increases by 10 feet while this whistle is in your possession.

If you do not have a swim speed then you gain a swim speed equal to your walking speed.

Adamantine Mold


Prerequisite: 7 Units of Adamantine

The creature under the enslavement effects of this whistle are immune to critical hits.

Soulbound


This item cannot be traded or sold.

Cost: Soulbound
Weight: .25lbs

 

The Hunt: Crafted Item

Aboleth Mask

Weapon

Rare Requires Attunement

Description


This slate-grey mask constructed from the largest vertebrae of a slain sea monster was crafted to sit atop the horned head of a minotaur. A rectangular slit was carved out so the bearer could see, with the spiney part of the vertebrae sticking up, much like a shark fin. The mask is stained, decorated, and imbued with the magical powers of multicolored chromatic mud and ground frenn moss. In the right proportions, these materials create a tie between the item and its deceased owner, enabling the one in possession of the item to call upon the deceased's powers.

As long as there is water exposed to air within 10 feet of you (a puddle, an open container, it is raining, or you're in heavy fog) you can summon a tentacle from the deep to aid you in battle as a bonus action. When you summon this tentacle, you can make a melee weapon attack against a creature within 10 feet of the tentacle. On a hit, the target takes magical bludgeoning damage equal to 1d4 + your strength modifier.

As a bonus action on your turn, you can move the tentacle up to 20 feet and repeat the attack against a creature within 10 feet of it, as long as it remains within 10 feet of its source of water.

Optional


If the optional items have been used in its crafting, then your item gains the following feature(s):

Traits of the Predator


Prerequisite: 3 Units of Bone


You gain a +1 to attack and damage rolls made by the tentacle. Additionally, tentacle attacks do not suffer disadvantage if you are in a heavily obscured area or you are blinded. If the area is heavily obscured by fog, the mask's wearer can see any visible object within 10 feet.

Item Charges


Prerequisite: One of the abilities below


This mask has 6 charges. While wearing it, you can expend 1 or more of its charges to perform one of the abilities listed below.

This mask regains 1d5+1 charges daily at dawn. If you expend the mask's last charge, roll a d20. On a 1, the link between the mask and the sea monster is crippled and the max number of charges this mask can hold drops to 3.

Psychic Drain


Prerequisite: 8 Units of Chromatic Mud


As an action you can call upon the magics of the sea monster's soul and expend 3 charges. Make a melee weapon attack using the tentacle's modifiers; on a hit, the target takes 10 (3d6) psychic damage, and the wearer of this mask regains hit points equal to the damage the creature takes.

Quick Rot


Prerequisite: 7 Units of Fenn Moss


As a part of the bonus action tentacle attack, you can expend 1 charge. If the attack hits and the target is a creature, it must succeed on a DC 14 Constitution saving throw or contract Quick Rot. The disease lasts for 1 minute and imposes disadvantage on strength checks and strength saving throws.

Soulbound


This item cannot be traded or sold.

Type Damage Damage Range
Martial Melee 1d4+strengthMod[magical] Bludgeoning 10 ft.

Cost: Soulbound
Weight: 5lbs

 

The Hunt: Crafted Item

Slaadspine Belt

Wondrous Item

Rare Requires Attunement

Description


Various sharp and rather sinuous spines are found among the anatomy of a gray slaad. This belt has been crafted from such spines, woven together with blue sea weed into a braided cord and sewn tightly together with shadowsilk thread.


While you wear this belt, you assume some of the innate shapeshifting abilities of the slaad. Where before you could assume the shape of many things, you can now actually become that thing. Once per long rest, when you use your Symbiotic Entity feature, you can also shapeshift into a Small or Medium humanoid with a CR based on the Druid's shapeshifting table.

You can stay in a humanoid shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

Your game statistics are replaced by the statistics of the humanoid, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them. If the creature has any special immunities or regeneration abilities, you can't use them. If the creature has the Spellcasting feature, you gain access to its spells but not its spell slots.

When you transform, you assume the humanoid’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in humanoid form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

You can cast spells, and maintain the ability to speak and take any action that requires hands. Transforming doesn’t break your concentration on a spell you’ve already cas, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Optional


If the optional items have been used in its crafting, then your item gains the following feature(s):

Fade


Prerequisite: 3 Units of Shadowsilk

The shadowsilk within this belt grants you the ability to hide in lightly obscured areas (such as tree shadows, smokey areas, or precipitation) and provides a +3 bonus to Dexterity (Stealth) checks to hide.

Item Charges


Prerequisite: Pantophobia

This mask has 2 charges. While wearing it, you can expend 1 of its charges to cast one of the spells listed below.

This mask regains 1 charge daily at dawn.

Pantophobia


Prerequisite: All Units

You can cast detect thoughts at will.

You can expend one charge to cast one of the following spells:


Slaad Cell Resilience


Prerequisite: 3 Units of Blue Seaweed

You gain resistance to cold damage.

Soulbound


This item cannot be traded or sold.

Cost: Soulbound
Weight: 3lbs

 

The Hunt: Crafted Item

Kruthikscale Shield

Armor (Shield)

Uncommon Requires Attunement

Description


This shield is made out of overlapping pieces of purplish chitin plates reinforced with sun-cured ellond hide. Some of the long bristles of the deadly kruthik have been incorporated into this shield's design, giving the wearer an uncanny ability to sense and react to things they shouldn't be able to perceive.

Chitin plates from the kruthik beasts of the dunes is incredibly tough material. While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Additionally, kruthik antennae has been weaved into the shield's creation. While donned, the shield grants you tremorsense out to a distance of 15 feet.

Optional


If the optional items have been used in its crafting, then your item gains the following features:

Desert Walker


Prerequisite: 1 Unit of Ellond Hide

Fire damage you take is reduced by 3. Additionally, hot environments have grown more bearable; you do not need to drink more water to stay hydrated and healthy.

Improved Tremorsense


Prerequisite: 2 Units of Monster Scales

You tremorsense ability extends out to 30 feet.

Shield Bash


Prerequisite: All Optional Units

You've learned to react swiftly and in tandem with your strange and newfound senses. While you wield this shield and after you take the attack action, you can expend one of the item's charges and make a Shield Bash attack as a bonus action. This attack uses your Strength modifier to calculate attack and damage rolls; it deals magical bludgeoning damage.

This feature has 6 charges. It regains 1d5+1 charges daily at dawn.

Soulbound


This item cannot be traded or sold.

Type AC STR Req. Stealth Dis.
Shield +3 No
Type Damage Damage Range
Simple Melee 1d4+strengthMod[magical] Bludgeoning 5ft

Cost: Soulbound
Weight: 4lbs

 

The Hunt: Crafted Item

Kruthikspine Spear

Weapon

Uncommon Requires Attunement

Versatile (1d8). Special.

Description


The haft of this spear is long, having been made for the hands of a centaur. It's also abnormally heavy, for it is crafted out of black semi-translucent stone; within stone's skin are veins of a lava-like glowing substance up and down the stretch of the haft. The top end of the spear is hollow, made for holding up to four spearheads fashioned out kruthik spines. It is both a spear and a projectile.

You have a +1 bonus to attack and damage rolls made with this magic weapon.

This weapon qualifies as a spellcasting focus for you.

Special. This spear has four projectile spearheads. When you take the attack action, you can launch a kruthik spine spear head as one of your attacks. This attack has a range of 60/120. When you fire all four spearheads, your spear turns into a non-magical quarterstaff and you must recover your spearheads before you can fire them again.

Optional


If the optional items have been used in its crafting, then your item gains the following features:

Poisoned Tips


Prerequisite: 7 Units of Twilight Wormwood

If you strike with a projectile you may immediately cast Chill Touch on the target as a bonus action. Non-casters can attune to this weapon and may cast Chill Touch as if they were a level 1 spellcaster.

Molten Glow


Prerequisite: 2 Units of Ignum

The weapon sheds bright light for 30 feet and dim light for 30 more feet

Fire Aspect


Prerequisite: 6 Units of Ignum

When you deal damage with a cantrip while attuned to this weapon, you can change its damage type to fire.

Soulbound


This item cannot be traded or sold.

Type Damage Damage Range
Simple Melee 1d6+1+strengthMod[magical] / 1d8+1+strengthMod[magical] Piercing 60/120ft

Cost: Soulbound
Weight: 6lbs

 

The Hunt: Crafted Item

Bone Wand of the Minotaur

Wondrous Item

Uncommon Requires Attunement

Bone Wand of the Minotaur



This wand was formed from the rib of an undead minotaur. The essence of the physical strength and brutality of the minotaur was somehow captured in the fibers of this wand. The wielder can feel the enhanced power that this focus lends to their magical strength.

While attuned to this item and when it is used to cast a spell, your spell attacks can surge in power. Once per round when a spell attack roll critically hits, you can add an additional damage dice.

Optional


Natural Harmony


Prerequisite: 2 Units of Leafweave

While holding this wand, you gain a +1 bonus to spell attack rolls.

Last Mistake


Prerequisite: 7 Units of Blood Herb

When you force a target to make a saving throw that deals damage and the target critically fumbles (rolls a natural 1), you can add one additional damage dice.

Soulbound


This item cannot be traded or sold.

Cost: Soulbound
Weight: 1

           

Finished (Crafted) Items

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