Items
Axe of Sel'thun
When in an area of undead energy the axe glows. When striking creatures from the Shadowfell or plane of shadow, add 3d6 radiant damage.
As an action you can cast detect good and evil. You can't use this property again until you finish a short or long rest.
Empowered
This is a +1 weapon.
Glimmerluck's Charm
As an action you can try your luck - roll 2d3 and consult the table below. You can't use this ability once and regain use when you finish a long rest.
| Roll | Luck table |
|---|---|
| 2 | Power surges around you |
| 3 | A stray star comes to your aid |
| 4 | Magic flows into you |
| 5 | A distant friend comes calling |
| 6 | A helpful promise is granted |
You gain one luck point. After you roll a d20 but before the outcome is determined you may choose to roll another d20, keeping either result. You may also spend the point when an attack is made against you. You choose which roll to keep for the attacker's roll.
You can use this ability once and regain use when you finish a short or long rest.
Empowered
You can use Tides of Chaos to try your luck. Additionally, When you roll on the luck table, you can use your luck point to choose a result.
Bindings of Nelistra Gemwing
You have advantage on slight of hand checks.
You can cast burning hands at first level. You must finish a short or long rest before you can use this again.
Empowered
Your maximum ki points is increased by 2. You may spend two ki points to cast burning hands at the lowest level. You may spend extra ki points to increase the casting level. The total points spent must be less than or equal to your wisdom modifier.
Cloak of the Eladrin
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Depending on the season, you can cast one of the the following cantrips:
- Hearth: Friends
- Frost: Chill touch
- Storms: Minor illusion
- Light: Fire bolt
Empowered
You gain a +1 bonus to AC and Saving Throws while you wear this cloak.
Darnesh Warshield
You can cast the dnd.magic.spell.shield spell. You can't use this property again until you finish a short or long rest.
As an action you may select any number of targets within 30'. Each target may choose to gain a number of temporary hit points equal to twice your level. These hit points last 1 minute. You can't use this property again until you finish a short or long rest.
Empowered
When an enemy withing 30' of you strikes an ally you can see, you use a charge of Wrath of the Storm to deal damage to that target. In addition, when you strike a creature with a melee attack you may change the damage type to lightning damage.
Crossroad Hammers
Hammer's with they symbol of Idia, god of travelers and inns. You have a +1 bonus to attack and damage rolls made with this magic weapon.
As an action you can throw one of the hammers to call down a bolt of lightning in a cross shaped pattern. A lightning bolt strikes a target location up to 60' away and four bolts extend 10' in either each cardinal or intercardinal direction. Each creature in the area excluding you must make a DC 13 Dexterity saving throw, taking 3d6 lightning damage on a failed save, and half as much damage on a successful one. The hammer's property can't be used again until the next dawn.
While attuned you can use a bonus action to call the hammers back to your hands. The hammers must be within 300' for this to work.
Eclipse Blade
As an action, the bearer can cause the unsheathed blade to create a dark aura, casting a shadow and creating dim light in a 15' radius. The wielder can see as if this area were covered by bright light. You can use this ability once and regain use at sunset.
In addtion the bearer can cast the dnd.magic.spell.umbraturgy cantrip.