Relics

Amulets, boots, cloaks, gauntlets, rings, robes, staves, wands, and other strange artifacts. Most are attunement items — coveted prizes that bond their bearers to the magic woven within.

AmuletsBootsCloaksGloves / BracersRingsRobesStavesWandsWeird Stuff
01

Amulets

Amulet of Castigation
This amulet only works when attuned to a cleric. It increases a clerics castigation dice by one and the maximum number of castigations a cleric can perform by one.
Amulet of Clemency
This amulet automatically stabilizes its wearer if they are dealt a blow that reduces them to 0 health or less. The wearer is covered by a very convincing illusion of death, which remains in place until they move or receive healing.
Amulet of Friendship
These amulets are constructed in networks of 2–9. A creature cannot attune to one without the consent of every other holder in the network. Bearers can communicate with one another up to 10 kilometers away at will, as though using the whisper cantrip. Once per day, a wearer can also transfer 10 points of personal health to another wearer within the network as a reaction across any distance. This ability recharges at dawn.
Amulet of Gnosis
This amulet increases the mana pool of its wearer. These amulets vary in maximum capacity from 5 to 25 points.
Amulet of Lanterns
The bearer of this amulet can manifest a sphere of magical light above their hand as an action. This sphere is 2 feet in diameter and radiates light as the light cantrip. Spheres may also be commanded to hover in place, float alongside, or orbit the wearer at a distance of up to 5 feet. If a sphere is touched by any creature not authorized by the wearer, it vanishes and inflicts 1d12 radiant damage. If desired, the wearer can throw an orb up to 60 feet as a ranged finesse weapon. The amulet can have up to three orbs of light in existence at a time. The orbs have no set duration, but if the amulet is ever taken off all orbs it was used to create vanish. Lantern orbs are typically used for illumination or as traps in narrow spaces where passing creatures risk touching them.
Amulet of Lifelink
These amulets always come in a matched pair. A creature cannot attune to one without consent from the wearer of its counterpart. While worn, any damage sustained by either wearer is split in half and divided between both wearers equally. If the damage is of a type one wearer is resistant or immune to, these qualities still offer protection against that wearer’s share of the damage. This feature works as long as both wearers are within 1 kilometer.
Amulet of Planes
The bearer of this amulet can use an action to designate a location they are familiar with on another plane of existence and make an arcana check with variable difficulty. If successful, the wearer and up to 7 willing creatures within 20 feet are transported to the desired location. If unsuccessful, the wearer and every creature and object within 20 feet travel to a random location somewhere in the cosmos.
Amulet of Stars
The wearer of this amulet can use an action to cast fusillade at the lowest level of ability. If they are a spell caster, they also gain the ability to cast fusillade with their mana pool.
Amulet of Telepathy
The wearer of this amulet gains the telepathy ability to a range of 100 feet.
Amulet of Translation
The wearer gains the benefits of a tongues spell, and the ability to speak the language of any creature they are addressing.
Amulet of Warding
This amulet confers a pool of temporary health on the wearer which renews at sunrise each day. These amulets vary in maximum capacity from 10 to 50 points.
02

Boots

Boots of the Cat
The wearer of these boots has doubled jump distance and takes no damage from falls of 30 feet or less. The wearer also gains resistance to damage from falls beyond this distance.
Boots of the Duelist
The wearer of these boots gains +2 defense if unarmored and unshielded.
Boots of the Fox
The wearer of these boots is scentless, leaves no tracks, and their steps make no sound.
Boots of the Hare
These boots enhance the wearer’s foot speed by +10.
Boots of the Horsefly
When struck by a melee or missile attack the wearer of these boots can use a reaction to move up to 10 feet without provoking attacks of opportunity.
Boots of the Mountain
The wearer of these boots cannot be knocked down against their will.
Boots of the Mule
These boots grant perfect balance on any surface, no matter how narrow or slippery. The wearer’s kick strength is also enhanced, and such attacks deal +2 damage.
Boots of the Peacock
The wearer of these boots looks very jaunty and dynamic, gaining +2 to perform and diplomacy checks.
Boots of the Spider
The wearer of these boots can move along walls and ceilings like level ground.
Boots of the Wasp
These boots allow their wearer to fly up to double their foot speed one round per minute. The wearer must begin and end the round on a stable surface, or they fall.
Boots of Waterwalking
These boots grant the benefits of the waterwalk spell, including the ability to walk on ice and snow without leaving tracks or suffering difficult terrain.
03

Cloaks

Cloak of Butterflies
The wearer of this cloak does not provoke attacks of opportunity.
Cloak of Chameleons
The wearer of this cloak gets advantage on stealth rolls.
Cloak of Displacement
Missile attacks against the wearer of this cloak suffer disadvantage.
Cloak of Feathers
The wearer gains the benefits of the glide cantrip and/or the feather spell.
Cloak of Flames
Creatures striking the wearer in melee take 1d8 fire damage.
Cloak of Glamour
This cloak can transform into any outfit the wearer wishes as a bonus action.
Cloak of Invisibility
The wearer of this cloak can go invisible 10 minutes a day, in 1 minute increments.
Cloak of Mists
The wearer of this cloak can enter cloudform 10 minutes a day, in 1 minute increments.
Cloak of Rayfish
The wearer of this cloak gains water breathing and a swim speed of 20 km/hr.
Cloak of Reflection
Missile weapons that miss the wearer of this cloak rebound on their shooters.
Cloak of Shadows
This cloak grants +10 speed and +2 stealth and initiative in dim light or darkness.
Cloak of Terror
The wearer of this cloak is immune to supernatural fear and gains +2 to intimidate.
04

Gloves / Bracers

Bracers of Claws
These armored fingerless gloves attach to rigid dueling vambraces. They can extrude or retract twin adamantine claws as a reaction. An unarmored wearer gains +1 defense, and the claws are +1 weapons that deal 1d10 base slashing or piercing damage and score a critical hit on a 19+. The claws also retain all the properties of adamantine.
Bracers of Defense
These armored bracers grant an unarmored wearer +2 defense.
Gauntlet of Battering
Once per round the wearer of this gauntlet can cause one successful unarmed fist attack they make to deal an additional 1d8 force damage, and force an athletics save to avoid being hurled 15 feet and knocked prone.
Gauntlet of Guard
This organic-looking gauntlet is made of silvery gray chitin, with a large jewel set into the back and clawed fingertips. If the wearer is not wearing armor, the gauntlet can sheathe its wearer in a form-fitting suit of chitin that grants Defense 20 and Soak 5 (unless these values are higher from other sources). As a bonus action, the gauntlet can manifest +2 claws or a razor-sharp whip with a base damage of 1d10 and a reach of 10 feet.
Gauntlet of Power
This gauntlet acts as an arcane focus and can be used to cast magemail on its wearer once per minute. The gauntlet also increases its wearer’s arete by +2.
Gloves of Brawling
These gloves grant their wearer the brawler fighting style. If the wearer is already skilled at unarmed combat, they increase unarmed damage die by one size (max d12) and add +1 to the wearer’s attack and damage.
Gloves of Puissance
If the wearer of these gloves is proficient with martial weapons, they gain the ability to make a single attack with any weapon as a bonus action. Melee attacks of opportunity in response to an enemy attacking the wearer and rolling a natural 1 also no longer require reactions.
Gloves of Scrambling
The wearer of these gloves gains a swim and climb speed of 40, and the ability to hold their breath for up to 30 minutes.
Gloves of Thieving
These compact fingerless gloves grant their wearer +2 to thievery checks.
05

Rings

Ring of Animalism
This ring grants an attuned wearer the ability to speak with animals and use survival as a social skill to influence them.
Ring of Armoring
This ring grants an attuned wearer the ability to manifest or dismiss a suit of +1 armor of any type they are proficient in on their body as a bonus action. The armor can have any cosmetic appearance the wearer desires, including spikes.
Ring of Barbs
This ring deals 1d6 psychic damage to any creature that successfully strikes and damages its attuned wearer with a melee or missile attack.
Ring of Beasts
Every ring of this type is enchanted to allow an attuned wearer to assume the form(s) of 1–3 specific animals as a bonus action. This ability is identical to the druidic ability wildshape.
Ring of Blinking
This ring allows an attuned wearer to cast the blink spell at will.
Ring of Crushing
This ring increases an attuned wearer’s unarmed striking damage by +1d6 points.
Ring of Elements (Air)
This ring grants an attuned wearer lightning resistance and the ability to survive without air. The ring also has 7 charges and regains 1d6+1 charges each day at dawn. If the wearer satisfies the attunement conditions of the ring, it can be used to cast the following spells: feather (1), gale (2), and lightning (3).
Ring of Elements (Earth)
This ring grants an attuned wearer acid resistance. The ring also has 7 charges and regains 1d6+1 charges each day at dawn. If the wearer satisfies the attunement conditions of the ring, it can be used to cast the following spells: shield (1), spikes (2), and boulder (3).
Ring of Elements (Fire)
This ring grants an attuned wearer fire resistance. The ring also has 7 charges and regains 1d6+1 charges each day at dawn. If the wearer satisfies the attunement conditions of the ring, it can be used to cast the following spells: backfire (1), warmth (2), and fireball (3).
Ring of Elements (Water)
This ring grants an attuned wearer cold resistance and the ability to breathe water. The ring also has 7 charges and regains 1d6+1 charges each day at dawn. If the wearer satisfies the attunement conditions of the ring, it can be used to cast the following spells: torrent (1), fogbank (2), and waterwalk (3).
Ring of Enhancement
Each ring of this type is designed to amplify one statistic while attuned. The statistic becomes 19 unless the creature’s natural statistic is higher.
Ring of Freedom
This ring grants an attuned wearer immunity to effects that would paralyze or restrict their movement. This includes difficult terrain, grappling, binding with ropes or manacles, and movement through water, undergrowth, or similar mediums. It has no effect on doors, walls, or similar structural obstacles.
Ring of Girding
This ring allows an attuned wearer to manifest or dismiss any combination of a +1 suit of armor, a +1 shield, and a +1 melee or missile weapon of their choice as a reaction. These items can be of any sort the wearer is proficient with, and their cosmetic appearance is determined by the wearer. If a missile weapon is chosen, it creates its own ammunition.
Ring of Gnosis
This ring glows and hums if the hand wearing it touches an enchanted item. If attuned it increases the maximum spell energy of its wearer by 2 points per character level.
Ring of Jumping
This ring increases the maximum jumping distance of its wearer by 5 feet. If attuned it triples the maximum jumping distance of the wearer and reduces falling damage by 30 feet to a minimum of 0.
Ring of Minotaurs
This ring doubles the maximum volume of its wearer’s voice. If attuned it also grants its wearer the ability to dash as a bonus action and the ability to grow horns from their head as a reaction. These horns can be used to make unarmed attacks with a base damage of 1d10+MIGHT. They can look like anything the wearer wishes, and while extruded the wearer’s skull hardens to grant the benefits of wearing a helmet. If the wearer makes a charge attack with the horns, their foot speed increases by 20 and they deal +4 damage.
Ring of Protection
This ring cloaks its wearer’s head in an intangible field of force, granting the benefits of wearing a helmet and gorget. If attuned it grants the wearer a +1 bonus to defense, soak, and saving throws.
Ring of Reflection
This ring grants an attuned wearer advantage on saves against spells. If the wearer rolls a natural 20 on a save against a spell that specifically targets them (not area of effect spells), the spell is reflected back on its caster.
Ring of Regeneration
This ring doubles its wearer’s natural healing rate. If attuned it allows the wearer to regain 6 points of lost health every hour in which no combat occurs. It regenerates lost soft tissue (including organs, eyes, tongue, etc) if worn and attuned during a full rest, but it cannot regenerate bone. If the wearer is reduced to 0 health, they automatically stabilize without need for medical attention.
Ring of Resistance
This ring grants an attuned wearer resistance to one form of damage.
Ring of Shielding
This ring allows its wearer to manifest or dismiss a shield of force on their arm as a reaction. This shield has no weight, and the wearer can choose the type (buckler/medium/door) and the appearance (transparent/opaque). In all other respects, it acts as a +1 shield.
Ring of Warmth
This ring grants its wearer total protection from the negative effects of non-magical cold, including water. If attuned it grants its wearer cold resistance and the ability to radiate heat up to the temperature of a campfire at will, though this heat cannot deal damage.
Ring of Waterwalking
This ring grants its wearer the effects of waterwalk at will.
06

Robes

Frostgown
An attuned wearer can cause this gauzy white scarf to flow over their body, transforming into a diaphenous robe/coat or gown of glittering ice and snow. In this form, it grants cold resistance and a defense of 14+AGI as well as the ability to see clearly through blizzards and fog. The garment can take any form the wearer wishes, including forms with hoods or masks, but it is always embellished with exotic ice-themed whorls and patterns that subtly shift over time.
07

Staves

A magical staff is an arcane focus with three features. First, it increases its user’s mana pool by a set number of points (default 20). Second, it grants a passive supernatural benefit or allows its user to cast a certain spell at will. Third, it allows its owner to cast a set list of spells as though they had them prepared.

Staff of Abetment
This staff grants a +2 bonus to subterfuge rolls. It can cast informance, magelock, sending, and tongues.
Staff of Abjuration
This staff grants a +2 bonus on saves. It can cast the spells shield, adaptation, dispel, and banishment.
Staff of Conjuration
This staff allows its bearer to cast servant at will. It can cast the spells blink, steed, shelter, and carriage.
Staff of Divination
This staff allows its bearer to cast aurasight at will. It can cast identify, dowsing, clairvoyance, and oculus.
Staff of Enchantment
This staff grants advantage on will saves. It can cast charm, suggestion, paranoia, and amnesia.
Staff of Evocation
This staff grants advantage on reflex saves. It can cast fusillade, shockwave, fireball, and blizzard.
Staff of Hinterlands
This +2 staff grants a +2 bonus to survival rolls. It can cast entangle, barkskin, spikes, and overgrowth.
Staff of Illusion
This staff allows its bearer to cast disguise at will. It can cast phantasm, invisibility, borealis, and mislead.
Staff of Necromancy
This staff grants its bearer necrotic resistance. It can cast obtenebration, undeath, vampirism, and blight.
Staff of Skies
This staff allows its bearer to cast feather at will. It can cast torrent, gale, cloudform, lightning, and blizzard.
Staff of Striking
This +3 staff has a retractable blade of variable length, allowing it to be used as a quarterstaff, spear, or glaive. When striking an opponent it deals an additional 1d6 force damage. An attuned wielder can burn up to 2 charges, and each charge deals an additional 1d6 force damage.
Staff of Transmutation
This staff grants advantage on fortitude saves. It can cast feather, resizing, haste, and polymorph.
08

Wands

A magical wand is an arcane focus with three features. First, it increases its users’ mana pool by a set number of points (usually 10). Second, it grants a passive supernatural benefit or allows its user to cast a cantrip at will. Third, it allows its owner to cast a set list of spells as though he or she had them prepared.

Wand of Arming
This wand can be used to attack with arete in melee or to a range of 100 feet. It deals d12+Arete force damage. It can cast magemail, anathema, and ammunition.
Wand of Authority
This wand grants +2 to diplomacy. It can cast command, truthsayer, and sending.
Wand of Binding
This wand’s bearer ignores difficult terrain. It can cast entangle, paralyze, and slow.
Wand of Earth
This wand’s bearer gains crushing resistance. It can cast stoneshape, excavate, and stoneskin.
Wand of Flames
This wand grants fire resistance. It can cast drakefire, warmth, and fireball.
Wand of Frost
This wand grants cold resistance. It can cast fogbank, frigerate, and blizzard.
Wand of Illusions
This wand becomes invisible at will. It can cast phantasm, invisibility, and borealis.
Wand of Incursion
This wand increases speed by 10. It can cast blink, knock, and cloudform.
Wand of Lanterns
This wand grants darkvision. It can cast faefire, beckon, and daylight.
Wand of Protection
This wand grants +1 to saves. It can cast apotropaism, adaptation, and occultation.
Wand of Security
This wand grants +3 alertness. It can cast alarm, pockets, and shelter.
Wand of Shielding
This wand grants +2 defense. It can cast shield, aid, and shelter.
Wand of Smiting
This wand adds +1 to Arete. It can cast scythe, smite, and boulder.
Wand of Storms
This wand grants electric resistance. It can cast arcblast, shockwave, and lightning.
Wand of Utility
This wand grants +1 to Arete. It casts translation, servant, and sending.
Wand of Winter
This wand grants cold resistance. It can cast freeze, fogbank, and blizzard.
09

Weird Stuff

Astrolabe, Anchoring
This flat, compass-like amulet can be attached to a belt or harness. Every time the owner goes to sleep with the astrolabe in their possession, the owner can choose to have the device attune to the spot where they slept. If they are moved after falling asleep, the device will attune to whatever spot they were in when they first lost consciousness. The owner can use the device to unerringly locate whatever spot the device is attuned to, as though using the pathfinder spell.
Bag, Holding
This magical sack is reinforced with durable straps and has redundant small pockets. It can hold up to 100 load, and weighs only 2 when full. The bag cannot be accidentally pierced or damaged, and only an edged enchanted weapon may be used to intentionally damage it while it is not in a creature’s possession. If this occurs, the bag is destroyed, and all its contents are dumped into the astral plane.
Carpet, Flying
This carpet can hold up to 4 medium humanoids or 1 large one. It can fly at a speed of 30 mph up to 3 hours, after which it must “rest” for 12. Creatures seated on it cannot fall or be knocked off if they do not wish it.
Collar, Lifeward
This magical choker has 3 charges and regains 1d3 charges every dawn. If the wearer is dealt a killing blow, a charge is expended, and they are reduced to 1 health instead. The choker also protects its wearer’s throat and head from attacks with a field of intangible force, equal to that of a steel helmet. Any time the wearer suffers a critical hit, it is converted to a normal hit unless the attack roll exceeded the wearer’s defense by 6 or more.
Collar, Slavers
This magical collar reduces its wearer’s might and agility scores to 10 if they are not already higher, and causes the wearer to slur and babble if they try to cast a spell. The wearer cannot remove the collar themselves: it may only be removed by another who knows the command word or a decurse spell.
Jewel, Feedback
This jewel grants its wearer advantage on will saves against all supernatural mind-influencing effects. If the wearer is targeted by an unwanted attempt at mental communication or control (such as charm, dominate, or even telepathy), the originator takes 1d10 psychic damage per attempt.
Lantern, Boatman’s
This baleful green lantern causes any undead creature approaching within 20 feet to glow. Additionally, whenever a creature dies within 30 feet of the lantern, all living creatures in the same area regain 1d8 health. The owner of the lantern cannot choose who to include or omit from this effect.
Lantern, Revealing
In addition to never running out of fuel, this lantern reveals all invisible and ethereal creatures that come within 40 feet of its light. Revealed creatures appear as ghostly and luminous.
Lantern, Wanderers
This magical lantern does not contribute to its wearer’s load limit, never runs out of fuel, and functions even while immersed. It sheds a light of the owner’s chosen color out to a radius of anywhere from 10 to 60 feet (as desired) on command, or it may be shuttered with mirrored panels to focus a stronger 90-degree beam out to a range of 200 feet. If the flame is turned up, the flat top of the lantern can also be used as a cooking surface or a source of heat.
Mask, Doppelganger
This smooth and featureless mask bonds with its wearer, melding into their body until willingly removed or the wearer is killed. The owner of the mask can change their facial features and make cosmetic alterations to their body structure and voice at will, though not total height or weight. This transformation can change visible gender if desired, but it does not change physical statistics or grant special abilities. The wearer of the mask becomes impotent while it is worn, and the mask cannot be used to accurately mimic the appearance of another living creature (though dead creatures may be impersonated).
Mask, Grotesque
This half-mask covers the wearer’s nose and mouth, resembling a gruesome set of jaws. On command, it bonds with the wearer’s face and grants their head a monstrous form and fearsome voice. The wearer gains +2 intimidate and can make bite attacks as a bonus action. The jaws deal 1d12 base damage and count as magical weapons.
Mist Tent
When this stoppered flask is opened and its command word spoken, fog issues forth and materializes into a large ornate tent suitable for up to 10 creatures. This process takes 1 full round. If the stopper is replaced, the tent dissipates in the same time. It blends into the local terrain and is warm and comfortable, regardless of local temperature or weather. It has 100 health, and if reduced to 0 health, it dissipates into fog and cannot be summoned again for 24 hours.
Pearl of Wisdom
This divine pearl must be worn against the skin of a single creature for a full lunar month to take effect. If this condition is met, the creature’s spirit statistic permanently increases by 1. No creature can gain the benefits of such a pearl more than once. The pearl has no charges, is not an attunement item, and there is theoretically no limit to the number of beings it can influence over time. Religious organizations prize these relics highly, but they are extremely rare.
Rope, Thiefs
This 100-foot rope can magically fold down to the size of an apple. If attached to a grapnel or formed into a larriat, it will securely catch on any suitable outcropping it is thrown at. It will hold up to 4000 lbs reliably, and may be scaled by any creature regardless of its might score at a rate of 40 feet per round. If the command word is spoken and the rope has been knotted, it will unknot itself.
Spellshard, Grimoire
If embedded in a willing arcane spell caster’s body using a 1-hour ritual and the correct command word, this marble-sized jewel acts as a spell book capable of holding the knowledge of up to 100 arcane spells of any level. If attuned it also grants its owner +2 arcana and the ability to prepare 2 additional arcane spells. To peruse the spells inside the jewel, the owner must sleep or meditate while it is embedded. Regardless of whether or not it is attuned, no more than one grimoire spellshard can be embedded in a creature at a time.
Spellshard, Mnemonic
If embedded in a willing creature’s body using a 1-hour ritual and the correct command word, this marble-sized jewel acts as a notebook capable of holding 1001 “pages” of information that can be accessed telepathically. Only non-magical information may be stored in this way: maps, language primers, pictures, passwords, ciphers, recipes, instructions, etc. While this is not considered an attunement item (it is a glorified notebook), no more than one mnemonic spellshard can be embedded in a creature at a time.
Void Scroll
This magic scroll is always sealed inside an ornate, polished stone or metal tube. With 10 minutes of effort, a spell caster can record a single spell they have prepared of up to 5th level on the scroll. This spell may then be cast from the scroll by any other spell caster, after which the spell vanishes. If the owner is attuned to the scroll, they can record a spell of up to 8th level on it. If the spell is above the 5th level, only an attuned bearer of the scroll can cast the spell recorded on it. It is legal for one spell caster to attune to this item, record a powerful spell, and then give it to another caster for attunement and use.
Wind Fan
This folding fan allows the owner to cast gale on command.
Whistle, Bird
This whistle can be blown to communicate basic ideas and concepts to any sort of feathered avian creature, including monsters with bird-like characteristics. The whistle does not grant its bearer magical control over such creatures, however. Unintelligent birds will react to simple concepts impulsively. If the wielder is proficient with wind instruments they can use the performance or tool (instrument) skills to influence avians.