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Loot#

Ideas for loot that never made it.
For once that did make it read the retrospective and see the dndbeyond list there.

Quick Ideas#

  • Ring of Spell Splitting - allows twinning on a spell that only targets one creature. Once per day.
  • Araushnee's Marrow - +2 awakened leather armor (resistance change once per long rest), add fly at +3
  • Visage of Giyua - Witch doctor mask from champion of yuan-ti god Ssepth
  • Bracers of Defense - good for later for monks
  • Frostburn - Titanstone-ish clone with ice powers. (set str to max(22, curr+2) and add d6 ice dmg once per day?).
  • Lightning Rod Ultragreatsword via Terahex Armory
  • Necrodancer Obsidian Sword - +N - N being amount of attacks you did with it last round. Name it Rhytmnic Obsidian or something

Sources/Inspiration#

Artifact Ideas#

Ring of the Wind Serpent#

Requires attunement by monk

  • +2 DEX
  • +1 to attack and damage rolls from unarmed attacks or monk weapons .
  • Critical Strikes from unarmed attacks or monk weapons restore 1 ki point

Awakened State#

  • The wearer’s dexterity score becomes 22 The bonus to Ability Score increases to +4, to a maximum of 22.
  • Unarmed attacks and attacks with monk weapons deal an additional 1d4 lightning damage.
  • Hummingbird’s Flurry. Flurry of Blows attacks you make against a creature you have hit with an attack on the same turn are made with advantage.

Ring of the Forest Strider#

Requires attunement by druid

  • +2 WIS
  • +1 to attack and damage rolls when in wild shape
  • Grants 1 additional Wild Shape action per long rest

Awakened#

  • The wearer’s wisdom score becomes 22 The bonus to Ability Score increases to +4, to a maximum of 22.
  • The bonus to attack and damage rolls when in wild shape increases to +2.
  • Gift of Nature. Once per short rest, you may expend a single hit die to restore a number of spell slots with a combined level that is equal to 1d8 + your Wisdom Modifier.

Ring of the Draconic Wizard#

  • +2 INT
  • Critical Strikes from Spell Attacks restore a number of spell slots with a combined level that is equal to half of your highest level spell slot (rounded down, minimum 1)

Awakened#

  • The wearer’s intelligence score becomes 22 The bonus to Ability Score increases to +4, to a maximum of 22.
  • Critical Mass. When you cast a damaging spell or effect that does not have a “to hit” component, you may roll 1d20, and if you score a critical hit, you may roll all of the damage dice twice. On a critical failure, you may not use the Critical Mass feature again until the next day at dawn.

Ring of the High Exarch#

TODO: can tweak this.

  • +2 WIS
  • Your healing spells and abilities heal an additional 1d4 hitpoints.

Awakened#

  • The wearer’s wisdom score becomes 22 The bonus to Ability Score increases to +4, to a maximum of 22.
  • The additional healing increases to 1d6 hitpoints.
  • Critical Restoration. When you cast a healing spell or similar magical effect, you may roll 1d20, and if you score a critical hit, you may roll all of the healing dice twice. On a critical failure, you may not use the Critical Restoration feature again until the next day at dawn.

Ring of the Broodmother#

  • +2 DEX
  • +1 to attack and damage rolls with attacks that meet the criteria for a Sneak Attack

Awakened#

  • The wearer’s dexterity score becomes 22 The bonus to Ability Score increases to +4, to a maximum of 22.
  • Attacks that meet the criteria for a Sneak Attack do an additional 1d4 1d6 necrotic damage.
  • Drider Climb. The wearer of this ring can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. The wearer has advantage on stealth checks made when using this feature to make themself hidden.

Ring of the Archlich#

  • +2 WIS +2 INT -1 STR -1 DEX -1 CON
  • The wearer of this ring makes death saving throws with advantage.

Awakened#

  • The bonus to Ability Score increases to +4, to a maximum of 22; the wearer’s strength, constitution and dexterity scores may not exceed 10.
  • Essence of Undeath. The wearer of this ring becomes stable after two successful death saving throws. When becoming stabilized after falling unconscious, the wearer of this ring regains 1 hit point.

Blood-Oath#

Weapon (shortsword), artifact (requires attunement by a warlock, cleric, or paladin)
Those who swear by this blade, live through.
While attuned to this weapon, you gain proficiency in Intimidation.

  • Draining Presence: This weapon has a -5 penalty on its attack rolls. Attacks with it deal 1d6 slashing damage plus 3d6 necrotic.
  • Meat Shield: By attacking a willing ally, you can give yourself invulnerability for 3 combat rounds.
  • Shadow of Death: You can make a shadow emerge from the blade as an action, taking the form of a humanoid, this is considered an illusion and will only vanish if touched. This can be used twice per day, recharging both uses at dawn.

A traitor’s will still lives in this blade, and it can only be purged with blood.

Awakened#

  • Requirements: Stabbing yourself with the blade and letting in your patron/god.
  • Invigorating Power: This weapon now has a +2 bonus to attack and damage rolls, along with its regular damage.
  • Blood-Trust: As a bonus action you can stab yourself, rolling regular damage for the blade plus any modifiers, to give invulnerability to all allies in a 60ft radius
  • Aura of Grandeur: As a bonus action, after you kill an enemy, you can create one shadow with your blade that looms over every enemy that can see you for one moment, failing a DC 14 Wisdom saving throw, they become frightened of you. This ability can be used as many times as you can create shadows.
  • Lore: Many a demigod fought and killed over control of this blade, a perfect conduit for whatever deity to protect its followers. While originally created for priests to pass their god's will and shield others, it soon grew tainted with the greed of lesser gods. A false prophet currently holds this blade, hiding in dark caves along with its fearful followers, but both him and this blade can be cleansed through blood.

Ward of Innocence#

Weapon (quarterstaff), artifact (requires attunement by a wizard or druid)
A staff said to be held by a Goddess of War, who gave her life to save those devoted to her.
While attuned to this weapon, you have advantage on Intelligence and Wisdom saving throws.

  • Burden of Duty: As a reaction, you can use the Shield spell on another creature. If the attack still hits, you and the targeted creature divide the damage between the two. This can be used two times per day, recharging both uses at dawn.
  • Will of Steel: You gain a +1 bonus to your Armor Class as long as you have an ally 30ft of you.
  • Smite the Deserving: You gain a +1 bonus to you spell attack rolls and to your spell save DC, this bonus is doubled if it targets a creature that damaged you this turn.

The staff’s power remains dormant, the remnants of the Goddess still waiting for a worthy wielder.

Awakened#

  • Requirements: Die while protecting someone with the Burden of Duty.
  • Worthy Soul: Your bonus to your Armor Class, spell attack rolls and spell save DC is now +2. Your uses of Shield using this staff are now four and can also target yourself.
  • Heaven’s Boon: Can use Resurrection as an action once. After using this, the staff loses its power for the rest of the day. At dawn, roll a percentile die, on an 18, the staff receives this power again.
  • Light of Hope: As an action, you can order the staff to light in a radius of 60ft. Undead that see this light target you instinctively.
  • Lore: Created by the Goddess Vandria Gilmadrith, this staff has a single purpose: To protect others. Hidden amongst the treasure of a group of sea-faring bandits lies the staff, unused, and waiting for a worthy soul that strives to protect others.

Weapon (dagger), artifact (requires attunement by a creature of demonic of holy descendance)
A set of 3 silver daggers with ancient runic inscriptions on the grip, they act as a singular blade, never separate from each other.
While attuned to this set, as long as you are holding one of the daggers, you can teleport to the location of any of the other two, granted that they are at least 30ft away from you.
These daggers emit a constant electrical discharge, raising the user’s hairs and giving a slight shock to anyone who touches them.

Life Spark: On a hit, the daggers do 1d6 lightning damage along with the regular 1d4 damage, these are considered magical weapons for the purpose of damage.

You feel the power of thunder rustling inside this blade, awaiting to be unleashed.

Awakened#

  • Requirements: Kill 5 creatures before they had a round in combat.
  • Broken Seal: Blink now does 2d6 damage along with the regular 1d4 damage, along with a +2 bonus to your attack and damage rolls. The limit for teleportation between daggers is also now 60ft.
  • Thunder God’s Sprint: You can now teleport between your daggers as a reaction during your turn, and if you pass through a creature while doing so, you deal 1d6 lightning damage to it.
  • Runaway Spark: As an action, you can quickly teleport through the three daggers, dealing 5d6 electric damage to all creatures that you pass through. Your body receives 2d4 force damage due to the strain of moving at suck high speeds. This ability can only be used once per day, recharging each dawn.
  • Lore: An artifact stolen by a cult that despises Insert race of your PC. Crafted by an unknown deity, the cult knows that only a person of that race can truly wield its powers, so they are capturing every member of that race in order to release the magic that binds these daggers to that race.

Hurricane Lance#

Weapon (lance), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.

The lance has 4 charges. You can expend a charge to surround yourself with a flurry of wind and cast zephyr strike on yourself without expending a spell slot. You can expend a second charge of the weapon (no action required) to extend the spell to target any mount you are currently riding. If you dismount or are forced off your mount, the spell fades from the creature. The weapon regains 1d4 expended charges daily at dawn.

In addition, you can cast thunderwave once per day at 3rd level (save DC 18) without expending a spell slot and without requiring any somatic components. You must be holding the lance to cast the spell in this way.

"Nothing can stop me. I'm an unbreaking storm, an unrelenting torrent of power. With this I will pierce the heavens themselves!"

Love's Embrace#

Weapon (greatsword), legendary (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. This weapon can be attuned to by two allied creatures at the same time so long as they attune to it together over the course of a long rest. If the weapon is attuned to by two creatures in this way, the weapon's attack and damage bonus becomes +2 instead.

This greatsword is made of two long scimitars that are held together by a powerful, unidentifiable magic. You can speak the weapon's command word using a bonus action to separate it into two scimitars or recombine them into the greatsword. If you are not already holding it when you speak the weapon's command word and are on the same plane of existence, you can choose to summon either one or both scimitars to your hand as individual blades or as the combined greatsword.

The scimitars have the thrown property with a normal range of 20 feet and a long range of 60 feet when separated.

Each scimitar also has its own elemental effect — either fire or cold — that inflicts an extra 1d6 fire or 1d6 cold damage with each strike, depending on which sword you hit with. When you hit with an attack using the greatsword, the target takes both fire and cold bonus damage from the attack.

Once per day, each attuned creature can cast fire shield at 4th level. You do not need material or somatic components when casting it in this way.

"Love? Love isn't a game: it's a war. And you'd better figure out which end of the blade you're on."