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enchanted item index

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A

Amagon's Fist

Wondrous item, very rare (requires attunement by non-evil character)

 

A monstrous, large-sized metallic gauntlet crafted by the dwarven smiths of Kled, and used famously by the legendary half-giant Earth cleric, Amagon Stone-jaw, in the notorious battle of Wyvern’s Peak, where the stalwart priest and his dwarven allies faced-off against a legion of gith and vanquished their leader, Ulak Black-heart, some 2,000 years ago. The gauntlet is forged from an unknown alloy (adamantine) said to have fallen from the stars eons ago.

 

Wearing this gauntlet grants you the following benefits:

 

  • Holy Flame of Sunnis 1/long rest. As an action, unleash a deadly line of divine fire 30 ft. long, 5 ft. wide, inflicting 6d6 (21) radiant, Dexterity save DC 15 for half.

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  • Shield of Faith 3/long rest. As a bonus action, you may cast shield of faith for up to 10 minutes. You may dismiss this effect as a bonus action.

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  • While wearing this gauntlet, any critical hit against you becomes a normal hit.

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  • You gain resistance to acid.

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  • Wearer can speak, read, and write Terran.

 

Item Restrictions. The wearer may not be of an evil alignment. If an evil-aligned creature attempts to wear the gauntlet, it automatically takes 12d6 radiant damage (no save, no resistance) and an additional 6d6 radiant damage (no save, no resistance) each round until the gauntlet is removed.

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Arcaneos Manople

Wondrous item, very rare (requires attunement by wizard)

 

A leather glove accented with iron plates protecting the wearer’s knuckles and wrists, with a blood-shot quartz eyeball imbedded into it that seems to move and observe its surroundings. When activated as an action, a series of runes pulse at the base of the glove, and it becomes

engulfed in sulfuric-smelling fumes. The glove grants the wearer the following benefits:

 

  • Damage-dealing offensive spells deal an additional 1d12 points of necrotic.

 

  • All spells cast by the wearer are tougher to overcome, raising their save DC by +2.

 

  • You gain advantage on saving throws against all magic-based attacks.

 

  • Hellfire Ray 1/long rest. As an action, unleash a deadly line of flame 30 ft. long, 5 ft. wide, inflicting 6d6 (21) fire, Dexterity save DC 15 for half. Using this ray ability ads 1 point to the wearer’s total defiler aura score.

 

Item Prerequisite. The wearer must currently have a minimum of two (2) defiler aura score for

this item to fully function. The wearer must be of a non-good alignment.

 

Source: Campaign Original Item.

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Armor of Shaitan Harish 

Armor (scale mail), very rare (requires attunement)

 

This is a +1 suit of scale armor. This sturdy suit of chitin scale seems to be crafted from the chitin of a monstrous Athasian Centipede. Every so often, the many insectoid legs composing the armor eerily wriggle-about.

 

The armor grants the wearer the following benefits:

 

  • Wearing this armor grants you resistance to fire and poison.

 

  • Wearing this armor grants you a climb speed of 30.

 

  • Wearer suffers no disadvantage on Dexterity (Stealth) by wearing this armor.

 

  • Insectoid Power. While wearing (and attuned to) the armor, you can use your action to cast the polymorph spell from it, transforming into an Athasian Centipede. This ability acts exactly as the spell, only you retain your intelligence score when you transform. You can use a bonus action to instantly revert back to your normal form. You can't use this property again until the next dawn.

 

Source: Campaign Original Item.

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Axe of Great Googa Mooga

Weapon (battleaxe), unknown rarity (requires attunement by a barbarian)

 

This is a bone battle+2. A primitive axe carved from a hunk of Athasian Sloth bone, its brutish blade covered in old Rhulisti, the ancient language of the halflings of old. These ancient runes light up when battle is engaged.

 

Once wielded by the great halfling war-chief Googa-Mooga the III, some 600 years ago, this mighty weapon of war has served the halfling of the Forest Ridge for many generations.

 

Crafted by the shaman mind-bender Baba-Tunde, this fearsome weapon made Googa-Mooga a force to be reckoned with against all enemies who wielded The Way in battle.

 

Thought to have been lost during the events of the Gith Wars 200 years back, rumors persist that the enchanted axe has resurfaced, and is in the hands of the gith of Black Spine.

 

The wielder of this weapon gains the following benefits:

 

  • While using the Rage class ability, you gain an additional +4 Rage bonus to damage rolls.

 

  • While attuned with this axe, you are resistant to psychic damage.

 

  • While attuned with this axe, you gain advantage on Wisdom saves from magical attacks unleashed by enemies.

 

Strange Nature. The weapon’s strange and unknown nature may hold other powers, abilities, boons, or curses…

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B

Bands of Psychic Fury

Wondrous item, very rare (requires attunement by psionic class or subclass)

 

An ancient pair of gold-scale bands studded with dozens of tiny, polished quartz worn over both biceps. The bands pulse and hum with psionic energy when activated. Though a mighty weapon in battle, these bands demand a heavy toll…

 

The bands grant the wearer the following benefits:

 

  • Psionic Wave (at will). As an action, unleash a deadly line of psionic energy 20 ft. long, 5 ft. wide, inflicting 3d4 (7) psychic, Dexterity save DC 12 for half. Each time this ability is used, the wearer loses 1 hp. The wearer must possess a minimum of 2 hp to use this power.

 

  • Mindfire Blast (3/long rest). As an action, unleash a deadly cone of psionic energy 15 ft. long, inflicting 6d6 (21) psychic, Dexterity save DC 15 for half. Each time this ability is used, the wearer loses 2 hp. The wearer must possess a minimum of 3 hp to use this power.

 

  • Psionic Hammer-Down (1/long rest). As an action, unleash a deadly pulse of psionic energy in a 15 ft. radius centered on you, inflicting 6d6 (21) psychic, Dexterity save DC 15 for half. Each time this ability is used, the wearer loses 5 hp and gains 1 level of exhaustion. The wearer must possess a minimum of 10 hp to use this power.

 

  • Psychic Apocalypse (1/long rest). As an action, unleash a deadly cone of psionic energy 30 ft. long, inflicting 12d6 (42) psychic, Dexterity save DC 18 for half. Each time this ability is used, the wearer loses 10 hp and gains 1 level of exhaustion. The wearer must possess a minimum of 20 hp to use this power.

 

  • Wearer gains resistance to psychic damage.

 

Source: Campaign Original Item.

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Black Ember

Weapon (shortsword), uncommon

 

This is a burning stone shortsword. A broad, stone-crafted blade constructed in the ancient dwarven fashion. This weapon is said to have been created hundreds of years ago by the steadfast dwarves of Kled.

 

Orange colored runes pulse with energy when the weapon is activated. A thin layer of grey ash constantly covers the weapon. You can use a bonus action to speak this magic weapon's command word, causing smoldering heat to pulse from it. While the weapon is pulsing with magical heat, it deals an extra 1d6 fire damage to any target it hits. The heat lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.

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Source: Stone (material), Burning (enchantment), Bone & Steel Manual, pages 50, 7.

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Bloodstorm

Weapon (greatsword), rare (requires attunement)

 

This is a large electrifying bone greatsword. A massive greatsword carved from the thighbone of an ancient Air Drake. Several elemental runes are carved into the base of the giant blade, and the sword faintly glows in dim light.

 

Light-grey colored runes pulse with energy when the weapon is activated. Tiny electrical veins constantly cover the weapon. You can use a bonus action to speak this magic weapon's command word, causing electrical veins to erupt from it. While the weapon is sparking, it deals an extra 2d6 lightning damage to any target it hits. The electrical charges last until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.

 

Source: Bone (material) Bone & Steel Manual, page 5; Electrifying (enchantment) Bone & Steel Manual, page 51.

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Boots of False Tracks

Wondrous item, common

 

A dusty pair of sturdy, weather-worn boots. Only humanoids can wear them. While wearing these old boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

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Source: Boots of False Tracks, Xanathar's Guide to Everything, page 136.

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Bracers of the Mindcrusher

Wondrous item, rare (requires attunement by psionic class or subclass)

 

An exotic pair of bracers crafted from an unknown, light-weight, malleable-stone flecked with silver, that wraps around the wrists and forearms. Ancient psionic glyphs are carved throughout both bracers. These bracers give off the faint scent of ozone.

 

Wearing these bracers grant you the following benefits:

 

  • You add an additional 1d12 psychic damage to any offensive spells.

 

  • You gain resistance to psychic.

 

Source: Campaign Original Item.

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C

Cloak of Shadow & Ash

Wondrous item, very rare (requires attunement by wizard)

 

A fine cloak woven from the feathers of an Athasian Roc. The garment faintly smells of burnt feathers and blood. The cloak grants the wearer the following benefits:

 

  • The wearer gains resistance to fire, lightning, and necrotic.

 

  • Strength of the Damned 1/long rest. As an action, gain +20 temporary hit points that last for 1 hour. Using this special ability ads 2 points to the wearer’s total defiler aura score.

 

Item Prerequisite. The wearer must currently have a minimum of five (5) defiler aura score for this item to fully function. The wearer must be of a non-good alignment.

 

Source: Campaign Original Item.

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Cowl of the Dune Walker

Wondrous item, rare

 

An old, hemp-woven cowl sewn into the lining of a cracked, sun-tattered hat. The wearer gains the following benefits:

 

  • The wearer treats any desert terrain as normal ground.

 

  • The wearer requires only half the daily requirement of water needed for their race and size. Does not stack with similar effects.

 

  • The wearer gains resistance to fire damage.

 

  • The wearer gains advantage on Wisdom (Survival) and Wisdom (Perception) skill checks.

 

Source: Campaign Original Item.

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E

Erdlu Canteen

Wondrous item, uncommon

 

This item appears to be a normal canteen made from an erdlu egg. Once per day, upon command, the canteen fills itself with the fresh red yolk of an erdlu's egg. The canteen provides sustenance to feed one medium humanoid for a day. 

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Source: Campaign Original Item.    

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F

Fetish of Kalid-Ma

Wondrous item, uncommon (requires attunement)

 

An egg-sized jade fetish sculpture carved in the image of a grotesque nude humanoid. Said to have been created by a templar-wizard during the height of ancient Kalidnay.

 

The bearer of this fetish gains the following benefits:

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   •   Wearer gains resistance to necrotic damage.

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   •   Wearer can speak, read, and write Abyssal.​

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Source: Campaign Original Item.    

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G

Greaves of Jhebha

Wondrous item, rare (requires attunement)

 

A pair of greaves crafted from the chitin of a monstrous antloid. Said to have been worn by the renowned half-elven ranger Jhebha the Bold for his crusade against a horde of invading thri-kreen into the Tyr region more than 500 years ago.

 

The greaves grant the wearer the following benefits:

 

  •  Wearer’s base walking speed increases by 10 feet.

 

  •  Wearer gains advantage on Dexterity (Acrobatics) skill checks.

 

  •  Wearer gains advantage on poison saving throws.

 

Source: Campaign Original Item.

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H

Hands of the Kuan

Wondrous item, very rare (requires attunement by cleric [Air domain])

 

A fine pair of leather gloves crafted from the hide of an Air Drake, this mighty item is worn by the stalwart order of priests of the Elemental Prince, Chan, known as the Kuan.

 

Wearing these gloves grant you the following benefits:

 

  • You add an additional 1d12 lightning damage to any lightning-based offensive spells.

 

  • You gain resistance to lightning.

 

Source: Campaign Original Item.

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Helm of Garrha-Gunh

Wondrous item, uncommon (requires attunement)

 

A sturdy helm crafted from hammered-iron by tarek of the War-tusk tribe some 600 years ago. The mighty helmet was made famous by the legendary tarek hero Garrha-Gunh Twin-Hammers during his war against the Black-moon gith tribe.

 

The helmet grants the wearer the following benefits:

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   •   Wearer gains resistance to psychic damage.

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   •   Wearer’s base walking speed increases by 10 feet.

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  •  If the wearer possesses the Rage ability, he may rage an additional 2 times for their barbarian level.

 

Source: Campaign Original Item.    

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Molgar's Blade

Weapon (greatsword), uncommon

 

This is a bone greatsword+1. The weapon is a massive blade primitively-carved from the dense thighbone of a mekillot bull and crafted by the Blood-spear tarek for their never-ending war against the gith of the Black Spine Mountains.

 

It is rumored that the great shaman Molgar Rage-axe himself empowered the monstrous sword with his elemental might during its creation hundreds of years ago.

 

Source: Bone (material) Bone & Steel Manual, page 5; +1 Weapons, Dungeon Master's Guide, page 213.

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Potion Fruit (Various)

Potion, common, uncommon, rare, very rare

 

On Athas, potions come in the form of magical fruits or berries. The juices of the fruit hold the magical properties of the potion and the fruit must be eaten to release the magical effect. In Dark Sun, potions are never found as fluids in a flask or vial.

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Any juicy berry or fruit may be enchanted with a potion. Since the juice itself holds the potion, drier fruits (such as dates) cannot be so enchanted. The type of fruit chosen to house the potion has no effect; any fruit can contain any potion, though certain fruit are commonly employed for particular spells, such as an Apple of Greater Healing as they are far-easier to identify for non-magical creatures. This mode of enchantment is an exception, and certainly not the rule.

 

On Athas, these may be referred to as potions or fruits, interchangeably (a Potion of Giant Strength is the same as a Fruit of Giant Strength). Once the skin of the fruit is broken, it must be eaten/applied within one round or the potion’s magic is lost. Whereas normal fruits may only remain ripe for a few days or weeks before they begin to rot, potion fruits have their period of ripeness greatly extended. Once enchanted with a potion, a fruit will remain ripe for 99 years. After that time, the enchantment fades and the fruit will rot normally. The entire fruit must be eaten to gain the effect of the potion. Fruits that are enchanted with oil-type potions must be crushed and the juice allowed to run over the user.

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Source: Potions, Dungeon Master's Guide.

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Psi-Clone

Weapon (t’kaesali), rare (requires attunement by psionic class or subclass)

 

This is a supersensory t’kaesali. This masterfully-crafted polearm is fashioned from a sturdy hardwood shaft and a jagged blade-head craved from the bones of a Gaj and the sharpest blood obsidian.

 

Light-purple colored runes pulse with energy when the weapon is activated. A thin layer of wispy ectoplasm constantly covers the weapon. You can use a bonus action to speak this magic weapon's command word, causing psionic light to pulse from it. While the weapon is pulsing with psionic light, it deals an extra 2d6 psychic damage to any target it hits. The psionic energy lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.

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Source: Bone (material) Bone & Steel Manual, page 5; Supersensory (enchantment) Bone & Steel Manual, page 59.

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P’tellac's Fury

Weapon (thanak), rare (requires attunement)

 

This is a supersensory bone thanak. This monstrous weapon is of pterran-make, crafted from hardwood and lined with dozens of razor-sharp crystal blades. Fashioned by the pterran psion master P’tellac Strong-talon, this weapon has defended the people of Lost Scale for untold generations past.

 

Light-purple colored runes pulse with energy when the weapon is activated. A thin layer of wispy ectoplasm constantly covers the weapon. You can use a bonus action to speak this magic weapon's command word, causing psionic light to pulse from it. While the weapon is pulsing with psionic light, it deals an extra 2d6 psychic damage to any target it hits. The psionic energy lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.

 

Source: Bone (material) Bone & Steel Manual, page 5; Supersensory (enchantment) Bone & Steel Manual, page 59.

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R

Ring of Protection

Ring, rare (requires attunement)

 

You gain a +1 bonus to AC and saving throws while wearing this ring.

 

Source: Ring of Protection, Dungeon Master's Guide, page 191.

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Ring of the Wasp

Ring, uncommon (requires attunement by cleric [elemental], druid, or ranger) 

 

An onyx ring accented with a golden wasp at its summit. The golden wasp’s wings flutter randomly when worn. Wearing the ring grants you the following benefits:

 

  • You have resistance to poison damage while wearing this ring, as well as advantage on  saving throws verses poison.

 

Source: Campaign Original Item.   

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Robe of the Desert Winds

Wondrous item, very rare (requires attunement by cleric [Air domain])

 

A sun-worn and wind-tattered robe woven from hemp fibers and sported by the faithful of Chan, the Elemental Prince of Air, as they spread the holy gospel of Chan throughout the burning sands of Athas.

 

Wearing this robe grants you the following benefits:

 

  • The wearer treats any desert terrain as normal ground.

 

  • The wearer requires only half the daily requirement of water needed for their race and size. Does not stack with similar effects.

 

  • The wearer gains resistance to fire, lightning, and thunder.

 

Source: Campaign Original Item.   

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Robe of the Sands

Wondrous item, rare (requires attunement)

 

A magical robe crafted from what appears to be fine sand.

 

Wearing this robe grants you the following benefits:

 

  • This garment allows you to turn into fine particles of sand. While wearing the robe, you have advantage on Dexterity (Stealth) checks to hide when in a sandy environment. Furthermore, sandy terrain acts as normal terrain while wearing the robe.

 

  • As an action while wearing the robe, you can cast the gaseous form spell from it, transforming yourself into a cloud of flying sand for up to 1 hour. You can dismiss the robe’s gaseous form effect as a bonus action. This ability can’t be used again until after a long rest.

 

Source: Campaign Original Item.   

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S

Shrunken Head of Hunga Bunga

Wondrous item, rare (requires attunement)

 

A particularly gruesome item, a shrunken head is the severed head of a humanoid that has been preserved to prevent decay. Generally, the process of preservation involves soaking the head in a mixture of alchemical ingredients and then hanging it to dry in the sun. By the end of the process, the head has reduced to a quarter of its original size. The process for creating shrunken heads originated within the Forest Ridge, and while they are occasionally made elsewhere, the vast majority are still created by the headhunter halfling shamans who dwell deep within that vast and deadly jungle. This gruesome fetish is often worn around the neck as an amulet, or adorned upon a favored shield or belt.

 

This shrunken head once belonged to the legendary halfling warrior, Hunga-Bunga, renowned for his innate ability to resist the strongest undead magics. This item grants the following benefits:

 

  • You gain advantage to Constitution saves and have resistance to necrotic damage while having this fetish on your person.

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Source: Campaign Original Item

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Soul of Zamani

Weapon (spear), very rare (requires attunement by cleric [Air domain])

 

A mighty spear forged from the ivory of the legendary Air Drake, Zamani Thunder-Wing, and carried by the high priests of Air from the ancient Order of Chan who have proudly defended his faithful on Athas for untold eons.

 

You gain a +2 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra ld8 lightning damage or, if the target is an earth elemental or creature tied to the earth element, 2d8 lightning damage. Immediately after the attack, the weapon flies back to your hand.

 

Source: Campaign Original Item.    

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Wand of the War Mage

Wand, varies (requires attunement by a Spellcaster)

 

While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity (+1, +2, or +3). In addition, you ignore half cover when making a spell attack.

 

Source: Wand of the War Mage, Dungeon Master's Guide, page 212.

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Wyrm-Slayer

Weapon (longsword), rare

 

The Wyrm-Slayer, also known as Hakar-Hakar-Maskannar in old elvish, is an ancient weapon of elf-craft forged some 2,000 years ago by the Wind Dancer elven tribe. The sword is of masterwork design, created from the ivory of the legendary fire drake, Calibrimdion Famine-Bringer, whose vile-soul still lingers within the weapon some say…

 

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

 

When you hit a Dragon with it, the dragon takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including Dray and Wyvern.

 

Source: Campaign Original Item.

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