Items

Crafting magic items

Most items can be crafted with the use of essences. Refer to those pages for the specific rules.

Paragon items

Some items evolve over time as they grow with their wielder, either through magical symbiosis, adding more or better components, or simply understanding the item better. Usually, the first stage of such an item is about on par with a rare item, the second stage is very rare, and the final stage is of the same power as a legendary item. A character can only be attuned to one paragon item at a time.

Some paragon items are long-dormant items forged in empires of eras past, whose usefulness is not obvious from the start. Others are the inventions of mad (or genius?) artificers with too much imagination for their own good that require testing and iteration before they are perfected.

Unlocking an item's full potential requires adventuring far and wide, researching its history, and truly understanding it. Sometimes, the upgrades requires the gathering of essences of certain kinds - and sometimes specific lost components of the items. Other paragon items will progress along with its owner's rank in an organization. Yet others might simply evolve during moments of character growth.

The names given to the different stages of these items differs depending on the source. An artifact of an old god which has laid latent and unclaimed for eons might start out Dormant, progressing through Awakened to Exalted. A mad contraption of artifice or engineering might start out as a Prototype, before becoming Upgraded and ending up Perfected. An item whose powers corresponds to the wearers rank in an organization goes from Initiate to Adept to Master.

Depending on choices made during play, a paragon item might evolve in different directions. Perhaps a wand could be infused with either fire or cold magic, depending on what its wielder prefers, or a suit of armor could provide different bonuses depending on its wearer's alignment.

Importantly, Paragon items are not the only ones that can be upgraded or improved, but they are designed with that journey in mind. For examples of paragon items, look at the Inscribed Bo Staff, a Monk-specific weapon, or the Fluxfiber Conduit, a wand for aggressive casters.

This system is inspired by the Vestiges of Divergence from Matt Mercer's Exandria setting.

Expanded Weapon Table

WeaponTypeDamagePropertiesMasteryPrice
SickleSimple Melee1d4 slashingFinesse, Light, KeenWound1gp
TomahawkSimple Melee1d4 slashingFinesse, Light, Thrown(30/60)Slow3gp
SeaxMartial Melee1d6 slashingLight, KeenWound15gp
Chain WhipMartial Melee1d6 slashingReachGraze10gp
FalchionMartial Melee1d8 slashingKeenSap25gp
BoomerangMartial Ranged1d6 bludgeoningThrown(30/60)Returning5gp
BlowgunMartial Ranged1d4 piercingAmmunition(30/120)Vex10gp
ChakramExotic Melee1d6 slashingFinesse, Light, Thrown(20/40)Returning-
KatarExotic Melee1d6 piercingFinesse, Light, KeenWound-
ElfbladeExotic Melee1d8 slashingFinesse, Keen, Versatile (1d10)Dueling-
Meteor HammerExotic Melee1d8 bludgeoningFinesse, Two-handed, ReachSap-
MancatcherExotic Melee1d4 bludgeoningTwo-handed, Reach, SpecialGrab-
WarscytheExotic Melee1d12 slashingTwo-handed, Heavy, ReachCleave-
Double-bladed ScimitarExotic Melee2d4 slashingTwo-handed, FinesseTwin-
SlingshotExotic Ranged2d4 bludgeoningTwo-handed, Ammunition(30/90), ExplodeSlow-
WarbowExotic Ranged1d10 piercingAmmunition(100/400), Two-handed, Heavy, SpecialPush-

If a weapon is present both on this table and the on in the PHB, this table takes priority.

Weapon properties

Keen

Attacks with this weapon deal a critical hit on a 19.

Explode

Damage dealt by this weapon explodes. As long as you roll the maximum number on the die, you can roll the die again and add it to the total.

Weapon masteries

Wound

When you hit a creature with this weapon, subsequent hits with weapon attacks or unarmed strikes against that target before the end of your turn deal additional damage equal to your proficiency bonus.

Dueling

When you have no hostile creatures within your reach, creatures provoke opportunity attacks when they enter your reach.

Twin

You can use this weapon for two-weapon fighting when you wield it alone.

Grab

You can replace attacks with this weapon with a Grapple or Shove.

Returning

When you make a thrown attack with this weapon, it returns to your hand, hit or miss.

Exotic Weapons

Some weapons require special training to use effectively. These are often culture-specific, and the knowledge to make and use them might be closely guarded. To acquire proficiency in these weapons, you must specialize or train in their use. Except for proficiency, Exotic weapons count as Martial weapons.

If you have proficiency with an exotic weapon, you can pick that weapon instead of a martial weapon when you create your character. Exotic and combined weapons are one degree of rarity higher than their simple and martial counterparts. For example, while a +1 Longbow is Uncommon, a +1 Glaivebow is a Rare item. Exotic weapons are rarely available for purchase, and if they are, they carry premium prices.

Chakram

A chakram is a circular blade, which has an edge around its entire perimeter, sometimes with the exception of a grip. They can be used in both close combat and thrown.

Katar

Katars are sometimes referred to as 'punch-daggers'. They are short blades made for thrusting where the grip is perpendicular to the blade, which allows them to be used as an extension of the fists in many forms of martial art.

Elfblade

A Minbar (minbar, lit 'quick-sword') is an elven-style sword with a long razor-sharp single-edged blade, a disc-shaped guard, and a leather-wrapped grip which allows it to be wielded with one or two hands. They are especially popular among high elves, and many elven nobles carry one even if they have no intention (or even training) to use it. Some examples of elfblades are supreme works of art, with no expense spared for their decoration.

Meteor Hammer

At its simplest, a meteor hammer is a weight suspended from a rope or chain, which is used in sweeping motions that utilize the wielder's body to redirect the weapon in large arcs. Some meteor hammer users prefer a double hammer, where two weights are connected by a single chain.

Mancatcher

These weapons are most common among guard forces, who have a need to subdue assailants without harming them. It is a pole weapon with a large fork at one end, which lets you pin your enemies to the ground without putting yourself in harm's way. They are only rarely used by adventurers.

Special

You can substitute an attack with a mancatcher with an attempt to grapple the target, holding them in place using the weapon.

Warscythe

While this weapon superficially resembles the farming implement, they are purpose-built for mowing down enemies on the battlefield, instead of grass. Compared to the agricultural tool, the blades of a warscythe is usually wider and sharpened on both sides, the shaft is reinforced, and the grips protected.

Slingshot

A slingshot consists of a forked handle made from wood or other material, with a elastic material (most often cordsap) strung between its tines. Even a relative beginner wielder can use it to propel stones or ball bearings with frightening speed and accuracy, and it is quite easy to conceal. This makes it a popular weapon among some criminal organizations.

Warbow

A warbow is made from composite materials, often laminated horn or ashresin, and is very heavy to draw.

Special

You add both your Strength and Dexterity modifier to the damage dealt by warbow attacks.

Combined Weapons

Rhoyna Sersiter, elven monk wielding her glaivebow

Some exotic weapons are combinations of other weapons, letting you switch between two different weapon types at will, no action required. In order to learn to use one of these combined weapons, you need to be proficient with all the constituent weapons.

When using one of these weapons, it only has the properties of the type of weapon it is being used as. For example, a level 5 Fighter using a staffsling can attack once with it as a sling using Dexterity for 1d4 bludgeoning damage, before closing the distance and attacking in melee using Strength for 1d8 bludgeoning damage.

If you have any features which affect one of the constituent weapons, that feature only affects a combined weapon if it is being used like that weapon. For example, our Fighter from above could use Polearm Master to make an extra attack if they had attacked atleast once with the staffsling as a quarterstaff.

Swordwhip

Shortsword and Whip

A swordwhip consists of a segmented blade that can be pulled taut into a sword, or relaxed into a flexible whip.

Staffsling

Quarterstaff and Sling

A staffsling is a quarterstaff with a sling attached to the top for extra leverage. It is a signature weapon among the smallkin on southern Cottenhorn.

Glaivebow

Longsword and longbow

A special type of longbow where both limbs are sharp blades, letting it be used in ranged and melee combat interchangably. It is most commonly used by elves, including many among the Wardens, and some inhabitants of the Feywild.

Spellcasting Foci

Spellcasting foci can be used in place of material components to cast spells, but they can also be used to make basic spell attacks. Most items in this category conjure magical energy when they are used instead of actually impacting the target themselves.

In order to effectively perform attacks with a focus, a character must have the Spellcasting trait and be able to use that type of focus for their spells. They must also attune to it, which requires selecting it as one of your cantrips (if a magical focus requires attunement, it uses a normal attunement slot instead). If you do not attune to a focus, you can still use it to cast spells.

Attacks with spellcasting foci counts as casting a Cantrip with a casting time of 1 Action. Focus attacks use your spellcasting modifier for the spell attack roll, but only melee foci adds the modifier to the damage dealt. Unlike normal weapons, their damage scales as you reach higher levels, dealing an additional die of damage at 5th, 11th, and 17th level. These attacks interact as you would expect with features such as the Draconic Sorcerer's Elemental Affinity, the Eldritch Knights's War Magic, the Spell Sniper feat, and more.

Every focus has a type and an essence. The type determines how it is wielded, its range, and any other properties. The range of a focus only affects its own attacks, regular spells still use their normal ranges.

FocusTypeProperties
StaffMelee FocusTwo-handed, Reach
OrbMelee FocusThrown(20/60)
RodMelee FocusChanneled
EmblemMelee FocusSpecial: Can be emblazoned on a shield
WandRanged FocusRange(60/180)
Crystal/AmuletRanged FocusRange(90), Channeled
Holy SymbolRanged FocusRange(30/90)
ReliquaryRanged FocusTwo-handed, Range(120), Channeled
Channeled

Instead of making a spell attack roll, you instead force a target within range to make a saving throw against your spell save DC. On a failed save, the target takes full damage and are affected by the on-hit effect. On a successful save, they only take half damage.

Essences

The essence of the focus determines the damage type, damage die, and on-hit effect of its focus attack.

EssenceDamage DieDamage TypeOn-hit effect
Fired10Fire-
Waterd8ColdThe target's movement speed is reduced by 10 feet until the end of its next turn.
Aird8LightningThe target cannot make opportunity attacks until the end of its next turn.
Earthd10PoisonThe target has disadvantage on its next attack before the end of its next turn.
Lawfuld4ForceThe target is pushed 5 feet away from you.
Chaotic--The target is Charmed by you until the end of your next turn.
Positived8RadiantThe target cannot benefit from the Invisible condition until the end of your next turn.
Negatived8NecroticThe target cannot restore hit points until the end of its next turn.
Psionicd4PsychicThe target subtracts 2 (1d4) from the next saving throw it makes before the end of your next turn.

Foci descriptions

Magical foci can take many shapes, but usually incorporate an appropriate essence.

Staff

Staffs are usually between four and six feet long and made from wood, although some are made from other materials. A magical staff is usually heavier and less agile than the quarterstaff favored by some martial combatants. Simple staves might be carved with runes, with more elaborate ones having gemstone toppers, pennants, or a wrap of enchanted leather.

Orb

Orbs are usually made from metal, stone, or other heavy materials. They carry enchantsments that make them levitate above the caster's hand when wielded. When they are used to attack, they are hurled in wide arcs, impacting their target like a cannonball as their magic flares up, before returning to the wielder. Mages who want to show their magic overtly often wield an orb.

Rod

Rods are longer than wands, usually between 18 and 36 inches, with most made from metal. They are rarely used, as they are more awkward to carry than the alternatives, but some wizards prefer them for their potency. They can also be used as status symbols, perhaps built into a cane or sceptre.

Wand

Wands are usually between ten and fifteen inches long, most often made from wood and fitted with a core of some magical material, and sometimes tipped with a gem or another small essence. They are favored by many mages for their ease of carrying and all-round versatility.

Crystal

A crystal focus is a magical gem through which the caster can channel their spells, focusing their spells across great distances. They are the lightest foci available, able to be worn as jewelry (although they still need to be held to be used). They are favored by mages who wish to stay far away from their target or want to conceal their equipment - at least from non-mages.

Holy Symbol

The appearance and size of a holy symbol can vary widely. Perhaps it is a small statue of the deity in question, or a handheld version of their symbol, made from materials associated with that deity.

Amulet

Blessed amulets that incorporate the symbol of a deity are commonlplace, even among those who do not use them to cast spells. They are usually worn around the neck on a chain, which allows the wielder to keep their hands free, although the amulet must still be held when used.

Emblem

Emblems signify the wearer's faith, family, or faction for all to see. Emblems can be emblazoned on a shield, which turns the shield into a spellcasting focus. This is a popular choice for many paladins.

Reliquary

A reliquary is usually a larger chest that holds the remains of a notable individual. They are usually bulky, but they have a high affinity for divine magic.

Foci by class

This table shows which spellcasters can use which foci. This is a general list, and some specific magical foci can be used by other classes than what is listed here. Subclasses which one-third casting (such as the Eldritch Knight) can use the foci that the class whose spell list they prepare from can use. This table is slightly different from the base rules.

 ClassProficient fociNotes
 AllComponent Pouch*
ArtificerTools*, Infused Items*, Staff, Rod, Wand, Crystal
BardInstruments*
ClericStaff, Rod, Emblem, Holy Symbol, Amulet, ReliquaryMust match the cleric's domain
DruidStaff, Rod, WandOnly plant-based foci
PaladinEmblem, Holy Symbol, Amulet, ReliquaryMust match the paladin's oath
RangerStaff, Rod, WandOnly plant-based foci
SorcererStaff, Orb, Rod, Wand, Crystal
SpellswordWeapons*, Staff, Orb, Rod, Wand, Crystal
WarlockStaff, Orb, Rod, Wand, Crystal
WizardStaff, Orb, Rod, Wand, Crystal

* - these foci do not have simple attacks.

Reflavoring Foci

If none of these options fit your character, you can reflavor almost anything to be a spellcasting focus. When you do so, these rules must be obeyed:

  • It cannot be combined with another item, especially not a weapon
  • It must either be held or require a free hand to use
  • It cannot be attached to your body in such a way that it cannot be lost

Foci that break these rules are more powerful than normal, and would thus have to be rewarded through play. As always, talk to your DM if you have questions!

Here are some examples for inspiration:

  • A bard who casts spells through an enchanted jester's mask (reflavored component pouch)
  • An arcane trickster who uses a geisha fan (reflavored chaotic wand) for their enchantments
  • A Fathomless warlock who has received a magical compass (reflavored water crystal) from their patron