Sunday, February 7, 2016

All Manner of Devilry

These items were created by devils for use against their own kind. They might be granted as boons to mortals who assist a fiend in the removal of some threat or rival, or be stolen and turned to more noble purpose.

Lysis Blade

Weapon (longsword), rare (requires attunement)

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of wan, gray-green light to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the lysis blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals acid damage instead of slashing damage. When you hit a fiend with it, that target takes an extra 1d8 acid damage.

The sword’s dolorous blade emits dim light in a 20-foot radius. Within that woeful light, even if suppressed by darkness, the Devil's Sight ability is suppressed.

Winding Cloth

Wondrous item, rare (requires attunement)

You gain a +1 bonus to AC and saving throws while you wear these tattered rags as a cloak.

You can spend a hit die to cast Speak with Dead as a ritual. Roll that hit die to determine how many questions the corpse answers.

Ring of Retribution

Ring, rare (requires attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dusk. When you take damage, you may expend a charge and use your reaction to cast a cantrip you know.


Weapon (mace), legendary (requires attunement)

This three-pronged mace was once the scepter of a recently slain devil lord. Wrought of iron and fiend-leather, it desires a return to its former stature, viewing hellish ranks as challenges and mortals as vessels.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. You can use a bonus action to make an attack against a fiendish or undead creature with it.

When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 thunder damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be charmed until you take a short or long rest. On a successful save, the creature becomes stunned until the end of your next turn.

While you hold this weapon, no light can shine brighter than dim in a 40-foot radius.

Tines of Power: At any time, Vuch-Cuch can maintain up to three shards of itself. These manifest as iron daggers, with +1 to hit and damage. The wielders of these knives have disadvantage on saving throws against spells cast by Vuch-Cuch or its wielder, but advantage on all saving throws against spells. If Vuch-Cuch is destroyed, it will regrow from one of these knives in three days.

Rebuke the Petulant: When you score a critical hit with Vuch-Cuch, you may use a bonus action to cast magic circle targeting fiends and undead centered on yourself. This effect lasts for 1 minute as Vuch-Cuch shrieks and mutters true names.

Sentience: Vuch-Cuch is a sentient lawful evil weapon with an Intelligence of 13, a Wisdom of 12, and a Charisma of 14. It has hearing and normal vision out to 120 feet.

The weapon communicates empathically with its wielder, desiring decisions which lead to leverage and power.