Magic Items of Raan
Table of Contents
Weapons
Absolutely, positively, need to stab everyone in the room? We might have what you need.Athame of Scholastic Focus
Athames of Scholastic Focus are implements that can be used by any spellcaster. Each athame is aligned to one of the eight schools of magic:
- Abjuration
- Conjuration
- Divination
- Enchantment
- Evocation
- Illusion
- Necromancy
- Transmutation
Once attuned to an athame of scholastic focus, any spell the attuned wielder casts is affected by the bonus or penalty assessed by the athame. When the spell matches the school to which the athame is aligned, the bonus is applied to the attack bonus and spell DC; when the spell does NOT match the school to which the athame is aligned, the penalty is applied to the attack bonus and spell DC. Thus if the natural Attack Bonus of a caster is +3 and their Save DC normally 13, when casting a spell of the aligned school with a Minor Athame, the attack bonus would be +5 and the Save DC 15; while when casting a spell not of the aligned school, their attack bonus would be +2 and their Save DC 12.
Strength |
Rarity |
Bonus |
Penalty |
---|---|---|---|
Minor |
Uncommon |
+2 |
-1 |
Lesser |
Rare |
+3 |
-2 |
Greater |
Very Rare |
+5 |
-4 |
Confession (enchantment)
Confession is an enchantment that can be placed on any type of slashing or piercing weapon, and deals additional psychic damage on a hit, accompanied by unintelligible whispers. When a Confession weapon inflicts a critical hit, however, the weapon causes the wound to whisper dark secrets from the Far Realms that frightens the target and the target's allies within 15 feet unless they succeed at a Charisma save. The bonus of the weapon to attacks and damage, the psychic damage on a hit, and the Save DC for the frighten effect, are listed on the table below.
Strength |
Enhancement Bonus |
Rarity |
Psychic Damage |
Fear DC |
---|---|---|---|---|
Minor |
+1 |
Uncommon |
1d4 |
12 |
Lesser |
+2 |
Rare |
1d8 |
15 |
Greater |
+3 |
Very Rare |
1d12 |
18 |
Shadowclone (enchantment)

Shadowclone is an enchantment that can be placed on any type of weapon or implement, and creates shadowy duplicates of the attuned wielder when they roll a critical. These shadow clones last for 1 minute (10 rounds) and block incoming attacks, providing the wielder a bonus to Armor Class. The bonus of the weapon or implement to attacks and damage, and the armor bonus provided by the Shadowclones while active, are listed on the table below.
Strength |
Enhancement Bonus |
Rarity |
AC Bonus |
---|---|---|---|
Minor |
+1 |
Uncommon |
+2 |
Lesser |
+2 |
Rare |
+3 |
Greater |
+3 |
Very Rare |
+5 |
Orb of Storm
Rarity: Uncommon
When you cast a spell while touching this orb, you gain a +2 bonus to damage rolls that deal lightning or thunder damage. A single spell or attack benefits from this bonus only once but affects all targets, so area of effect attacks and spells deal the additional damage to all targets struck.
Potions
There are potions that originated and common to Raan.
Blueberry Revelation
Rarity: Legendary
This incredibly powerful potion grants the same benefits as the True Seeing spell.
This is also sometimes known as "Rainbow Vision" potion, as the spell causes the eyes to glow visibly with rainbow light for the duration of the effect.
Pixie Coffee, Magic
Rarity: Common
When you drink this potion, it removes one level of exhaustion and fills the drinker with morale. This morale lasts for 2 hours and has two effects:
- You have advantage on Constitution saves.
- When you spend a Hit Dice to regain hit points, you roll twice and take the best result.
This potion is sometimes known as "Bright Eyes" potion, as the Morale effect causes the eyes of the imbiber to shine and shimmer. Craftspeople hold this potion in high regard, especially those who routinely find themselves attempting to Overwork.
Safeguarding Scones
Rarity: Uncommon and Rare
A bite of this scone provides the imbiber with resistance against one or more energy types. This resistance lasts for one hour, or until the imbiber consumes a different scone; a single person can benefit from only one flavor of scone at a time.
Wondrous Items
These items are wondrous and varied!
Bottle Bandolier
Rarity: Common
This exceptionally useful item places up to six objects with the same general dimensions as a potion or alchemical flask within easy reach. Unlike rummaging through a backpack, the objects stowed here are easy to access, allowing their retrieval as part of the same action that uses them.
Interdimensional Pack, Imhotep's Incredible
Rarity: Very Rare
This black leather satchel has an interior space considerably larger that its outside dimensions, roughly 2 feet in diameter at the mouth and 5 feet deep. The satchel can hold up to 1000 pounds, not exceeding a volume of 125 cubic feet. The satchel weighs 12 pounds, regardless of its contents.
Placing an object in the satchel follows the normal rules for interacting with objects. Retrieving an item from it requires an action, though when you reach into the satchel for a specific item, the item is always magically on top.
The satchel resists being overloaded and is highly resilient to damage, requiring an Athletics (Strength) DC 30 to forcibly rupture through overloading or piercing it with a sharp object; this destruction causes the satchel's contents to spill forth unharmed. Turning the satchel inside out also causes its contents to spill forth unharmed, though it must be put right before it can be used again. If a breathing creature is placed within the satchel, the creature can survive for up to 20 minutes, after which time it begins to suffocate.
The satchel is immune to the effects of Antimagic Field, functioning normally. It cannot be placed within a bag of holding, portable hole, or other similar item, treating the insides of such objects as if they were a solid object. Such objects can be placed within the satchel, but take up space within it according to their extradimensional dimensions, and cannot fit inside the satchel if such volumes exceed the volume of the satchel.
Shades, Imhotep's Spooky
Rarity: Very Rare
The wearer of these shades gains the following benefits:
- Saves against Blindness are made with Advantage
- Characters with Sunlight Sensitivity do not suffer from it
- Gain Darkvision out to 60 feet; if the wearer already possesses Darkvision naturally, then the range of their Darkvision is instead extended by 60 feet
In addition, these goggles have a single charge which may be used to cast Hex at 3rd level. The shades hold the concentration for this spell so long as the shades are worn (allowing the wearer to recast the spell on another target until its duration expires but if at any point the shades are removed this concentration is lost. This charge is restored at dawn.
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