The Peering Eye

Legion Standards

All units in the Torlandish Army carry standards of varying levels of power.
The more powerful standards supercede the lower ones but also feed off their power.

The following list shows the relative power levels of different tiers of standards.
The standards maximum caster level and spell level is listed for each type.
A standard can affect a number of troops as a listed
(e.g a Gold standard can affect an entire Legion of approximately 5,000 men )
The affects of a standard can only be gained of the unit carries it’s own standard prominantly.

For example, a conterberium (8 men) needs their standard to be flown to gain it’s effect.
If their century’s standard is flying, then they can gain it’s effect instead.
If the cohort standard for that century is also flying then they will benefit from that instead.

A standard needs at least half (round down) of the next tier standards to be flying in order to function fully.
For example, An adamantite standard requires at least 2 legions to function at full capacity.
Otherwise it drops to the next lower tier and functions as a Platinum Standard
If it doesn’t have 5 cohorts to support it, then it drops again and functions as an Electrum Standard
If, Tacticus forbid, there aren’t even 3 centuries to suport it, it will drop down again to Iron.
The standard is now being horribly under-utilised. It now needs 5 conterberia (40 men) to work.
If not then down it goes to it’s lowest ebb at copper.

Standard Bearer prestige class
(Paladin Bard based).
This class has strong anti-fear and morale abilities and is able to get far more from a standard.
E.g. for each level of Standard Bearer, they can bring an underpowered standard up one level.
They can combine effectd from their standard with those of a superior standard.
They can make standard spells last longer, cast spells into and through the standard, take a defensive stance, etc...

Standard Types
Conterberium (8 men), Tin 2nd (1), Copper 3rd (2)
Century (80 men), Bronze 4th (2), Brass 5th (3), Iron 6th (3)
Cohort (480 men), Silver 7th (4), Electrum 9th (5)
Legion (5,000 men), Gold 11th (6), Platinum 13th (7)
Army (25,000 men), Cold Iron 15th (8), Mithral 16th (8), Adamantite 17th (9)
Empire (250,000 men), Kellum 21st (Epic)

Ring of Draíocht


These silver rings are be created by wizards preparing for the trials of the Maaji Order. As part of the creation process they also create a Tine Bowl, a magical golden bowl carved with runes of Tine that is used to energise the ring. The rings are valuable and life is finite, so they eventually find their way into the hands of non Maaji. Followers of Draíocht and The Church of Shale can use these rings. Those who detest physical combat find them most beneficial. They are rarely used by others due to their special nature.



The pure silver band appears perfectly smooth to the naked eye but a Wisdom (Perception) or an Intelligence (Investigation) check DC25, will reveal minuscule etchings of magical runes along its surface. The etchings can be easily read using the detect magic spell. They explain how to use the ring’s magic and describe both magic rituals and prayers to Draíocht. The etchings, rituals and prayers on each ring are unique and specifically selected by the user that created them. 



The ring holds a maximum of 101 charges. To charge it you must cast the “Energise Item” ritual. This spell is inscribed on the ring.



You must be attuned to the ring and wear it on the index finger of your right hand. The powers of the ring are ancient magic and cannot be cast without all its components. The charges spent from the ring are the material component. The verbal component is a prayer to Draíocht selected from those etched onto the ring. Even if you are mute or magically silenced, the ring will function so long as you sincerely offer the prayer as praise to Draíocht. To perform the somatic component you must dramatically point at the target.

You may spend charges to cast the following cantrips:
Silver Falcon - 1 charge
Silver Falcon Strike - 2 charges

The ring functions a holy symbol of Draíocht. 


Energise Item

You use this spell to charge a Draíocht Ring. The ritual transmogrifies your life energy and molten silver into Draíocht Ring charges. This ritual is an arcane spell, a religious service to Draíocht and a Test of Faith. To cast this it you must be free to give worship to Draíocht, be attuned to a Draíocht Ring, posses a Tine Bowl and a silver piece.

As part of casting the spell you place silver into the Tine Bowl. The bowl is immediately engulfed in flames and melts the silver in moments. You can spend one Hit Die per silver piece to infuse the molten silver with energy. For each Hit Dice spent, roll 1d10 + your spell casting ability modifier to create charges ready to be added to the Draíocht Ring.

As the ritual is drawing to a close you perform the Test of Faith. You place your index finger into the molten silver. If Draíocht’s is pleased, the ring will absorb the energised silver and protect you from harm. The charges are added to The Draíocht Ring. The remaining silver can be shaped into any form you desire before it cools.

If Draíocht is not pleased, you howl in agony as your finger is burnt away. The silver forms into a jagged smouldering claw fused to the ring. This is a divine curse and can not be prevented in any way. While cursed you have disadvantage on Strength and Dexterity ability checks requiring the use of a hand as well as on spell attack rolls. Saving throws against your magic have advantage. You remain attuned to the Draíocht Ring but you can not use it.


Silver Falcon

Your fingertip is temporarily replaced by a tiny silver falcon. It flies at a target at blinding speed before disappearing. You make a ranged spell attack against the target. If the falcon hits it does 1d8 + your spellcasting ability modifier piercing damage. 

The spell’s range is 150 feet but you may attempt to hit targets up to 750 feet away but these attacks are made with disadvantage.

If the attack roll is a natural 19 or 20 then the attack is a critical hit. If the attack is a critical hit, a silver falcon lodges in the target and does not disappear. The falcon is worth 2sp. The target creature may remove the talon as a bonus action.

You can cast this cantrip with greater effect at higher levels. You can use two charges at 5th level, three at 11th level and four at 17th level. You make a separate ranged spell attack for each charge.


Silver Falcon Strike

You conjure a magical giant falcon of pure silver, that slashes at a creature that has provoked an opportunity attack. The falcon makes a melee spell attack against that creature using your game statistics.

On a hit, the target takes 1d8 slashing damage per two charges expended. You may add your spellcasting ability modifier to the damage. The damage counts as magical and silver. If the attack roll is a natural 19 or 20 then the attack is a critical hit.

If the attack damaged the target a silver talon remains in lodged in its wound. The silver talon can be removed as a bonus action. The silver talon is worth 2sp per charge used.The material component for this spell is two charges from a Draíocht Ring.

You may drain four charges from the ring when you reach 5th level (2d8), six at 11th level (3d8), and eight at 17th level (4d8).


Draíocht Ring (Optional Rules)


Shale Harmony (optional)

The ring is naturally in tune with Shale and you can sense it’s connection to the Shale moon while attuned to it. To bring the ring into harmony with Shale you must meditate with the ring in the light of Shale for a full night. You can then attempt to connect the ring’s arcane magic to the divine power of Shale. 

You must succeed on a DC15 Intelligence (Arcana) and a DC15 Intelligence (Religion) ability check. A successful check drains 5 charges and a failed check drains 20 charges.

Once you and the ring are in Shale Harmony the phases of the moons affect the rings power. During Shale dominance a damage roll of 1 can be re-rolled once per dice. During Charon dominance all damage rolls of 8 are treated as 7.


Shale Zen (optional)

The ring can be aligned more closely with Shale, then is known as a state of Zen. You must repeat the process you followed to achieve harmony but the check DCs are 20. Each successful check drains 5 charges and each failed check drains 20 charges. During Shale dominance a damage roll of 1 or 2 can be re-rolled once per dice. During Charon dominance all damage rolls of 7 or 8 are treated as 6.


Ring Chants (optional)

The ring can receive boons as a reward for new ritual chants you compose. If the chants please Draíocht, you will be rewarded by an increase in the effectiveness of the ring. Attempting this is a free action and the quality of the chant determines of the power of effect. Work with your DM to decide on appropriate chants and powers. For example if the chant amused or impressed the other players then the DM should award inspiration to the player. 

Tara's Eyes

'Tara's Eyes' are a pair of spectacles whose lenses that are said to be the crafted form Tara's own eyes, which she plucked from their sockets when she learned of her husband's death at sea. Attuning to these spectacles causes them to merge with the wearers eyes. Their irises gain a golden ruby colour and sparkle like the sea at sunset.

The Legend
Hundreds of years ago in the fishing town of Letham, lived a young couple. Tara so loved her husband Mark, a fisherman by trade, that soon after they wed she took to sleeping by day, while he was at sea. This allowed her to be awake all the time that he was home. She would sit up and watch him sleep at all night preferring not to sleep herself, while she could gaze at him. Instead she would sleep during the day and dream of him, while he was gone. Mark was as good a man with a pure a heart as there has ever been and Tara was somehow able to actually see this goodness, when she looked upon him. 
From this legend came the Bigany expression, 'Seeing someone through Tara's Eyes'. The expression is similar to 'Seeing someone through rose coloured glasses', referring to someone not seeing the faults or bad sides of others. It also implies that someone is in love and that there may actually be no faults to be found. 

Each Eye bestows the following abilities upon the wearer: 

  • You gain darkvision to a range of 120 feet.
  • You gain advantage against effects that rely on sight (gaze attacks Illusions etc.)
  • You gain Immunity to the charmed condition from effects based on sight (Prismatic Spray, Symbol, Gaze attacks, etc.)

You can cast the following spells using charges form the artifact. The Artifact has 11 charges and it regains 1d10 + 1 charges at dawn.


  • You experience pain and pleasure based on the alignment of any creature you see. The first time each day that you see an evil creature the pain is most severe. You must succeed on a DC12 Wisdom saving throw or be shaken (treat as poisoned).
  • While attuned, you perceive all good people in a much better light. You gain the flaw 'Good people are perfect and will always do the right thing.'
  • You are automatically charmed by any truly good creature, whose alignment is neutral good.
  • If you are evil and you attune to this artifact, you are permanently blinded. You constantly see your own disgusting aura burnt into your sight. This blindness can only be cured by another artifact or by changing your alignment to good before removing the eyes.

Rashok's Green Oil

"The King has left six of these potions with me for collection by Tris. He is an agent of the King who has used the oil before and will instruct them on it's use. One of the King of Bigany's agents procured this oil from a known fence in Bigany city. The oil has been occasionally supplied to The Crown for the past few years. It comes via a tortuous route from lands beyond Az-Ylar's deserts." - Ice Dale's Mayor Anton 'lips' Vec

Rashok's green oil is as it's name suggests inky dark green in colour and oily. It is also very thick and quite slimy. The oil has both alteration and enchantment magical auras, as well as a strong psychometabolic psionic aura.

The oil is applied by cutting the side of the neck under the jaw as well as under the arms, followed by smearing the oil all over the body. Correct application is crucial for long term exploration in the under dark aquatic realms.
A Wisdom (Medicine) check DC10 is required to avoid loosing blood during the application process, this blood loss causes 1d4 hp of damage each round until the recipient makes a DC10 constitution saving throw. A natural 1 on the Wisdom (Medicine) check or the constitution saving throw will cause permanent scarring which reduces the sufferers charisma by -1. A greater restoration spell can remove this effect.

The slimy inky green oil congeals around the fresh cuts and transforms them into gills that allow you to breathe water as well as air. When the oil enters your bloodstream your skin becomes slick and transparent and webbed membranes form between your fingers and toes. You gain a swim speed equal to your walking speed. While you are not wearing boots or gloves, you can dash as a bonus action. You can not wear gloves, gauntlets, rings or similar items unless you cut these membranes by inflicting 1d4 slashing damage to yourself. While under the effect of the oil, these membranes regenerate over time and magical healing restores them instantly.
If the oil is administered correctly, the effect lasts until your skin dries out completely. Your skin can be kept sufficiently wet by completely immersing yourself in water for 1 hour every day. If not, the effects start when you are fully immersed in water and end an hour after you are no longer fully immersed.

The potion comes ultimately from Ko-Shaar, The Aboleth of Etreyar, who has been labouring to produce as much as possible using ancient rites in conjunction with an unstable combination of Fallen rituals, psionics, alchemy and her own secretions. Ko-Shaar has ensured that the price of the oil is high enough that The Crown only uses it for it's most critical missions. The insidious side effect of the potion is that the user has disadvantage on wisdom saving throws made against effects originating from Ko-Shaar.

The Crowns of Bigany

Artefacts Created By Jurius Kinnett I

The Kinnett Mantle 120
The Torc Mantle 60
The Forc Mantle 60
The Vec Mantle 60
The Mome Mantle 60
The Crown 200
The Trainer 150

Standard Powers Mindlink , Probe, Sightlink, Soundlink, Toughtlink.
Description The mantle of was created by the greatest of the kings of Bigany Jurius Kinnett I. The Bigany crown is reputed to be one of Jurius Kinnett I more powerful creations. Not surprisingly, King Edgar is not forthcoming with information about the crown he wears...

The Crowns of Bigany
Crown Bearer Levels
The Trainer Lord Garrol DeDannan Psychic Warrior 10, Blackguard 10.
The Crown King Edgar Kinnett I Telepath 17, Aristocrat 1
The Kinnett Crown Duke Telemecus Kinnett Telepath 15, Aristocrat 1
The Mome Crown Duke Montague Mome Rogue 3, Monk 5, Aristocrat 8
The Vec Crown Duchess Donna Daniella Vec Rogue 5, Bard 5, Aristocrat 3, Asn 1
The Forc Crown Duke Krumnor Forc Fighter 14, Aristocrat 2
The Torc Crown Duchess Zodac Torc Sorcerer 13, Aristocrat 3

Bag Of Hammers

Wondrous item, rare
As an action you can open the bag causing hundreds of hammers to fly out of it in all directions. You and all creatures within 10 of you are struck by these hammers taking 5d6 bludgeoning damage and are knocked prone unless you make a DC15 Dexterity saving throw.
If you roll a natural 20 on this saving throw, you can use a bonus action to apply the effect to one creature within 20 feet, even if they were hit by the original effect.
Any creature that yells "Bag of Hammers!!" as a reaction to this effect receives advantage on the saving throw.
The bag can produce a throwing hammer twice per short rest. The hammer lasts for 1 day.

Khazûd-Vorr The Star Hammer

"With two ferocious hits the armour's chest plate was flattened and it's helm was sent flying across the room. The animating spirit fled beyond the Soul Gate. The armor clattered lifeless to the stone floor. The room was silent other than Maris' exultant heavy breathing. The great maul glowed bright blue and lifted into the air. It slowly glided over to Lady Maris.
The Charon priest was moved to prayer, 'Praise to The Chosen! That was quite a fight.'
The glowing dwarven hammer, the size of a maul, moved with gravitas to it's champion: Lady Captain Maris Piper.
In a sudden blur of violent motion it smashed the haft of her army issue maul and sent it flying out of her grip to crash into a far wall.
Then the glowing weapon settled into her hands. There was a momentary pervasive hum, as something powerful found a home.
Then silence.
'I have just found my soulmate. What is your name my Dwarven beauty?' asks Lady Maris.
In her mind the maul intoned:
'My name is Khazûd-Vorr: The Star Hammer, Bane of The Fallen and Boon of The Smith.
I was created to fight The Fallen and to forge for their foes.
I hunger for The Blood of The Fallen and the yielding touch of white hot steel.
I have crossed oceans of time to find you.
Together we will do Great things.
Let us be away from here! I have languished too long in anonymity."

Khazûd-Vorr is an intelligent weapon that was created thousands of years ago, by the Dwarves of Stonestar, to destroy The Fallen. It was crafted from Moonstone and Kellum and is practically indestructible. The Stonestar was destroyed by the Masters of Hyulacc sending great shards of stone throughout the stars. One of which became the asteroid habitat known as Skelton’s Hope.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It can fly at 5’ per turn and can attack inanimate objetcs. It can hear and see with darkvision out to 120’. When you hit a Fallen creature with this weapon, it takes an extra 3d6 damage.

Orc Red Dust

Wondrous Item, rare
This small leather packet contains a fine red dust. In order to use this dust you must perform a 10 minute ritual to Neart, the god of strength. If you are a worshipper of The Chosen you can adapt an existing Neart ceremony by making a DC10 Intelligence (Religion) check. A priest of Neart can teach any Church member the ritual. The ritual involves carving a tattoo into the recipients bare chest, using their blood mixed with the dust. The primary design is the symbol of Neart with Compleasec and Tine as part of the motif.
Once the ritual is complete you can activate the magic of the angry red tattoo as a bonus action. For 1 minute after activation your Strength is 29. The magic has no effect if your Strength is already 29 or higher. The activated tattoo glows with a burning red light that can be seen through armor and sheds dim light in a 20' radius. If the tattoo is not activated within three days of the ritual the magic fades and Neart is displeased.

Goblin Blacktar

Potion, uncommon
This crude bone flask made from the hollowed femur of a humanoid creature and stoppered with goblin earwax contains a liquid more repulsive than it’s container. Inside is a thick black liquid that smells of fermented pine and chilli. Tasting the liquid burns the tongue and causes a flash of nausea.
As an action you can drink the contents of the flask. You regain 4d4+4 hit points. You must make a DC10 Constitution saving throw or be poisoned as the vile concoction goes through your digestive system like black fire. You can make the saving throw again at the end of each of your turns.

Gruntle Sash

Wondrous, uncommon
This crude sash woven from leaves and twigs of a magical willow tree called Gruntle can hold 10 goodberries. Goodberries stored in this sash stay fresh for one week.

Hobgoblin Death Helm

Being strapped into this terrifying spiked jagged Death Helm is painful both physically and mentally.
The Death Helm drains your life force to move a spelljamming ship causing 6 hit points of necrotic damage every hour per point of Ship Rating (SR). If the damage is resisted or the subject is immune then the helm doesn't function. The maximum SR is determined by your level (or hit dice) divided by 2.
For every 24 hours you use the helm you must make a DC10 Constitution saving throw. On failure your maximum hitpoints are reduced by 2d6. If your maximum hit points are reduced, the you must make a Charisma saving throw or become temporarily insane from the pain. The Charisma saving throw DC is 10 + the number of hit points drained.
If you are reduced to zero hit points by this helm you die and your soul is trapped within it. You cannot be restored to life unless the helm is destroyed.

Dolmen Stones

When you place these three stones in the correct configuration and offer a prayer to the God of Nature Naduir, they grow in size to form a 15 foot tall stone dolmen for the duration. The effect ends if you leave its area. The effect lasts for 8 hours.
Nine creatures of Medium size or smaller can fit under the dolmen with you. The magic fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dolmen when you create it can move in and out of it freely. All other creatures and objects are barred from entry. Spells and other magical effects can’t extend into or out of the dolmen or be cast into or out of it. The atmosphere inside the dolmen is comfortable and dry, regardless of the weather outside.
When the effect is created a crude stone plate sits in the centre of the floor with a spring of mistletoe and nine goodberries in it. The disappear if they are not used before the end of the effect.
Until the effect ends, you can command the interior to become dimly lit or dark. The dolmen appears empty from the outside and appears to have appropriate lighting to the exterior conditions.

You can cast druidcraft as a bonus action while in posession of these stones or while within 120 feet of the dolmen.
While inside the dolmen a druid of cleric of Naduir can cast sending 3 times to talk to a druid, a cleric of Naduir or any being that is located insode of a henge or druidic grove.
These stones are often used as the foundation of a druids grove and are rarely found without a druid protecting them. A dolmen is sacred ground for both druids and cleric of Naduir.

When Dolmen Stones have a fourth stone, it allows the user to summon an Earth elemental to protect the dolmen once per moon.

Exploding Cheese

Captain Maris Piper of The Grand Army of Bigany is fanatical about The Kingdom of Bigany and cheese. As a member of the Crucible Sappers division she has been trained as a military alchemist. Why am I telling you all of this? Because it explains, to a small degree, why someone would make high explosive from cheese.

Created through a complex alchemical process this cheese is delicious and perfectly safe, until a primer made of special truffle oil is added. This starts a chemical reaction that causes the cheese to explode violently once it is complete. One drop causes an explosion within an hour, two drops reduce the delay to a minute, three drops to a round and four or more drops make it explode immediately.

The explosion of one wedge of cheese causes 3d6 force and fire damage to all within 5' of the origin square. A Dexterity saving throw DC12 halves the damage.

A wedge weighs 1lb. Captain Maris Piper often carries a 'wheel' of cheese made of 16 wedges. Many tyromaniacs delight in detonating multiple wedges at once. For each additional wedge detonated the damage increases by 1d6 up to a maximum of 8d6. Additional wedges added cause the radius to increase by 5' per five wedges up to a maximum of 20' radius.

A wheel of cheese deals 8d6 damage in a 15' radius.

Warning: DO NOT ingest truffle oil primer after eating an exploding cheese. Symptoms include extreme flatulence, scorching indigestion, fatigue, and hot flushes. If you experience death as a result of ingesting exploding cheese and primer, please discontinue use.

Tanglefoot Bag

As an action, a character can throw the tanglefoot bag up to 20 feet. Make a ranged attack against the target, treating the bag as an improvised weapon. On a hit, the target is restrained if it is large or smaller. The target can make a Strength saving throw DC 12 to avoid the effect. The effect last for 1 minute. A flying winged target is forced to land.

The target can use an action to make a Strength (Athletics) ability check to end the effect.

Rashok's Blue Oil

"The King's agent and his cleric accomplice bargained with the sahuagin baron. They swore on their gods not to kill him for seven days and he agreed to show them how to harvest the ingredients for Rashok's Blue Oil from his glands. They learnt to craft the oil to gain the powers of the sahuagin and the ability to delve under the seas."

Rashok's Blue Oil is lurid royal blue and oily. It is so thick it almost holds it's shape when held and it is slimy to the touch. The oil has both transmutation and enchantment magical auras.

The oil is applied by cutting the side of the neck under the jaw as well as under the arms, followed by smearing the oil all over the body. Correct application is crucial for long term exploration of deep aquatic realms.
A Wisdom (Medicine) check DC10 is required to avoid loosing blood during the application process, this blood loss causes 1d4 hp of damage each round until the recipient makes a DC10 constitution saving throw. A natural 1 on the Wisdom (Medicine) check or the Constitution saving throw will cause permanent scarring so severe it causes disadvantage on Charisma  ability checks. A greater restoration spell can remove this effect.

Correct application of Rashok's Blue oil also requires the breaking of a rib under each arm. This causes 1d4 bludgeoning damage for each broken rib. This allows the effects of the oil to manifest correctly. If this is not done then the oil’s transformation will cause 2d6 bludgeoning damage per arm and you must make a DC15 Constitution saving throw or die as the mutation destroys your heart and lungs.  

The slimy blue oil congeals around the fresh cuts, and enters your bloodstream. The cuts on your neck transform into flared gills, your skin becomes slick and transparent and webbed membranes form between your fingers and toes. Two powerful arms ending in razor sharp claws break through your broken ribs. Your spine and back strengthen to support these arms. While you are transformed, the following effects apply:


  • You can breathe water and air.
  • You gain a 50 foot swim speed.
  • You have darkvision 120 feet.
  • You are immune to exhaustion caused by the crushing depths of the sea.
  • You can dash underwater as a bonus action.
  • You gain a Sahuagin Baron Claws melee attack that does 2d6 slashing damage.
  • You can make a Sahuagin Baron Claws attack as a bonus action when you take the attack action.
  • Your Sahuagin Baron Claws are both a natural weapon and an unarmed strike.
  • You can not wear gloves, gauntlets, rings, hats, helms or similar items. Magical items of these types do not function for you.

If the oil is administered correctly, the effect lasts until your skin dries out completely. Your skin can be kept sufficiently wet by completely immersing yourself in water for 1 hour every day. If not, the effects start when you are fully immersed in water and end an hour after you are no longer fully immersed.

Blood Sword

Kaurhsa (pronounced KA-URH-SAH) was a ruthless chieftain whose tribe lived near the Horn Mountains centuries before the arrival of Jurius Kinnett. Kaurhsa revelled in blood, taking strength from it, like a great mountain bear and he drank the blood of his prey. In battle, he wielded a greatsword made of bloodwood. At rest, he oiled the sword with blood. His was the first blood sword, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting.

When you hit with a melee attack using this magic sword and reduce the target to 0 hit points, you gain 2d6 temporary hit points.

Arcane Eyeglass

You can look through the Arcane Eyeglass at a location within 1 mile of you and create an invisible, magical eye within range that hovers in the air for the duration.

You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

You can also use the Arcane Eyeglass to cast Clairvoyance by using 3 charges. The Arcane Spyglass regains 1d6 + 1 charges at dawn.

Gambler’s Eye Patch

This bat leather eye patch with three pearls turns a good gambler into a great gambler but at the cost of an eye. You may only attune to this item if you are missing any eye.

While attuned you gain expertise on Charisma (Deception), Wisdom (Insight) and Wisdom (Perception) ability checks.

If you roll a natural 1, 2 or 3 on one of the above ability checks it is a critical failure but you believe it is a critical success. When this happens, roll 1d20, if the number is 10 or more, the eyepatch converts the critical failure into a critical success. Otherwise you face the consequences of your bad luck.

Prismatic Rings

This ring has a gemstone that is one of seven colours of the rainbow. It allows you to create a 10 radius sphere of protection cantered on you. This ability is recharged at dawn. The protective bubble has properties identical to that of a prismatic sphere. 

Each ring belongs to a set of seven, one ring per colour. When seven ring bearers, each attuned to a different ring of a set, stand in a circle they can create a prismatic sphere spell effect.

The rings can also produce the spell effect required to destroy their own spell effect.

This means that the rings can also be used to destroy a prismatic sphere effect. 

1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.

2. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.

3. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.

4. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.

5. Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.

6. Indigo. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.

7. Violet. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.

The Dagger of Khanjar-Khan

The ornate jewelled dagger is shrouded in writhing tendrils of purple and black smoke, punctured with the anguished faces of past victims. Sages believe that the smoke may in fact be whispers of the blood of the God of Death.

The magic weaved into the cold iron blade means that any poison delivered by it is injected deeply into it's target. (Poison save DC is increased by 2).

Damage dealt by the blade is necrotic.

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

Curse of Khanjar-Khan

Any victim slain by this dagger cannot be restored to life unless the killer speaks their name while attuned to the dagger and frees them by blowing their likeness from the writhing smoke

Shadow Assassin

The dagger can be imbued with an attuned wielders life force (Hit Dice).
An identical copy of the wielder is made from shadow and it holds the dagger.

The copy sounds feels smells and looks the same. It can become incorporeal and can pass through objects but the dagger cannot. It can make one attack and then it vanishes, dropping the dagger. The wielder can share its senses until the attack is made. The apparition requires the wielder to concentrate to maintain it.

Venom Attack

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Black Skull Rapier

You can use a bonus action to speak this magic sword's command word, causing black flames to erupt from the burnt black skull hand guard and flow along the blade. These flames suck the light from the surrounding area reducing it to dim light within 40 feet. While the sword is ablaze, it deals an extra 1d8 necrotic damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. This sword has +1 to hit and damage rolls.


Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.

The Crown

The Crown was crafted by Jurius Kinnett to protect his empire. It is a strong willed independent sentient creature that has controlled Bigany for its King for centuries. Only a true heir of Jurius Kinnett can attune to the artifact. The Crown is absolutely dedicated to the preservation of The Kingdom of Bigany, to ensuring that an Heir of Jurius Kinnett rules as King. The Crown seeks to guide and protect the reigning King.

The Crown has Wisdom 16, Intelligence 18 and Charisma 24. It speaks dozens of languages and can communicate telepathically with any creature it can see. It can see as well as a human and has darkvision out to 120 feet. If The Crown attempts to take control, you must make a Charisma saving throw DC20. You have advantage if you are The King Of Bigany, otherwise you have disadvantage.

The Crown rules over each of the five families' crowns (Torc, Forc, Vec, Mome and Kinnett). It uses it skills of persuasion to impose its will, but if it is disobeyed it uses its overwhelming domination magic. The other psionic artifacts created by Jurius are no match for The Crown and it can effortlessly bend them to its will. The Crown uses this power to control the five families and guarantee their loyalty. It can channel any of its powers through anyone attuned to one of the crowns and can assume full control of them.

While attuned to The Crown you gain the following benefits

  • Your proficiency bonus to Charisma (Persuasion) and Charisma (Intimidation) checks is doubled
  • You can't be charmedfrightenedparalyzed or stunned
  • You have immunity to psychic damage
  • You gain a +4 bonus to your Charisma score and your Charisma score maximum is 30.
  • You can maintain concentration on two spells at the same time. The Crown's independent mind maintains one of these.

You can cast the following spells at will without expending any charges: MessageCharm PersonCommandDetect ThoughtsSuggestionSendingTongues.

You can cast more powerful spells using a charge per spell level

The Crown has 63 charges for these properties. It regains 7d10-7 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 20, The Crown regains 2d10-2 charges.

There are some less desirable aspects to wearing The Crown

  • As part of the Skill trial created by Jurius you must survive 4d10 psychic damage to become attuned to it.
  • Your mere presence is so potent while you are attuned to it, other creatures can’t take short or long rests while within 300 feet of you.
  • Bearing The Crown is physically demanding and takes a toll on your body, you have disadvantage on any ability check or saving throw that uses Strength or Constitution. 
  • The Crown will not allow you to leave The Kingdom of Bigany.
  • It will occasionally take control without warning and will frequently activate its powers, without consulting you. When it does so, the spell DC is 20.

Donkey Punch (Poison)

This is a clear contact poison. To detect Donkey Punch a creature must succeed on a DC15 Wisdom (Perception) check.

Any creature that touches Donkey Punch must succeed on a DC14 Constitution saving throw or start braying. While braying a creature’s speed is halved and the only action they can take is to bray like a donkey as loud as they can.

This effect lasts for an hour. The creature can make an additional saving throw at the end of each round. This does not end the effect, but it does allow the victim to act normally for one round. Three consecutive saving throws are required to end the effect. Eating a carrot also ends the effect.

The onset time can easily be modified by a skilled poisoner to delay from 1 minute to 10 minutes.

Fiendish Gloves

This is an exquisite pair of gloves woven from thin stands of the tanned skins of an incubus and a succubus. They are intricately decorated with silver and cold iron thread. They are an unparalleled masterpiece worth at least 5,000gp to the right noble collectors.

The gloves are immune to fire, poison, ice, acid, necrotic, lightning. They are resistant to force and thunder and vulnerable to radiant. They are resistant to magic and slashing, piercing and bludgeoning damage form non-magical weapons. They can not be worn for more than a few minutes during daylight or they will be destroyed. They should not be worn in darkness for more than a few minutes, for your own good.

While wearing these gloves

  • you have advantage on saving throws against traps that you are attempting to disarm
  • you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks you make with thieves tools
  • your hands cannot be damaged
  • you gain immunity to the poisoned condition
  • you disadvantage against being frightened at night
  • you have disadvantage against being charmed during the day

Bethsheeba's Skull

Wondrous Item, legendary (requires attunement)

One of the most powerful seers of the third age was Bethsheeba. She worshipped Aer and was given great powers of sight. She could cast her eyes across the mortal realm and across the planes. She could spy on mortals without even a hint of her presence being noticed. Cealg saw this and was jealous. She tricked Bethsheeba into spying on Feo and her morbid curiosity overwhelmed her as Feo comiitted ever worsening atroctites for her to witness. As she watched she became twisted with wickedness and took a joy in foul works.

Under Cealg’s guidance she gained a taste for the blood of sentient creatures and started to use it to unfailingly track her subjects. Cealg helped her to hide this from Aer. Once Bethsheeba was fully corrupted, Cealg grew bored of her. On a whim she flayed the skin from Bethsheeba’s head and then decapitated her. Bethsheba’s remains turned to dust over the centuries but her skull did not.

This human skull is ancient yet incredibly well preserved. There are Fallen from Aer runes carved into it and it reeks of twisted divination magic. There are dried blood stains on it's jaws. There is a tiny slit in the top of the cranium. A pin might be inserted there. There are also blood stains around the slit. Blood and some other vital fluids can be inserted into the skull to allow the user to observe the donor. The invisible sensor cannot be detect when these fluids are used.

While touching it
  • you can cast the scrying spell (save DC 20). The target saves with disadvantage and -15 to the saving throw if the liquids are used.
  • you gain a +5 bonus to Wisdom (Perception), Wisdom (Insight) and Intelligence (Investigation) checks
  • you gain the Observant Feat

Your eyes weep blood while you are attuned.

Ring Of Frost

Ring, rare (requires attunement)

While attuned to this ring you can cast the Ray of Frost cantrip.

Amulet of the Deep Spy

While attuned to this amulet, magical effects that attempt to discern lies may be thwarted.

If a spell or other magical effect is produced by a caster that is not hostile to the wearer, then the effect does not affect the wearer in anyway.

If the caster of the spell is hostile to the wearer then

they must make a Deception check. The difficulty of this Charisma (Deception) check is equal to the saving throw difficulty. 

On success the effect does not affect the wearer in anyway way. 

On failure, the caster knows the wearer has some kind of magical protection preventing the spell from functioning correctly.

The wearer can suppress this protection it will as a free action and resume it again as a bonus action.

While attuned the amulet cannot be detected by any means short of a wish spell or divine intervention.

The amulet can cast Disguise Self once per short rest. If the illusion is inspected you can make an opposed Charisma (Deception) check to deceive the inspector. Creatures with enhanced senses, such as Truesight, scent or tremorsense have advantage on this roll.

Detect Magic reveals that this is illusion magic with a hint of the Dvine.

Who whispers in the darkness...

Imperial Lion Breastplate

Wondrous Legendary Item (requires attunement)

This is an heirloom of the empire's military, reserved for it's greatest generals. This lightweight mithral armor was forged by the greatest rangers from the Imperial ranger corps who were said to be able to kill lions with their bare hands.

You have a +3 bonus to AC while wearing this armor. Any critical hit against you becomes a normal hit. You do not suffer from a penalty to stealth. You can use your full dexterity modifier to AC. You must have 12 Strength to use this armor.

You can cast the fly once per long rest.

You gain the following abilities from the lion spirit bonded to the embossed adamantine lion's head in the center of the chest.

Keen Smell. You have advantage on Wisdom (Perception) or Wisdom (Survival) checks that rely on smell.

Pack Tactics: You have advantage on an attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Pounce. If you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. The DC is 8 + proficiency + Strength. If the target is prone, you can make one melee attack against it as a bonus action.

Running Leap. With a 10-foot running start, you can long jump up to 25 feet.

Strength. Your strength score is 19.

Imperial General’s Cloak

Wonderous Legendary Item (requires attunement)


These cloaks are heirlooms of the empire's military, and are presented to it's greatest generals. The are made from the brightest red silk and make the wearer stand out clearly on the battlefield. The visibility of their leader is crucial to the troops morale during a battle.


While wearing this cloak you gain:

+2 bonus to Armor Class

+2 bonus to saving throws

+2 bonus to your charisma score

the Inspiring Leader feat.


You can cast freedom of movement as a bonus action once per short rest.

Imperial Eagle Helm

Wondrous Item, Legendary (requires attunement)

 This red plumed helm is made to be eailt visible on the battlefield. It has the Imperial Eagle motif stamped on the cheek guards and embossed onto the front. While wearing it, you have advantage on Wisdom (Perception) checks. Even across a chaotic and obscured battlefield, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

The Helm allows you to establish a telepathic link with any ally you can see. You can maintain that link even if they are no longer visible. You can maintain 5 telepathic links at one time. In addition you have a telepathic link with anyone wearing a similar helm.

This item has 7 charges. You can spend a charge to grant an action to an ally you have a telepathic link with. If you are damaged by an enemy attack you may immediately spend two charges to grant an action to yourself. The helm gains 1d6+1 charges at dawn.

You can spend a charge to cast mind blank on yourself once per day.


Ice Dragon Necklace

Wonderous Item, Artifact (requires attunement)

This necklace is a sumptuous piece of platinum jewelry encrusted with what appear to be diamonds. However all of the gems are ice crystals frozen to a density harder than diamond.

While wearing this armor you can walk on ice as a dragon as if you had cast the spiderclimb.

You gain cold resistance.

As a bonus action you can grow a pair of frost wings which give you a flying speed of 200 feet. You can retract these wings as bonus action.

You gain a breath weapon which is identical to the Cone of cold

You can a fear aura with a 30 foot radius. Any creature that enters this radius must make a Wisdom saving throw DC18 or be frightened.

You gain an attack suite that allows you to make a Bite attack which is a Strength based melee attack that does 2d6 piercing damage and two Claw attacks which are Strength based melee attacks that do 1d8 slashing damage.

Axe of Courage

Weapon (greataxe), very rare (requires attunement)

This battle axe is awarded to the greatest followers of the war God for mighty deeds performed while fighting against the forces of evil. Those who have shown the greatest reckless courage in the face of the hordes of darkness and survived are often granted this weapon as a mark of their great deeds. Woe betide those who tamper with the will of the gods of war.

You have a +2 bonus to attack and damage rolls made with this magic weapon. Fiends and undead take an additional 2d8 radiant damage when struck by this weapon.

You are immune to fear while wielding this Axe.

Proficiency with a greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Bag of Floating

Wondrous Item, common

This backpack is lined with a double layer of oilskins to make it water resistant and has cork and air bladders on the outside to make it float. It can hold up to 5lbs of equipment and retain buoyancy. It weighs 5lbs and costs 10gp. 

Brass Orb

Wondrous Item, rare (requires attunement by a spellcaster who understands its needs)

It is a brass orb covered in arcane runes. It seems to stare back at your defying your understanding.


Sages in Cleaveberg have theorised that the Brass Orb is from the DéDannan Age. The Beltorc wizards of Belview have recently taken a keen interest in this orb.

This suggests that it could be somehow related to the colossal DéDannan tower known as Prunella’s Folly. The Lord Artificer Matiss Beltorc would certainly be interested in this piece of ancient arcana.

Human Slayer Tattoo

Wondrous Item, uncommon

You gain a +2 to damage against humans for 1 hour.

The tattoo fades after this time and loses it’s magical properties.

Human Slayer War Scars

Wondrous Item, rare (requires attunement by a non-human)

As a bonus action you can activate the war scars, and gain a +2 bonus to damage rolls against humans for 1 hour.

You cannot activate this power again until you complete a long rest.


Uisce’s Bite

Weapon (trident), legendary (requires attunement by a worshipper of Uisce)

This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate monster (save DC 15) from it on a creature that has an innate swimming speed or an elemental.

The trident regains 1d3 expended charges daily at dawn.

You can also cast the ray of frost cantrip.

The trident can be thrown up to 60 feet and it returns to your hand after the attack is complete.

You gain cold resistance.

Proficiency with a trident allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Talisman of The Cherubim

Wondrous Item, very rare (requires attunement by a cleric of Croí)

The Talisman of The Cherubim is powerful holy symbol that can only be used by members of The Order of Croí. The angelic guidance of Croí’s Cherubim is channelled through this holy symbol.

You gain proficiency with the longbow and a +2 to damage rolls.

The holy symbol has 5 charges for the following properties. It regains 1d4 + 1 charges daily at sunrise.

You can use the amulet to cast the following spells for one charge each: cause love, charm person, and sunbow. You can spend two charges to cast invisibility.

The holy symbol is a white gold amulet shaped like a cherubim, his wings encrusted with sparkling diamonds.

Notes: Proficiency: Longbow, Damage: Longbow, cleric of Croí, Control, Buff, Social, Utility, Jewelry

Bloodsword of The Ignorant

Weapon (greatsword), uncommon (requires attunement by a large creature)

This weapon is a DéDannan Greatsword carved from the living stone of The Thunderhorn. It is a large two-handed weapon that can only be wielded by creature of large size or greater. It’s blade is wickedly curved and carved with ornate intertwined lines.

For centuries the Bloodsword was guarded by a DéDannan Ogre Mage named Caomhnóir Ferdia Síoraí who had been a disciple of Táin McLir thousands of years ago. The sword was made for a prophesied champion, “The one who will wield ignorance as a weapon.”

This weapon was claimed from its guardian by a Goliath named Gauthak Kalagiano, despite there being no evidence that it was intended for him.

When a creature is defeated by this sword, part of that creature’s essence is drained and can be absorbed by the wielder. This can often be seen as blood running along the blade’s curved lines and into small mouths along its hilt.

When you hit with a melee attack using this magic greatsword and reduce the target to 0 hit points, you gain 2d6 temporary hit points.

Medium creatures that can use this weapon due to racial traits gain 1d6 extra damage while enlarged instead of 1d4.

Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Notes: Bonus: Temporary Hit Points, Bonus: Magic, Damage: Slashing, large creature, Damage, Buff, Combat, Heavy, Two-Handed

Crystal Rod of Aer

Rod, rare (requires attunement by a spell caster)

This rod is composed of a blue crystal orb in the shape of a skull and a shaft that has no physical substance. This is the kind of metaphysical thinking that Aer priests love and others find irritating. Its forehead is clearly marked with the divine symbol of Aer.

It was created by priests of the God of Knowledge and Air to harness the power of lightning and protect them as they travelled the world. They intended it to be used only for defence, but the rod can be lethal. Some say these rods took on the appearance of a skull to remind the priests of their mortality.

These items are often coveted by priests of The Goddess of Water, who delight in twisting it to their own ends.


The orb has 3 charges and regains all its expended charges if the attuned caster meditates with it as part of a long rest.

You can use a charge to cast witch bolt as a 2nd level spell. You may use additional charges to increase the spell level by 1. Three charges casts the spell at 4th level. When you cast the spell the orb hovers a foot above your head and glows bright blue.

You do not need to concentrate to maintain the spell. The orb maintains concentration on the spell. If the orb is damaged, you must make a concentration check DC10 + half the damage dealt. The orb is armor class 15 has damage reduction 10 and 20 hit points.

When a creature within 60 feet of you damages you while the orb is concentrating on the spell, you can use your reaction to expend a charge to automatically deal the same amount of lightning damage to the target.

You can change the orb's weight as an action to a little as one hundredth of a pound to as much as one hundred pounds.

You can use this weapon as a club, if you its weight is set to two pounds and you believe that the shaft exists.

Notes: spell caster, Damage, Utility, Combat, Sentient, evocation

The Axe of The Chosen

Weapon (battleaxe), artifact (requires attunement by a a cleric or paladin of The Chosen)

Forged by the Chosen after The Godswar to be borne by the greatest champions of the age.

The axe is magical and you gain +3 to attack and damage rolls with this weapon.

Chosen Champion

When striking an undead, or a member of The Fallen or The Risen, The Axe of The Chosen deals an extra 2d8 Radiant damage.

Blessing of Shale

Any creature that has 25 hit points or fewer after taking damage from this weapon must make a DC 15 Wisdom saving throw. On a success, the creature is frightened of you until the end of your next turn. On a failure, the creature is instantly destroyed.

Blessing of Croí

The Axe of The Chosen emits bright light in a 20-foot radius, and dim light for an additional 20 feet.

Blessing of Charon

While wielding The Axe of The Chosen you gain +1 to AC and +1 to saving throws.

Chosen Endurance

Dealing Radiant damage with The Axe of The Chosen conjures rays of healing light for up to 6 creatures of your choice within 30 feet of you, restoring 1d10 hit points.

Power of The Chosen

You can cast Sunbeam as a 6th level spell. The Axe of The Chosen must spend 1 hour in direct sunlight to recharge this ability.

Proficiency with a battleaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Gurr's BloodAxe

Weapon (greataxe), very rare (requires attunement by a a mortal that has been slain by a foe and returned to claim victory)

This greataxe is stained with the blood of countless enemies killed in arena battles. It travelled with a gladiator turned freedom fighter who fought the fiends of the hells, hades and the abyss in order to save his people.

Through strange magics and battles in arcane locations it has been forged, growing from a simple gladiator's weapon to a scourge of all beings that threaten the mortal world. When you hit a fiend with it, the fiend takes an extra 2d8 radiant damage.

The blood infused metal blade of this weapon has the properties of a silvered, adamantine, cold iron blade. The slashing damage from this weapon ignores both resistance and immunity. 

After defeating an Ozyluth in legendary single combat, the blade claimed the fiend's power to create poison. When you hit a creature with it, the creature must make a DC12 Constitution saving throw or take 3d6 poison damage.

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

Proficiency with a greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.