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Eye of Hyxia

Wonderous item, legendary (requires attunement)

Legends say the Hyxia crystal shattered only once; the shard embedded in a rock deep within the core of the grove. For millennia it has withstood the sands of time, until something decided to focus its power. While this pink gem is in your eye socket, you gain the following benefits:

  • You gain truesight out of a radius of 60 ft., and can sense magic, as well as its school of origin within the same radius.
  • You can cast the following spells once until you finish a long rest using the eye (Spell Save DC 18): arcane eye, eyebite and seeming.
  • You have advantage on perception checks

Curse. If a creature attuned to the item casts one of its spells, the item consumes the creature’s lowest level spell slot. If the creature has no spell slots available or has no spell slots, it takes necrotic damage equal to 1d8 times the level of the spell that was cast.

Fracture

Maul, legendary (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon.
This maul has 8 charges. While holding it, you can use your action to expend or more of its charges to cast the following spells from it (DC 18): Shatter (1 charge), crystal (ice) storm (3 charges), wall of (ice) crystal (7 charges). The spells that deal cold damage, deal that amount of radiant damage instead.
Fractured When an enemy fails a saving throw against one of the spells cast through this weapon, they are considered fractured, as small pieces of crystal enter their system through their skin.
Break When you hit an enemy that is considered fractured with this weapon, you may use your bonus action to expand the crystal dust inside of the creature. It must succeed on a DC 18 Constitution saving throw or take 4d8 piercing damage. The creature is then no longer fractured and is immune to the fractured condition for 24 hours.

Hand of Arkhaane

Wonderous item, very rare (requires attunement by a bard, sorcerer, warlock or wizard)

This silken glove is adorned with golden thread, depicting the image of an owl. While attuned to this glove, you have proficiency in the Slight of Hand and Arcana skill, and do not need to have any hands free to cast a spell. The glove has 10 charges and regains 1d10 charges at dawn. As a bonus action, you can spend a number charges to cast spells through the hand: silent Image (1 charge), fog cloud (1 charge), Nystul’s magic aura (3 charges), enhance ability (3 charges), gaseous form (5 charges), phantasmal killer (10 charges).

Hixya Crystal

Wondrous item, legendary (requires attunement by a neutral creature)

The Hixya crystal is a sentient magical crystal ball (legendary). In addition to its normal functionality, a creature attuned to it is always under the effect of rary’s telepathic bond with the crystal ball.
Inbue Power. One of the crystal’s adapted power it gained from its time hidden is the ability to inbue life. Hixya has 10 charges. A creature can use an amount of charges to cast one of the following spells: revivify (3 charges), plant growth (3 charges), awaken (5 charges) or regenerate (7 charges). Hixya gets 1d8+2 charges back at dawn.
Sentience. Hixya is a sentient true neutral crystal ball with an Intelligence of 20, a Wisdom of 18 and a charisma of 8. It has heard and darkvision out of 120 feet.
Personality. Hixya’s purpose was to store and remember any information on its creator’s enemies; the aboleth. Much like the aboleth, Hixya is able to store information indefinitely and gets it ready when its wielder asks it to. It is a bit condescending as it speaks all languages, a fact is proudly spouts on about.

Hixya Mind Shredder

Longsword, very rare (requires attunement)

This +2 longsword is fashioned from the finest crystals created by the Hixya Crystal. Its mind bewitching powers tear any creatures spirit once hit with its blade. this blade deals an additional 1d8 psychic damage on hit, and once per turn when you hit a creature with a weapon attack, you can attempt to frighten it. The target must make a DC 16 Wisdom saving throw or become frightened until the end of its next turn.

Ring of Clarity

Ring, very rare (requires attunement)

while attuned to this ring, you are immune to the charmed or frightened condition. Additionally, you have resistance to psychic damage.

Ring of the Insect King

Ring, very rare (requires attunement)

The ring has 5 Charges. Spells cast from the ring have a save DC of 15. You can cast the following Spells from the ring, expending the necessary number of charges: animal friendship (1 charge), beast bond (1 charge), giant insect (3 charges) or insect plague (4 charges). The ring regains 1d4 +1 expended Charges daily at dawn.

Ring of Size

Ring, rare

This ring has 3 charges, and regains 1d4-1 charges at dawn. As an action, the wearer can expend 1 charge to cast enlarge/reduce on itself.

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