File under History and Lore, Items, Homebrew, Ancient Elven Empire

Tools and weapons of the Ancient Druid Council, many lost to the ages, less powerful and destructive than the artifacts that the Arcane Ascendants carried, still not to be trifled with.

  1. Lullwood Lyre (Uncommon)

    Attunement: Requires attunement by a druid, bard, or cleric. Properties: While playing this lyre, you can cast Sleep (DC 15) without expending a spell slot once per short rest.

    You can cast Healing Word at 1st level once per long rest.

    Any creature under the effects of Sleep from this lyre can be affected by minor illusory dream imagery at the user’s discretion.

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  2. Totem of Endless Bonds (Uncommon)

    Attunement: Requires attunement by a druid or ranger. Properties: You can summon a spirit beast once per long rest, as though casting Conjure Animals. The beast remains for 1 hour and has advantage on saving throws against being frightened.

    While holding this totem, all summoned creatures within 30 feet gain 5 temporary hit points at the start of their turn.

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  3. Frostheart Shard (Uncommon)

    Attunement: Requires attunement by a spellcaster. Properties: While holding this shard, you gain resistance to cold damage. Once per long rest, you can use the shard to cast Sleet Storm or Snilloc’s Snowball Swarm without expending a spell slot.

    As an action, you can touch the shard to a surface to freeze up to a 10-foot square of water or ice.

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  4. Coral Crown (Uncommon)

    Attunement: Requires attunement by a druid. Properties: While wearing this crown, you can breathe underwater and gain a swimming speed equal to your walking speed.

    You can cast Create or Destroy Water as a 2nd-level spell once per long rest.

    While in coastal or underwater environments, you gain a +2 bonus to Nature checks.

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  5. Scarab of the Scorching Sands (Uncommon)

    Attunement: Requires attunement by a druid or sorcerer. Properties: While attuned, you are immune to exhaustion caused by extreme heat.

    Once per long rest, you can cast Blur or Heat Metal using the scarab.

    When you deal fire damage, you can add your proficiency bonus to the damage once per round.

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  6. Heart of the Verdant Glade (Uncommon)

    Attunement: Requires attunement by a druid or ranger. Properties: While holding this glowing emerald, you can cast Entangle or Goodberry without expending a spell slot once per long rest.

    Plants within a 30-foot radius grow lush and vibrant, and you gain advantage on Survival checks to forage for food.

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  7. Horn of the Endless Plains (Uncommon)

    Attunement: Requires attunement by a druid, ranger, or bard. Properties: You can blow the horn as an action to summon spectral beasts resembling horses, elk, or wolves. These creatures act as mounts for you or allies for up to 1 hour (functions as Phantom Steed). Once per long rest.

    While holding the horn, your speed increases by 10 feet.

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  8. Bogroot Staff (Uncommon)

    Attunement: Requires attunement by a druid. Properties: This staff can be used as a quarterstaff and deals an additional 1d6 poison damage on a hit.

    Once per long rest, you can use the staff to cast Stinking Cloud.

    Creatures within 5 feet of you have disadvantage on saving throws against poison effects.

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  9. Cavernstone Amulet (Uncommon)

    Attunement: Requires attunement by a druid or warlock. Properties: While attuned, you gain darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet.

    You can cast Darkness without expending a spell slot once per long rest.

    As a bonus action, you can use the amulet to create difficult terrain in a 10-foot radius of jagged stone for 1 minute.

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  10. Fungal Crown (Uncommon)

    Attunement: Requires attunement by a druid or ranger. Properties: While wearing this crown, you can cast Chill Touch as a ranged spell attack.

    Once per long rest, you can release a 15-foot-radius cloud of spores (Constitution save DC 14). Creatures that fail the save take 2d8 necrotic damage and are poisoned for 1 minute.

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  11. Lunar Aegis (Rare)

    Attunement: Requires attunement by a druid or paladin. Properties: This shield provides a +2 bonus to AC and absorbs radiant damage equal to your proficiency bonus once per round.

    While holding the shield, you can cast Moonbeam without expending a spell slot once per long rest.

    When using Wild Shape, you can maintain your transformation for an additional 30 minutes.

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  12. Celestial Sphere (Rare)

    Attunement: Requires attunement by a druid, cleric, or sorcerer. Properties: While holding this sphere, you can cast Guiding Bolt at 2nd level once per short rest.

    Once per long rest: As a reaction you can use the sphere to reroll one failed attack roll, saving throw, or ability check

    As an action, you can unleash a Starlight Nova, forcing all creatures in a 20-foot radius focused on a point you can see, to make a DC 15 CON save or take 3d8 radiant damage (half on a success).

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  13. Pyrelight Lantern (Rare)

    Attunement: Requires attunement by a druid or sorcerer. Properties: The lantern sheds bright light in a 30-foot radius and dim light for another 30 feet. You can suppress or change the color of this light at will.

    As an action, you can summon a flame spirit (CR 2, uses Flame Elemental stat block) for 1 minute. Once per long rest.

    When you deal fire damage, you can reroll any damage die that rolls a 1, and you must use the new roll.

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