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(RM) Warlock

The document reveals the magic items and heirlooms that warlocks may receive from their patrons. It describes the items for each of the main warlock patrons, including the Archfey, Celestial, Fathomless, Fiend, Genie, Great Old One, Hexblade, Undead, and Undying patrons. Each patron provides items at levels 1, 6, and 10 that enhance the features of that patron.
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0% found this document useful (0 votes)
44 views12 pages

(RM) Warlock

The document reveals the magic items and heirlooms that warlocks may receive from their patrons. It describes the items for each of the main warlock patrons, including the Archfey, Celestial, Fathomless, Fiend, Genie, Great Old One, Hexblade, Undead, and Undying patrons. Each patron provides items at levels 1, 6, and 10 that enhance the features of that patron.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

REVEALED

WARLOCK
PATRONS

TikTok (@failflail)
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Mailbox Warlock Patron Heirlooms
A warlock can receive these heirlooms as reward
Archfey.......................................................................... 3
from their patron, in an abandoned area of allies to
Tricky Twigs their patron’s domain, or near the essence of their
Veil’s Flourish patron’s magical manifestations.
Exalted Charm These magic items are designed to enhance the
Whimsy, the Echo of the Fey features of the warlock patron at levels 1, 6, and 10.
Celestial......................................................................... 4 Each subclass has its own legendary item for PCs
Light Scattering Rod that embody the mysterious power of a creature they
Belt of Radiance. swore a pact with.
Crown of the Herald
Luminous, Scepter of Divine Decree
Fathomless................................................................... 6 Note from Creator
Coil of the Sea We appreciate this communities feedback on
Stowaway Cloak our content: both what you liked and what can be
Bracers of the Ebbing Tide improved upon. You can click any of the links to our
Abyss, Spear of the Deep social media on this PDF! Send us a message! Also, if
Fiend............................................................................... 7 you’d like to support us we have a Patreon (where you
Diabolical Manifesto get rewards such as art time-lapse videos and early
Spark Gauntlet access) or Ko-fi. As always, you can simply support
Fiend’s Hide of Misfortune us by sharing and following us along on this journey.
Conflagrate, Symbol of Destruction Thank you!
The Genie...................................................................... 8
Amulet of Chaos
Genie’s Seal
Vortex Coin
Primordius, Armor of the Genie General
Great Old One.............................................................. 9
Amalgamated Bands
Dagger of Psychosis
Nebulous Ring
Supremacy, Helm of Dominion
Hexblade....................................................................... 10
Ring of the Executioner
Soulbound Loop
Baleful Buckler
Vengeance, Talisman of Ruin Special thanks to our patrons!
Undead.......................................................................... 11 Anon Jason Lasica
Circlet of Creeping Fear Aaron Garth Jordan Muckle
Gloves of the Ghoul Adam Barnes Kita Gonzalez
Embrace of Bones Alex Mckell Lasse Ruby
Defile, Gem of Malevolence Archi212 Mateusz Rogoza
Undying ........................................................................ 12 Breanna Kurth Micheal K Mellott
Eyes of the Dead Craft Nicks SI
Ring of Return Full Mettle Smacky the Frog
Armor of the Grave Greg Lyon Tuck Williamson
Amaranthine, Diadem of the Eternal James Leyden

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Archfey
Tricky Twigs Veil’s Flourish
Wand. Uncommon. Wondrous item. Rare (requires attunement).
You will sometimes catch a caterpillar crawling along This colorful cloak will occasionally flaunt itself for
this bundle of twigs. This wand has 5 charges. While curious eyes. When you use your Misty Escape, you
holding the wand, you can use an action to expend a leave behind an illusory duplicate of yourself in
charge and choose a creature that you can see within that space. Your duplicate uses your statistics and
60ft of you. The target is swarmed by tiny insects and lasts for 1 minute or until it takes damage from a
must roll a Wisdom saving throw against your spell targeted attack. As a bonus action, you can move
save DC. On a failure, the target takes 1d6 piercing your duplicate, swap places with your duplicate, or
damage and is subjected to one of the following command your duplicate to cast the Faerie Fire spell
conditions of your choice: blinded, grappled, or without expending a spell slot. Your duplicate can
frightened of you until the end of your next turn. You only cast the spell once and if it disappears, you can
can increase the damage by 1d6 for each additional continue to maintain concentration on the spell. If
charge you expend. You regain 1d4+1 charges at you don’t issue any commands to your duplicate, it
dawn. mimics your mannerisms, but otherwise takes no
In addition, all creatures that fail the saving throw actions.
against your Fey Presence are also swarmed by tiny
insects. A creature takes no damage but is subjected
Exalted Charm
to your Fey Presence and one of the listed conditions Wondrous item. Very rare (requires attunement).
above. This amulet hums when in the presence of a mind
influencing force. You emit a constant charming
aura within 15ft of you that makes other creatures
distracted. Strangers will always have a pleasant first
impression of you. A creature in your aura that makes
a saving throw against your Beguiling Defenses has
disadvantage. You can use a bonus action to target
a creature within your aura and apply one of the
following effects:
• The target must make a DC 10 Constitution saving throw
or lose concentration of a spell it is concentrating on
• The target can reroll the saving throw for one charmed or
frightened effect effecting it
• The target does not have advantage on a spell attempting
to charm it until the end of your turn. You can only use this
feature twice a day.
When you cast a spell with the word ‘Dominate’ in the
name, your aura increases by 5ft for 10 minutes.

Veil’s Flourish

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Celestial
Whimsy, the Echo of the Fey Light Scattering Rod
Wondrous item. Legendary (requires attunement). Rod. Uncommon (requires attunement).
This sphere of chaotic fey energy merges with your This rod is a mere fragment of a celestial’s shattered
being. Your Pact Boon visibly transforms into an weapon. This rod has a number of charges equal to
exalted version, resembling aspects of your patron, your Charisma modifier. When an ally within 60ft
to reflect this merge. You can cast the Gaseous Form uses a spell or class feature to restore hit points to a
spell at will without expending a spell slot, but the single target, you can use your reaction and expend a
transformation you take is of a dimly glowing cloud charge to either boost or siphon the magic. When you
of light and you move 30ft instead of 10ft. When boost the magic, you can spend a number of Healing
you become invisible from Misty Escape, you do not Light dice up to your maximum and add it to the total
become visible by attacking or casting a spell. When number of hit points restored. When you siphon,
you would become visible, you can instead transform you regain a number of Healing Light dice equal
into the cloud of light from the Gaseous Form spell. to half the dice rolled for that spell or class feature
You are immune to the frightened condition. When (minimum of 1). You regain all charges at dawn.
you use Fey Presence, Whimsy hums a song of your
choice for 1 minute that each ally in a 10ft cube
Belt of Radiance.
originating from you can hear. As long as you and Wondrous item. Rare (requires attunement).
your allies can hear Whimsy, you all gain the benefits This belt helps channel your radiance outwards. When
of the song. you apply the additional damage from Radiant Soul to
a target, each creature of your choice within 5ft gains
Lullaby. A listener cannot be frightened. If it is already
temporary hit points equal to the additional damage.
frightened, it has advantage on any new saving throw against
The face of this belt morphs to reflect that damage, it
the relevant effect.
takes a radiant or fire form for 1 minute or until you
Ballad. A listener cannot be charmed. If it is already
deal the other damage type.
charmed, it has advantage on any new saving throw against
As an action, you can have the belt manifest its
the relevant effect.
form into reality. Each creature of your choice within
Wail. A creature that deals damage to a listener takes 3
15ft of you are subjected to the effect of the belt’s
psychic damage.
form. In radiant form, a target regains hit points
Anthem. A listener can add a d4 to the result of any attack
equal to your Charisma modifier and are effected by
roll.
the Lesser Restoration spell. In fire form, a target
must make a Dexterity saving throw against your
spell save DC. A target takes 1d6 fire damage plus
1d6 for each spell level you can cast higher than 1st
to a maximum of 5d6, or half as much damage on a
successful save. You cannot apply your Radiant Soul
to this damage. Once you use this feature you cannot
do so again until you finish a short or long rest.

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Crown of the Herald Luminous, Scepter of Divine Decree


Wondrous item. Very rare (requires attunement). Rod. Legendary (requires attunement).
This golden crown signifies your commitment to the This scepter blesses you with a celestial’s gift of flight
celestial order. As a bonus action, you can choose a and vitality. You gain a flying speed equal to your
creature with temporary hit points from Celestial movement speed. When you use Healing Light to
Resistance. A luminous crown appears above the restore hit points to a creature, that creature gains a
target’s head for as long as it has the temporary hit fly speed equal to its movement speed for 1 minute
points. While the crown remains, the target cannot and it can immediately use its reaction to stand if it is
be charmed, frightened, paralyzed, or possessed by prone. Each creature of your choice within 10ft treats
another creature. If the target is already charmed, any dice rolled to determine the hit points it regains
frightened, paralyzed, or possessed it has advantage as having rolled their maximum value.
on any new saving throw against the relevant effect. As an action, you can hold the scepter aloft and
In addition, as an action you can invoke the call of spend Healing Light dice up to your Charisma
the herald. Each creature that benefited from your modifier, each creature in a 15ft radius centered on a
Celestial Resistance since your last short or long rest, point within 60ft regains hit points equal to the total.
regains the temporary hit points from your Celestial Once you use this feature you cannot do so again until
Resistance. Once you use this feature you cannot do you finish a short or long rest.
so again until you finish a long rest.

Crown of the Herald

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Fathomless
Coil of the Sea Abyss, Spear of the Deep
Ring. Uncommon (requires attunement). Weapon (spear). Legendary (requires attunement).
This ring resembles tentacles wrapped around your This spear has been wrenched from the unfathomable
finger. When you use Tentacle of the Deep, you depths of the deepest ocean. This spear has a reach of
can have the tentacle attempt to grapple a creature 10ft. When you would make an attack roll with this
instead of making a melee spell attack. The target spear, you can instead morph the tip of this spear
must make a Dexterity saving throw against your into grasping tentacles and make a melee spell attack
spell save DC or be grappled by the tentacle until the roll. On a hit, the target takes 3d6+10 bludgeoning
start of your next turn. The Escape DC is equal to your damage and must make a Dexterity saving throw
spell save DC. against your spell save DC or be grappled. You can
only grapple one target and the Escape DC is equal to
Stowaway Cloak your spell save DC.
Wondrous item. Rare (requires attunement). As an action choose a point that you can see within
The kraken emblazoned on the back of this cloak 60ft. Up to 10 creature within 30ft of that point
isn’t as intimidating as one might think. When you are subjected to the power of a kraken. A tentacle is
use Guardian Coil, you can have the tentacle move created within 5ft of each creature for 1 minute. These
the target to an unoccupied space within 10ft of the tentacles cannot move. When you use a bonus action
tentacle. The target must be a willing creature. to command your Tentacle of the Deep, you can have
Bracers of the Ebbing Tide each tentacle make a melee spell attack against one
creature within 10ft of it. Once you use this feature
Wondrous item. Very rare (requires attunement). you cannot do so again until the next high tide.
The tentacles etched into these bronze bracers
slowly shift and move across its surface. When you
cast the Black Tentacles spell that affects other
creatures you can see, you can choose a number of
them equal to your Charisma modifier. The chosen Coil of the Sea
creatures automatically save on their saving throws
against the spell and take no damage. While you are
concentrating on the spell, you can use a bonus action
to move the area 5ft. While your Tentacle of the Deep
is within the area of the spell, you have advantage
with its melee spell attack and you add a bonus to its
damage equal to your Charisma modifier.
In addition, when you cast the Black Tentacles spell
without expending a spell slot, it has an area of 40ft
instead of 20ft. At the start of your turn, the area
decreases by 5ft until it becomes a 20ft area.

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Fiend
Diabolical Manifesto Fiend’s Hide of Misfortune
Wondrous item. Uncommon (requires attunement). Armor (stud. leather). Very rare (requires attune~).
This binding document has your true name scribed This +1 studded leather is crafted from the hide of an
onto its surface in your patron’s fiendish blood. incompetent fiend that failed your patron. You gain
When you finish a long rest, you gain temporary hit your choice of fire resistance or poison resistance
points from Dark One’s Blessing and you can choose a from Fiendish Resilience in addition to the damage
willing creature to sign the document in its blood. The type of your choice from the feature. You can use
signee takes 1d6 piercing damage and the document an action to curse a target enemy within 60ft for
becomes binding until the start of your next long rest. 1 minute. When the target rolls a 9 or lower on a
The benefits of the document are as follows: weapon attack roll, it must roll a d6 and consult the
• You gain the benefits of Dark One’s Blessing when the Misfortune table. When a cursed target rolls on the
signee reduces a hostile creature to 0 hit points. Misfortune table, it can roll a Wisdom saving throw
• While you have temporary hit points from Dark One’s against your spell save DC to end the curse. Once
Blessing and the signee fails an attack roll, you can use a you curse a creature you cannot do so again until you
reaction to lose all temporary hit points to have the signee roll resist damage with Fiendish Resilience or until you
an additional d20. You cannot use this feature again until you finish a long rest.
finish a short or long rest. Misfortune Table
• When you would fail a saving throw, you can use a reaction 1-2 Poor footing. The attack misses and the creature
to deal piercing damage to the signee equal to your warlock falls prone.
level and roll an additional d20. You cannot use this feature 3-4 Bad timing. The attack misses and a creature within
again until you finish a short or long rest. 5ft can use its reaction to make an attack roll against
Spark Gauntlet the target
Wondrous item. Rare (requires attunement). 5-6 Misjudged position. The attack misses.
When you snap your gloved finger, it produces a small Conflagrate, Symbol of Destruction
flame. Your Eldritch Blast cantrip can deal fire damage
Wondrous item. Legendary (requires attunement).
instead of force damage. When you cast a spell that
deals fire damage, you add 1 charge to this glove. This This brooch gives you a fiendish presence and a
glove can hold up to a maximum of 3 charges. When mastery over fire. You can use an action to have
a creature hits you with a melee attack, it takes fire the fiendish presence overwhelm you. You cast the
damage equal to the number of charges on this glove. Fireball spell at your highest spell slot level without
You can expend 3 charges to cast Eldritch Blast as a expending a spell slot. The area is centered on you and
bonus action and it must deal fire damage. When you you are immune to the spell’s damage. Immediately
cast Eldritch Blast in this way it does not contribute after the spell, you gain physical features similar to
to your charges and you cannot cast Eldritch Blast as your patron and the following benefits for 1 minute.
an action that turn. • Your fire damage deals extra damage equal to your
When you cast a spell that deals fire damage, you Charisma modifier.
can use your Dark One’s Own Luck to reduce the • You regain hit points equal to the number of temporary
result of the saving throw of a creature hit by the hit points you gain from Dark One’s Blessing.
spell. • You gain an extra 3 uses of Dark One’s Own Luck.
In addition, you ignore a creature’s resistance to
fire damage and you can reverse the entropy of heat.
When you would deal fire damage you can deal cold
damage instead. You gain the Eldritch Invocation:
Cloak of Flies but when you use it, it deals fire damage
instead of poison damage.

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The Genie
Amulet of Chaos Vortex Coin
Wondrous item. Uncommon (requires attunement). Wondrous item. Very rare.
This amulet holds shards of every elemental plane. This coin fuses with your Genie’s Vessel. You can
When you deal damage with Genie’s Vessel: Genie’s control the extradimensional space of Genie’s
Wrath, you can activate this amulet to choose the Vessel: Bottled Respite as if you cast the Magnificent
damage type from any Genie type instead. The Mansion spell. Your Bottled Respite no longer has
damage type you choose grants an additional effect a time limit for the amount of time you can remain
on the hit. Once you use this feature you cannot do so inside the vessel and you can choose up to ten willing
again until you finish a short or long rest. creatures instead of five. A creature that spends Hit
Bludgeoning. The creature is knocked prone. Dice as part of a short rest within Bottle Respite
Thunder. The creature is knocked 30ft back. can add your proficiency bonus to each Hit Dice it
Fire. The creature has disadvantage on attack rolls until the expends instead of to the total.
end of its next turn. Primordius, Armor of the Genie General
Cold. The creature’s speed is halved and it cannot use
Armor (stud. leather). Legendary (requires attune~).
reactions until the start of your next turn.
This +1 armor was forged for the commander of a
Genie’s Seal genie’s army. As a bonus action, you can summon 8
Wondrous item. Rare (requires attunement). elemental blades and each blade makes a melee spell
This wax seal imprints itself onto your Genie’s Vessel, attack against a creature you can see within 120ft.
granting it additional power. When you use Elemental A blade deals 1d12 damage of your patron’s kind
Gift to gain a flying speed, creatures of your choice damage type. You can use a bonus action make a
within 10ft have to the damage type determined by melee spell attack with each active blade. At the start
your patron’s kind and are affected by a damage type of your turn, 2 blades disappear. Once you use this
of your choice from the following effects: feature you cannot do so again until the next dawn.
In addition, Elemental Gift gives you immunity
Bludgeoning. The area is difficult terrain for your enemies. instead of resistance to your patron’s kind damage
Thunder. You and allies that start their turn within the aura type and you double the extra damage from Genie’s
increase their speed by 10ft. Wrath.
Fire. Enemies that start their turn within the aura take fire
damage equal to your proficiency bonus.
Cold. You and allies that start their turn within the aura
gain temporary hit points equal to your proficiency bonus.

Primordius,
Spark Gauntlet Armor of the
Genie General

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Great Old One


Amalgamated Bands Supremacy, Helm of Dominion
Wondrous item. Uncommon (requires attunement). Wondrous item. Legendary (requires attunement).
The many divots across these bracers light up when Your will far exceeds others. As an action, you cast a
intelligent humanoids communicate telepathically. 4th level Phantasmal Killer spell without expending
When you finish a short or long rest, you can choose a spell slot but it targets 4 creatures that you can see
a number of creature within 30ft of you equal to your within 120ft of you. Once you use this feature you
Charisma modifier. As long as the chosen creatures cannot do so again until the next dawn. You can cast
stay within 1000ft of you, everyone including you the Detect Thought spell at will, without expending a
can communicate with each other telepathically. You spell slot or material components. As a bonus action,
can activate and deactivate this feature with a bonus you can have all creatures within 30ft of you that are
action. concentrating on a spell make a DC 10 Constitution
In addition, Awakened Mind can project your saving throw to maintain concentration.
thoughts to all creatures within 30ft of you instead of In addition, you can use Entropic Ward when a
a creature. creature makes an attack roll against you or an ally
within 30ft of you and you gain an additional 2 uses
Dagger of Psychosis of Entropic War. You regain all spent uses when you
Weapon (dagger). Rare (requires attunement). finish a short or long rest.
As you hold this +1 dagger you can feel a tug towards
the void. You gain a +1 bonus to your spell save DC.
When you use Entropic Ward on a creature, you also
plant a seed of doubt in its mind for 1 minute. While
in doubt, the creature takes psychic damage equal to
your Charisma modifier when it misses an attack.
In addition, when a creature has this seed of
doubt and misses an attack, you can use a reaction
to cast the Confusion spell on that creature without
expending a spell slot.
Dagger of Psychosis
Nebulous Ring
Ring. Very rare (requires attunement).
You catch the glimpse of a single eye floating in the
reflection of this ring. When you deal damage with
a cantrip, you can have that damage type be psychic
damage instead of its normal type. When you deal
psychic damage to a hostile creature, add a counter to
this ring. While this ring has a counter, your Thought
Shield also warns you when a creature is trying to
read your thoughts. As a bonus action, you expend
the counters and gain temporary hit points equal to
the number of counters expended for 1 hour. This ring
can hold up to double your warlock level in counters
and it loses all counters at dawn.
In addition, you gain the Eldritch Mind invocation
and it does not count against your total invocations
known.

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Hexblade
Ring of the Executioner Baleful Buckler
Ring. Uncommon. Armor (shield). Very rare (requires attunement).
The red glow of this ring radiates an ominous Malice emanates from this +1 shield to curse those
presence. You can sense the direction of your that harm you. You have advantage on saving throws
Hexblade’s Curse target as long as it is within 1,000ft against effects that originate from your Hexblade’s
of you. When the target of your Hexblade’s Curse Curse target. When your Hexblade’s Curse target
dies, you gain the following benefits until the end of is within your reach and misses you with an attack
your next turn: because of Armor of Hexes, you can make a weapon
• You can take one additional action. attack against it without using a reaction.
• Your movement speed doubles. In addition, while you have a Hexblade’s Curse
target, you gain the Eldritch Invocations: Maddening
Soulbound Loop Hex and Relentless Hex.
Wondrous Item. Rare (requires attunement). Vengeance, Talisman of Ruin
This leather belt comes with a faintly glowing jar
attached. When your Accursed Specter vanishes to the Wondrous item. Legendary (requires attunement).
afterlife, you regain hit points equal to your warlock You instill a portion of yourself within the jewel of
level and you add a charge to this belt. This belt holds this choker. Your Hexblade’s Curse lasts for 1 hour.
a maximum of 3 charges. As a bonus action, you can When you use Hexblade’s Curse, you can have an
expend a charge to do one of the following effects: incorporeal form of your spirit rise within 5ft of
you. The spirit is immune to damage. It shares your
• You temporarily bind a specter into the shape of a raven. initiative count, but it takes its turn immediately
You apply your Accursed Specter feature to it, but it takes after yours. It can only take the Dash action or the
the form of a Raven (MM 335). It has the damage resistance, Attack action against your Hexblade’s Curse target
damage immunities, and condition immunities of a specter. with your Hex Warrior weapon. The spirit lasts for the
As an action, you can see forgo your own sense to see through duration of that Hexblade’s Curse. If the curse ends
its eyes and hear what it hears. early because you are incapacitated or die, the spirit
• You harness the power of a specter for 1 minute. You can continues to pursue its target.
move through other creatures and objects as if they were In addition, your attacks score a critical hit on a roll
difficult terrain, but must end your turn in an unoccupied of 18-20 against your Hexblade’s Curse target.
space. The first time you would move through a creature
on each of your turns, the target must make a Constitution
saving throw against your spell save DC or take 3d6 necrotic
damage.
• Your active specter does not have Sunlight Sensitivity
and it gains an additional bonus to damage equal to your
Charisma modifier.

Vengeance,
Talisman of Ruin

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Undead
Circlet of Creeping Fear Defile, Gem of Malevolence
Wondrous item. Uncommon (requires attunement). Wondrous item. Legendary (requires attunement).
This malformed circlet has an disconcerting aura You feel the necrotic energy of your patron calling
about it. This circlet has 5 charges. While a creature is from within this gem. You gain resistance to poison
frightened by your Form of the Dread, you can use a damage. While a creature is frightened of you, the
bonus action and expend a charge to target a creature damage bonus from Grave Touched increases to 2d10.
within 15ft of the frightened creature. The target When you use Form of Dread, necrotic energy
must make a Wisdom saving throw against being explodes from you and you take a new form. Each
frightened by your Form of the Dread. You regain all creature within 30ft of you must make a Wisdom
expended charges at dawn. saving throw against your spell save DC or take 2d10
necrotic damage and become frightened of you until
Gloves of the Ghoul the end of your next turn.
Wondrous item. Rare (requires attunement). You take any form from the Summon Undead
The fingertips of these gloves have fused with the spell at 6th level, gaining all of its features, AC, and
blood of ghouls. These gloves have 3 charges. When temporary hit point equal to its hit points. While in
you deal necrotic damage to a creature within 30ft of this form, you gain the ability scores of the creature
you with Grave Touched, you can use a bonus action except for its Charisma score and maintain use of
and expend a charge to teleport to an unoccupied your class features and spellcasting. After 1 minute or
space within 5ft of the target. The target must make when you lose the temporary hit points gained from
a Constitution saving throw or be paralyzed until the this form, you revert to your normal form with Form
start of your next turn or until it takes damage. You of Dread active. Once you make this transformation
regain all expended charges at dawn. you cannot do so again until the next dawn.
Embrace of Bones In addition, you gain the following benefits while
Form of Dread is active:
Armor (light). Very rare (requires attunement)
• You gain immunity to poison damage and the poisoned
The bones on this armor hold you tight. You regain
condition.
use of Necrotic Husk after you finish a long rest not
• As a bonus action, you can fire a single beam from the
1d4 long rests. This robe has 4 charges. As a bonus
Eldritch Blast cantrip or make a weapon attack roll.
action, you can expend a charge and touch a willing
creature. The target is covered in an armor of spectral
bones for 8 hours. It gains temporary hit points
equal to your warlock level and when its temporary
hit points is reduced to 0 it uses the deathly energy
eruption from Necrotic Husk.
When a creature uses the deathly energy eruption
from Necrotic Husk, it gains an additional action on
its next turn and does not gain 1 level of exhaustion.
That action can be used only to take the Attack (one
weapon attack only) or Dash action.

Embrace of Bones

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Undying
Eyes of the Dead Armor of the Grave
Wondrous item. Uncommon. Armor (stud. leather). Very rare (requires attune~).
This pair of oblong earrings have layers of crescent This +1 studded leather armor comforts you with the
black gems. You can use an action to touch a corpse call of death’s rest. You can bless your Undying Nature
and experience a short sequence of images about its to an ally. When you cast a spell on your Undying
final moment before death. If an undead creature fails Expanded Spell List, you can grant an ally that you
its saving throw against Among the Dead, you also see can see your Undying Nature feature for 1 hour. In
the short sequence of images. In addition, your Spare addition, while you hold your breath you can appear
the Dying cantrip has a range of 30ft. to be in a cataleptic state that is indistinguishable
from death.
Ring of Return When you finish a long rest, you gain the effects of
Ring. Rare (requires attunement). the Death Ward spell until the next dawn. When you
This ring fills you with the adrenaline rush of near would drop to 0 hit points and the spell ends, you
death. When you use Defy Death, you can spend instead regain half your maximum hit points and 1
hit dice to regain additional hit points equal to the expended spell slot.
total rolled + your Constitution modifier for each die
expended. When you or an ally within 60ft of you gain Amaranthine, Diadem of the Eternal
consciousness or become stable after being reduced Wondrous item. Legendary (requires attunement).
to 0 hit points, you regain hit points equal to your This gilded crown is covered in blooming black
Constitution modifier and until the end of your next flowers. When you attune to this crown, choose an
turn your movement speed doubles. unoccupied location within 60ft that is touching the
earth. You mark this location as your resting place.
If you die while attuned to this crown, you awaken,
naked except for this crown, at your resting place
after 24 hours as if you finished a long rest. If you
are alive and further than 60ft from this crown for 1
week, you lose attunement. Your Undying Nature ages
you at an increasingly slower rate: for every 30 years
that pass, your body ages only 1 year.
In addition, your Defy Death gains uses equal to
your Charisma modifier and you regain all uses when
you finish a long rest. When you use Defy Death, you
can turn invisible until the start of your next turn.

Ring of Return

12
Art by
Flail Snail’s Mail

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