Margol’s Defiance – a light in abyssal darkness

The name of Margol Endlessein is lost to the cataclysm that reduced their home civilization to dust and ruin. Little remains of the once great and magically empowered nation whose mighty structures stand only as sparse ruins, so thoroughly scourged that little history is to be gleaned from the few crumbling walls and sunken chambers.

The one remnant that hints at the power harnessed by this ancient empire is the vast array of magical items that serve as weapons against fiendish enemies. Margol’s defiance is one such item that empowers the wearer in their battle against the abyss.

This golden circlet houses a small yellow gem which rests in the centre of the wearer’s forehead. The gem contains a small mote of sunlight which can be harnessed to bring light in the darkness and guide the wearer’s hand against creatures of darkness.

The circlet has 5 charges, and it completely regains all charges when it is touched by the first rays of dawn sunlight.

An attuned wearer can say a command word and expend 1 charge to cause the gem to glow as if the Light had been cast on it. While the gem is glowing, the wearer has advantage on all attack rolls against fiends and undead, and such creatures have disadvantage on all attack rolls against the wearer.

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Staff of Soul’s Fire

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This magical staff is made from blackened redwood, and infused with magic that stirs up energy and emotions. It can cause the air to burst into flames, and stir up the passions in one’s soul, even to a point of madness.

Staff, very rare (requires attunement by a Bard, Sorcerer, or Warlock)

While attuned, you can cast the  fire bolt cantrip as long as you are holding the staff in at least one hand.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: heroism (1 charge per target, up to max. 4), enemies abound (3 charges),  fireball (3 charges), or wall of fire (4 charges).

While holding this staff, you can use it as an arcane focus for casting any spell that requires an attack roll, and expend 1 charge to add 1D6 fire damage to the spell’s effect. Any target that takes damage form this effect is set on fire, and will take 1D10 damage at the start of each of their turns, until they spend an action to extinguish the flames. A maximum of 1 charge per spell can be spent in this fashion, and this ability cannot be used to further enhance the casting of spells contained in the staff.

Anyone who attempts to attune to this staff who is not a Charisma-based spell caster must make a Charisma saving throw (DC15). They take 4D6 fire damage on a failed save, and 2D6 on a successful save.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff instantly ignites, crumbles into cinders, and is destroyed.

Staff of the Elemental Master

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This is a homebrew item for 5th edition Dungeons and Dragons. Modeled after the Staff of Power, it exists to represent the idea of a caster gaining a degree of mastery over natural elements.

Staff of the Elemental Master

Staff, Very Rare (Requires attunement by a Druid)

This 5’ staff is made of the gnarled, petrified branch of an ancient redwood. It weighs over 240 pounds; however, once attuned, it becomes as light as fresh cut timber and can be used as a magic quarterstaff in Melee.

A Druid attuned to the staff can always draw breath in any environment, and gains resistance to fire and lightning damage.

The staff has 20 charges, and regains 1d8+2 charges every sunrise and sunset. The staff can regain an additional d6 charges per day by submerging it in a large quantity of any natural element that is highly active (e.g. a raging river, a burning conflagration, a gale-force wind, etc). If you expend the last charge, roll a d20. On a 1, the staff retains its ability to grant breath in any environment, and damage resistances, but loses all other abilities. On a 20, it unleashes a level 9 lightning bolt directed by the wielder, using normal spellcasting rules.

Lightning Strike: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 lightning damage to the target.

Spells: While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Gust of Wind (2 charges) Plant Growth (3 charges); Move Earth (6 charges); Lightning Bolt, 5th level version (5 charges); Wall of Fire (4 charges); Control Water (4 charges); Control Weather (8 charges)