New Magic Items
These magic items are Hombrew Story Awards, thus they only work at my tables.
Still they count to the maximum of magic items you can take to an adventure regarding the V.A.L.U.E. rules.
A character, who has such an item, can give can give it to another character during an \y game at my tables.
… Sheshka (by @BufoBufo) had this item ![]()
Talisman of Annihilation (Charge Used)
Wondrous item, artifact (requires attunement by a spellcaster of good alignment)
You found this talisman in the Whispering Cairn.
Sheshka has the feeling that by passing Icosiol’s final test something has been unlocked. After defeating Mazyralx the artifact had 1 charge. She spend the charge to defeat the final form of Kyuss.As an action you could spend a charge to create a 20 feet radius “sphere of annihilation” within 200 feet, that would desintegrate everything in its area. Creatures on the border of that area can save themselves by succeeding on a DC 25 Dexterity saving throw, that would only deal them 4d10 force damage on a success instead of being desintegrated.
Very powerful creatures could still withstand such annihilation, but would be weakened.
Note: Controlling the “annihilation zone” would be a spellcasting ability check + double your proficiency bonus.
… Hogar (by @Stracci) had those items ![]()
Thunder & Lightning (Exalted)
Weapon, legendary (requires attunement)
Martial weapon, melee weapon, 3 lb.
Each is an ancient khopesh (scimitar) forged of Byeshk (a magic metal) wielded by Icosiol, the general of the Wind Dukes of Aaqa pledged to the Couatls during the Age of Demons.
During those dark times they became best friends and are really wanted to be used together.You have to attune to both weapons to get the benefits.
So they count as two magic items and take up two attunement slots.
Both share a hidden Loyalty stat with you, that could unlock more potent abilities later.
Giving the weapons to another character resets their Loyalty to their Dormant levels.
Exalted
Thunder is a +3 scimitar in its exalted state, that also deals an extra 3d6 thunder damage to any target it hits. Also if Thunder in your main hand, you can cast thunder step (DC 17) as a 5th level spell once, as long as hostile creatures are within 10 feet around you.
Lightning is a +3 scimitar in its awakened state, that also deals an extra 3d6 lightning damage to any target it hits. Also if Lightning in your main hand, you can cast lightning bolt (DC 17) as a 5th level spell once, as long as hostile creatures are in the affected area.
Should both spells have been expended, you will regain both at the next dawn.Additionally, should you wield both weapons at the same time, you can cast whirlwind (DC 17) at will as a 7th level spell, but every time you do so, you will gain one level of exhaustion.
Sentience.
Thunder as well as Lightning are sentient chaotic good weapons with an Intelligence of 15, a Wisdom of 16, and a Charisma of 20. They each have hearing and darkvision out to a range of 120 feet.
The scimitars can read, and understand Auran, and they can communicate with their wielder telepathically transmitting their emotions. They know every language you know while attuned to it.
Personality.
Battle-loving djinn live within Thunder & Lightning. The weapons desire to push their wielder to use only them in combat and also to don’t favor one blade over the other as they can get quite jealous.
Curse.
These weapons are cursed, and becoming attuned to them extends the curse to you. While attuned to these weapons, you have disadvantage on attack rolls except on weapon attacks made by these scimitars.You can break the curse in the usual ways. Additonally the scimitars can end the curse as well as ending your attunement to two both weapons at any point in time. Also when you wield both weapons at the same time, they can choose to attune you to them.
… Sheshka (by @BufoBufo) had this item ![]()
Circlet of Aaqa (Exalted)
Wondrous item, legendary (requires attunement)
This ancient circlet was once worn by Icosiol a general of the Wind Dukes of Aaqa. It had been gifted to him by Chan, his princess, as thanks for his service during the Age of Demons.
It shares a hidden Loyalty stat with you, that could unlock more potent abilities later.
Giving the item to another character resets its Loyalty to its Dormant levels.
Exalted While wearing the circlet in its exalted state, the Circlet of Aaqa grants you +d6 on Charisma and Wisdom checks as well as on Charisma and Wisdom saving throws.
Also you can cast the 2nd level spell zone of truth (DC 17) at will.Additionally at any time you can learn every knowlingly untrue spoken word you have heard within the last 10 minutes, but every time you do so, you will gain one level of exhaustion. The circlet will also reveal the truth behind those uncovered lies to you.
The Circlet of Aaqa is a sentient lawful good wondrous item with an Intelligence of 17, a Wisdom of 20, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet.
The circlet can read, and understand all languages, and it can communicate with its wearer telepathically transmitting its emotions.
Personality. A law abiding deva lives within the Circlet of Aaqa. The circlet can be quite conceited and is filled with a strong sense of Law. It desires to push its wielder to uphold its noble legacy by suggesting, that the privilege of being attune to it entails the responsibility of honorable behavior.
Curse. This magic item is cursed, and becoming attuned to it extends the curse to you. While attuned to the circlet, you cannot knowingly tell a lie and have disadvantage on Deception, disguise kit as well as forgery kit checks.
You can break the curse in the usual ways. Additonally the Circlet of Aaqa can end the curse as well as ending your attunement to it at any point in time. Also when you wear the item, it can choose to attune you to it.
… Hewguard (by @PatrickD) had this item, used it and it exploded and splintered again …
Rod of Seven Parts (Rod of Law)
Weapon (mace), artifact (requires attunement)
Simple weapon, melee weapon, 4 lb.
Your group has found a strange metallic piece in the grave of the final room of the from Whispering Cairn. Detect magic only revealed that It radiates a strong aura of Law.
Later you got another one from the Mistmarsh lizardfolk shaman.
You got two more from an elven cleric of the Undying Court and another one from Icosiol’s tomb. You also found one during the visit of past stories at the Fountain of Former Fortune’s Folly The last piece was a spliter that got struck in Mazyralyx’s bones.
As the pieces touched, they fused into a larger piece.
The mace is very unstable and breaks easily. Should you hit an aberrations, fiend, or undead with the weapon, the rod explodes and that creature will be banished to Khyber.
The strength of the explosion depends on the strength of the banished creature.
Very powerful creatures could still withstand such a hit, but would be weakened.
Should you miss an attack roll by 10 or more, the rod would break and explode without having any effect.
… currently Blast (by @ThatGuyTed) has this item ![]()
Hand of Vecna
Wondrous item, artifact (requires attunement)
To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage.
If the hand is ever removed, you die.
Your alignment changes to neutral evil, and you gain the following benefits:
- Your Strength score becomes 20, unless it is already 20 or higher.
- When you hit with a weapon attack while attuned to the artifact, the target takes an extra 1d6 damage of the weapon’s type.
- Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra 2d8 cold damage on a hit.
- While attuned to the artifact, you deal 1d6 necrotic damage to any plant you touch that isn’t a creature.
- While attuned to the hand, you gain proficiency in the Sleight of Hand skill if you don’t already have it.
- The hand has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: finger of death (5 charges), sleep (1 charge), slow (2 charges), or teleport (3 charges). The hand regains 1d4 + 4 expended charges daily at dawn.
Each time you cast a spell from the hand, it casts the suggestion spell on you (save DC 18). The hand might have a specific act in mind or leave it up to you.
please keep in mind, that these Homebrew Story Award items only work at my table





