Axe of the Devoured Flame by J. Zangrilli

Axe of the Devoured Flame by J. Zangrilli

The violet flame disappears first.

Then the room grows darker.

The axe remembers every light it devours, storing it somewhere inside the blade.

When it strikes again, nothing bright comes back out.

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲

u/Azarneth — 14 hours ago

[OC-Art] Axe of the Devoured Flame - A throwing axe that eats light, feedback welcome!

Hi everyone!

This is the latest relic from a small community project I run: every week my followers vote for a relic type and a mood, and I try to build the item from the winning combination.

This time the result was Handaxe + Dark & Shadow.

The Axe of the Devoured Flame can extinguish or suppress light to gain charges, then spend them to deal extra necrotic damage. When fully charged, it also becomes better as a throwing weapon and returns to the wielder after each attack.

The fun part is that Light & Shine almost won the poll too, so I kept a little of that idea inside the final concept: it literally consumes light and turns it into shadow.

As always, I’d love some feedback on the mechanics and balance. Would you use something like this at your table?

📜

Axe of the Devoured Flame

Weapon (handaxe +2), very rare (requires attunement)

Property Light, Thrown (range 20/60)
Weight 2 lb.

Magic Weapon +2. You gain a +2 bonus to attack and damage rolls made with this magic weapon.

Dual Aspect. As a bonus action, you can speak the command word to transform the axe into a torch with a violet flame, or vice versa. In torch form, it can’t be used as a weapon.

Light Devourer. The axe can hold up to 3 charges. As an action, while it is in axe form, you can extinguish a nonmagical flame or suppress until the next dawn a magical light created by a spell of 2nd level or lower within 30 feet of you. The axe gains 1 charge, up to its maximum. It loses all charges at dawn.

Shadow Bite. Once per turn, when you hit with the axe, you can expend 1 charge to deal an extra 2d6 necrotic damage, or 3d6 instead if the target is in dim light or darkness.

Shadow Recall. While the axe has 3 charges, after each ranged attack made with it, it reappears in one of your free hands, whether the attack hits or misses. If you have no free hand, it falls at your feet.

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲

u/Azarneth — 14 hours ago
▲ 22 r/MagicItems+2 crossposts

Axe of the Devoured Flame - A throwing axe that eats light, Feedback Welcome!

Hi everyone!

This is the latest relic from a small community project I run: every week my followers vote for a relic type and a mood, and I try to build the item from the winning combination.

This time the result was Handaxe + Dark & Shadow.

The Axe of the Devoured Flame can extinguish or suppress light to gain charges, then spend them to deal extra necrotic damage. When fully charged, it also becomes better as a throwing weapon and returns to the wielder after each attack.

The fun part is that Light & Shine almost won the poll too, so I kept a little of that idea inside the final concept: it literally consumes light and turns it into shadow.

As always, I’d love some feedback on the mechanics and balance. Would you use something like this at your table?

📜

Axe of the Devoured Flame

Weapon (handaxe +2), very rare (requires attunement)

Property Light, Thrown (range 20/60)
Weight 2 lb.

Magic Weapon +2. You gain a +2 bonus to attack and damage rolls made with this magic weapon.

Dual Aspect. As a bonus action, you can speak the command word to transform the axe into a torch with a violet flame, or vice versa. In torch form, it can’t be used as a weapon.

Light Devourer. The axe can hold up to 3 charges. As an action, while it is in axe form, you can extinguish a nonmagical flame or suppress until the next dawn a magical light created by a spell of 2nd level or lower within 30 feet of you. The axe gains 1 charge, up to its maximum. It loses all charges at dawn.

Shadow Bite. Once per turn, when you hit with the axe, you can expend 1 charge to deal an extra 2d6 necrotic damage, or 3d6 instead if the target is in dim light or darkness.

Shadow Recall. While the axe has 3 charges, after each ranged attack made with it, it reappears in one of your free hands, whether the attack hits or misses. If you have no free hand, it falls at your feet.

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲

u/Azarneth — 14 hours ago

Pride’s Peak by J. Zangrilli

Every missed blow feeds the smile.
Every successful strike makes it wider.

But pride has one weakness: the moment its owner fails, all that certainty suddenly becomes very heavy.

Until then, there is only one word.

Kneel.

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲

u/Azarneth — 7 days ago
▲ 33 r/MagicItems+2 crossposts

Pride’s Peak - A missed attack becomes an insult, and the weapon makes sure the next answer hurts a little more, Feedback Welcome!

The seven deadly sins series keeps growing thanks to all the feedback I get here and on Instagram.

For Pride, the loop is based on confidence and punishment. When an enemy misses you, the weapon can turn that failure into advantage, extra damage, and a charge. But if you miss while carrying those charges, Wounded Pride makes you pay for it and removes everything you built up.

At 3 charges, Kneel turns that accumulated pride into an area effect.

There are only two weeks left before the full set is complete. After that, I will make a final release using all the feedback and suggestions you have given me along the way. Thank you, as always.

📜

Pride’s Peak

Weapon (halberd), very rare (requires attunement)

Property Heavy, Reach, Two-Headed
Weight 7 lb.

Magic Weapon +1. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Sovereign Contempt. When a creature you can see within 10 feet of you misses you with an attack roll, you can use your reaction to turn your scorn against it. The next attack you make with this weapon against that creature before the end of your next turn has advantage. If it hits, it deals an extra 2d6 psychic damage, and the weapon gains 1 charge, up to a maximum of 3 charges.

Wounded Pride. While the weapon has at least 1 charge, whenever you miss with an attack made using it, you take 1d6 psychic damage for each charge the weapon has, and it then loses all its charges.

Kneel. As an action, you can expend 3 charges to impose your presence upon the creatures around you. Each creature of your choice within 10 feet of you must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 4d6 psychic damage and falls prone. On a successful save, it takes half as much damage and doesn’t fall prone.

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲

u/Azarneth — 7 days ago

[OC-Art] Two Goofy Totems from the Emporium – Useful, Situational, Feedback Welcome!

Hi everyone!

Every week I try to put at least one more goofy relic on the Emporium shelf, but I still want them to have a real use at the table.

These are the last two: Totem of «Spring Me!» and Totem of «Hit Me!».

One becomes a small battlefield launcher, useful for repositioning allies, crossing obstacles, or throwing enemies away. The other becomes a loud decoy that helps protect the party from ranged attacks.

Both are very situational on purpose. No big damage boost, just strange tools that can become very useful at the right moment... and hopefully make the table laugh a little.

As always, feedback is very welcome!

📜

Totem of «Hit Me!»

Wondrous item, rare

Weight 1 lb.

Better Me Than You. While you carry the totem, attack rolls made by traps against you are made with disadvantage. In addition, you have advantage on Wisdom (Perception) checks made to detect traps.

Preferred Target. As an action, you can throw the totem into an unoccupied space within 30 feet of you and speak its command word. The totem animates for 1 minute, growing into a Medium object that occupies its own space, shouts insults, and waves its arms around. It has AC 12, 30 hit points, and a speed of 0.

Hostile creatures within 60 feet of the totem have disadvantage on attack rolls made with ranged attacks against targets other than the totem, provided they can see it and the totem is within the attack’s range.

The effect ends early if the totem is reduced to 0 hit points. When the effect ends, the totem returns to its Tiny form and can be picked up. Once this property has been used, it can’t be used again until the next dawn

📜

Totem of «Spring Me!»

Wondrous item, rare

Weight 1 lb.

Always Coiled. While you carry the totem, your long jump and high jump distances are doubled. In addition, you can make standing jumps as though you had moved at least 10 feet immediately before the jump. The distance you jump still costs movement as normal.

Bounce on Command. As an action, you can throw the totem into an unoccupied space within 30 feet of you and speak its command word. For 1 minute, the totem animates, becomes a Medium object, has AC 12, 30 hit points, and a speed of 0.

As a bonus action on each of your turns, you can choose a Medium or smaller creature within 5 feet of the totem. A willing creature is launched along a clear trajectory to an unoccupied space you can see within 20 feet of the totem and lands on its feet. An unwilling creature must succeed on a DC 15 Strength saving throw or be launched to the chosen space and fall prone. On a successful save, it is unaffected.

When the duration ends or the totem drops to 0 hit points, it returns to its Tiny form and can be picked up. Once this property has been used, it can’t be used again until the next dawn.

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲

u/Azarneth — 11 days ago
▲ 21 r/MagicItems+2 crossposts

Two Goofy Totems from the Emporium – Useful, Situational, Feedback Welcome!

Hi everyone!

Every week I try to put at least one more goofy relic on the Emporium shelf, but I still want them to have a real use at the table.

These are the last two: Totem of «Spring Me!» and Totem of «Hit Me!».

One becomes a small battlefield launcher, useful for repositioning allies, crossing obstacles, or throwing enemies away. The other becomes a loud decoy that helps protect the party from ranged attacks.

Both are very situational on purpose. No big damage boost, just strange tools that can become very useful at the right moment... and hopefully make the table laugh a little.

As always, feedback is very welcome!

📜

Totem of «Hit Me!»

Wondrous item, rare

Weight 1 lb.

Better Me Than You. While you carry the totem, attack rolls made by traps against you are made with disadvantage. In addition, you have advantage on Wisdom (Perception) checks made to detect traps.

Preferred Target. As an action, you can throw the totem into an unoccupied space within 30 feet of you and speak its command word. The totem animates for 1 minute, growing into a Medium object that occupies its own space, shouts insults, and waves its arms around. It has AC 12, 30 hit points, and a speed of 0.

Hostile creatures within 60 feet of the totem have disadvantage on attack rolls made with ranged attacks against targets other than the totem, provided they can see it and the totem is within the attack’s range.

The effect ends early if the totem is reduced to 0 hit points. When the effect ends, the totem returns to its Tiny form and can be picked up. Once this property has been used, it can’t be used again until the next dawn

📜

Totem of «Spring Me!»

Wondrous item, rare

Weight 1 lb.

Always Coiled. While you carry the totem, your long jump and high jump distances are doubled. In addition, you can make standing jumps as though you had moved at least 10 feet immediately before the jump. The distance you jump still costs movement as normal.

Bounce on Command. As an action, you can throw the totem into an unoccupied space within 30 feet of you and speak its command word. For 1 minute, the totem animates, becomes a Medium object, has AC 12, 30 hit points, and a speed of 0.

As a bonus action on each of your turns, you can choose a Medium or smaller creature within 5 feet of the totem. A willing creature is launched along a clear trajectory to an unoccupied space you can see within 20 feet of the totem and lands on its feet. An unwilling creature must succeed on a DC 15 Strength saving throw or be launched to the chosen space and fall prone. On a successful save, it is unaffected.

When the duration ends or the totem drops to 0 hit points, it returns to its Tiny form and can be picked up. Once this property has been used, it can’t be used again until the next dawn.

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲

u/Azarneth — 11 days ago

Lust’s Lash by J. Zangrilli

A glance becomes a step.
A step becomes an attack.

Whether the blow lands or not, the weapon has already taken what it wanted:

attention.

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲

u/Azarneth — 13 days ago
▲ 41 r/MagicItems+2 crossposts

Lust’s Lash - The journey through the seven deadly sins continues, feedback welcome!

Balancing the seven deadly sins relics is becoming one of the most interesting parts of this series.

Each item has its own loop, but I also want every sin to include a downside. For Lust’s Lash, the wielder can redirect an attack toward themselves, but if it hits, they take extra psychic damage. If it misses, the weapon gains a charge that can later be spent for damage and a short charm effect.

The idea is to make the power tempting, but never completely free.

Some of these relics will probably receive a second revision, especially thanks to the feedback I get from the community. That help is always very useful.

📜

Lust’s Lash

Weapon (whip), very rare (requires attunement)

Property Finesse, Reach
Weight 3 lb.

Magic Weapon +1. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Alluring Feint. When a hostile creature you can see within 30 feet of you targets a creature other than you with an attack, you can use your reaction, provided you are within the attack’s range and the creature can see you. The creature must succeed on a DC 15 Wisdom saving throw. On a failed save, the attack targets you instead of the original target. If the attack misses you, the weapon gains 1 charge, up to a maximum of 3 charges. If it hits you, you take an extra 1d6 psychic damage.

Seductive Spur. As an action, you can expend 3 charges to release the accumulated desire. Each creature of your choice within 10 feet of you must make a DC 15 Wisdom saving throw. On a failed save, it takes 4d6 psychic damage and is charmed by you until the end of your next turn. On a successful save, it takes half as much damage and isn’t charmed.

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲

u/Azarneth — 13 days ago

[OC-Art] Lust’s Lash - The journey through the seven deadly sins continues, feedback welcome!

Balancing the seven deadly sins relics is becoming one of the most interesting parts of this series.

Each item has its own loop, but I also want every sin to include a downside. For Lust’s Lash, the wielder can redirect an attack toward themselves, but if it hits, they take extra psychic damage. If it misses, the weapon gains a charge that can later be spent for damage and a short charm effect.

The idea is to make the power tempting, but never completely free.

Some of these relics will probably receive a second revision, especially thanks to the feedback I get from the community. That help is always very useful.

📜

Lust’s Lash

Weapon (whip), very rare (requires attunement)

Property Finesse, Reach
Weight 3 lb.

Magic Weapon +1. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Alluring Feint. When a hostile creature you can see within 30 feet of you targets a creature other than you with an attack, you can use your reaction, provided you are within the attack’s range and the creature can see you. The creature must succeed on a DC 15 Wisdom saving throw. On a failed save, the attack targets you instead of the original target. If the attack misses you, the weapon gains 1 charge, up to a maximum of 3 charges. If it hits you, you take an extra 1d6 psychic damage.

Seductive Spur. As an action, you can expend 3 charges to release the accumulated desire. Each creature of your choice within 10 feet of you must make a DC 15 Wisdom saving throw. On a failed save, it takes 4d6 psychic damage and is charmed by you until the end of your next turn. On a successful save, it takes half as much damage and isn’t charmed.

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲

u/Azarneth — 13 days ago

Sloth’s Drift by J. Zangrilli

Every step becomes heavier.

The weapon gathers the will to move, stores it inside its core,
and slowly shares the burden with its wielder.

Sooner or later, someone stops.

Sometimes everyone does.

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲

u/Azarneth — 18 days ago
▲ 31 r/MagicItems+2 crossposts

Sloth’s Drift – A Crossbow That Slows Enemies and Its Wielder, Feedback Welcome!

Hi everyone!

The Seven Deadly Sins relics are still growing. The idea started from my followers, and thanks to all the feedback I receive here on Reddit and on my other social pages, it is slowly becoming a work made by many hands and minds.

After Envy and Avarice, this week I worked on Sloth’s Drift.

I’m keeping the same charge-and-release structure, but trying to give every sin its own gameplay loop and consequence.

Sloth’s Drift can slow a creature when it chooses to keep moving. If the target continues anyway, it takes psychic damage and the crossbow gains a charge.

The downside is that every charge also slows the wielder. At 3 charges, they can’t Dash, so the weapon slowly spreads its laziness to the person carrying it too.

The charges can then be released with Funereal Stillness, dealing psychic damage and reducing nearby creatures’ speed to 0 for a short time.

I wanted it to feel useful for controlling movement, but also dangerous if the player keeps the charges for too long.

What do you think? Does the risk and reward feel balanced? As always, every feedback is very welcome.

📜

Sloth’s Drift

Weapon (heavy crossbow), very rare (requires attunement)

Property Ammunition Heavy Loading Two-Handed
Weight 18 lb.

Magic Weapon +1. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Lethargic Interruption. When a creature you can see within 30 feet of you starts moving willingly on its turn, you can use your reaction to weigh down its movements. Until the end of that turn, its speed is reduced by 10 feet. If it continues to move willingly by at least 5 feet, it takes 2d6 psychic damage and the weapon gains 1 charge, up to a maximum of 3 charges.

Weight of Sloth. While you are attuned to this weapon, your speed is reduced by 5 feet for each charge the weapon has. While the weapon has 3 charges, you can’t take the Dash action.

Funereal Stillness. As an action, you can expend 3 charges to release the gathered inertia. Each creature of your choice within 10 feet of you must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 4d6 psychic damage and its speed becomes 0 until the end of its next turn. On a successful save, it takes half as much damage and suffers no other effects.

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲

u/Azarneth — 18 days ago

[OC-Art] Sloth’s Drift – A Crossbow That Slows Enemies and Its Wielder, Feedback Welcome!

Hi everyone!

The Seven Deadly Sins relics are still growing. The idea started from my followers, and thanks to all the feedback I receive here on Reddit and on my other social pages, it is slowly becoming a work made by many hands and minds.

After Envy and Avarice, this week I worked on Sloth’s Drift.

I’m keeping the same charge-and-release structure, but trying to give every sin its own gameplay loop and consequence.

Sloth’s Drift can slow a creature when it chooses to keep moving. If the target continues anyway, it takes psychic damage and the crossbow gains a charge.

The downside is that every charge also slows the wielder. At 3 charges, they can’t Dash, so the weapon slowly spreads its laziness to the person carrying it too.

The charges can then be released with Funereal Stillness, dealing psychic damage and reducing nearby creatures’ speed to 0 for a short time.

I wanted it to feel useful for controlling movement, but also dangerous if the player keeps the charges for too long.

What do you think? Does the risk and reward feel balanced? As always, every feedback is very welcome.

📜

Sloth’s Drift

Weapon (heavy crossbow), very rare (requires attunement)

Property Ammunition Heavy Loading Two-Handed
Weight 18 lb.

Magic Weapon +1. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Lethargic Interruption. When a creature you can see within 30 feet of you starts moving willingly on its turn, you can use your reaction to weigh down its movements. Until the end of that turn, its speed is reduced by 10 feet. If it continues to move willingly by at least 5 feet, it takes 2d6 psychic damage and the weapon gains 1 charge, up to a maximum of 3 charges.

Weight of Sloth. While you are attuned to this weapon, your speed is reduced by 5 feet for each charge the weapon has. While the weapon has 3 charges, you can’t take the Dash action.

Funereal Stillness. As an action, you can expend 3 charges to release the gathered inertia. Each creature of your choice within 10 feet of you must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 4d6 psychic damage and its speed becomes 0 until the end of its next turn. On a successful save, it takes half as much damage and suffers no other effects.

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲

u/Azarneth — 18 days ago

[OC-Art] The Threefold Truth & Host of the Never Returned - A Relic and Spell Made to Work Together, feedback welcome!

Hi everyone!

This time I wanted to share two connected pieces from the Emporium: a cursed relic and the spell hidden inside it.

The Threefold Truth slowly reveals three permanent powers, while Host of the Never Returned is the final reward waiting behind the last Cipher.

I tried to make the book feel powerful, but not free: difficult checks, time, and a curse that stays with the character until the relic is fully understood.

The spell was also a small balancing challenge, because it combines psychic damage, forced movement, and control in two different steps.

I’m curious to know what you think of them together. Does the progression feel worth the risk? And does the spell feel right for 7th level?

📜

The Threefold Truth

Wondrous item, artifact (requires attunement by a warlock)

Obsession of the Pages. This book is cursed, and becoming attuned to it extends the curse to you. While cursed, you can’t willingly part with the book or voluntarily end your attunement to it, and you have disadvantage on Constitution saving throws made to maintain concentration. The remove curse spell and similar magic have no effect.

Cryptic Triad. At the end of a long rest during which you studied the book for at least 1 hour, you can make a Charisma check to uncover the next Cipher. The DC is 15 for the First Cipher, 17 for the Second Cipher, and 19 for the Third Cipher. On a failed check, you can’t attempt to uncover that Cipher again until the end of your next long rest.

First Cipher. Your Charisma score increases by 2, to a maximum of 22.

Second Cipher. You learn one Eldritch Invocation of your choice for which you meet the prerequisites. It doesn’t count against the number of Eldritch Invocations you know.

Third Cipher. You can cast Host of the Never Returned without expending a spell slot or providing material components. The spell counts as a warlock spell for you. Once you cast it in this way, you can’t do so again until you finish a long rest.

The Revelation. When you uncover the Third Cipher, the curse ends and the book crumbles to dust. The benefits of all three Ciphers remain permanent.

📜

Host Of The Never Returned

7th-level illusion (Bard Warlock Wizard)

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a blackened funerary coin)
Duration: 1 round

Choose a point on the ground within range. A multitude of illusory figures appears there and immediately advances toward you in a 20-foot-wide line. To each creature that can see the multitude, some of the figures take the appearance of deceased loved ones or other faces tied to its deepest losses.

Each creature of your choice in the area crossed by the multitude must make a Wisdom saving throw. On a failed save, a creature takes 8d8 psychic damage and, overwhelmed by the visions, must immediately move up to its speed toward you by the safest available route. This movement doesn’t provoke opportunity attacks. On a successful save, the creature takes half as much damage and suffers no other effect.

At the start of its next turn, a creature that failed the saving throw must repeat it. On a failed save, it is incapacitated until the end of that turn.

The multitude vanishes when it reaches you.

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲

u/Azarneth — 22 days ago
▲ 154 r/MagicItems+2 crossposts

The Threefold Truth & Host of the Never Returned - A Relic and Spell Made to Work Together, feedback welcome!

Hi everyone!

This time I wanted to share two connected pieces from the Emporium: a cursed relic and the spell hidden inside it.

The Threefold Truth slowly reveals three permanent powers, while Host of the Never Returned is the final reward waiting behind the last Cipher.

I tried to make the book feel powerful, but not free: difficult checks, time, and a curse that stays with the character until the relic is fully understood.

The spell was also a small balancing challenge, because it combines psychic damage, forced movement, and control in two different steps.

I’m curious to know what you think of them together. Does the progression feel worth the risk? And does the spell feel right for 7th level?

📜

The Threefold Truth

Wondrous item, artifact (requires attunement by a warlock)

Obsession of the Pages. This book is cursed, and becoming attuned to it extends the curse to you. While cursed, you can’t willingly part with the book or voluntarily end your attunement to it, and you have disadvantage on Constitution saving throws made to maintain concentration. The remove curse spell and similar magic have no effect.

Cryptic Triad. At the end of a long rest during which you studied the book for at least 1 hour, you can make a Charisma check to uncover the next Cipher. The DC is 15 for the First Cipher, 17 for the Second Cipher, and 19 for the Third Cipher. On a failed check, you can’t attempt to uncover that Cipher again until the end of your next long rest.

First Cipher. Your Charisma score increases by 2, to a maximum of 22.

Second Cipher. You learn one Eldritch Invocation of your choice for which you meet the prerequisites. It doesn’t count against the number of Eldritch Invocations you know.

Third Cipher. You can cast Host of the Never Returned without expending a spell slot or providing material components. The spell counts as a warlock spell for you. Once you cast it in this way, you can’t do so again until you finish a long rest.

The Revelation. When you uncover the Third Cipher, the curse ends and the book crumbles to dust. The benefits of all three Ciphers remain permanent.

📜

Host Of The Never Returned

7th-level illusion (Bard Warlock Wizard)

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a blackened funerary coin)
Duration: 1 round

Choose a point on the ground within range. A multitude of illusory figures appears there and immediately advances toward you in a 20-foot-wide line. To each creature that can see the multitude, some of the figures take the appearance of deceased loved ones or other faces tied to its deepest losses.

Each creature of your choice in the area crossed by the multitude must make a Wisdom saving throw. On a failed save, a creature takes 8d8 psychic damage and, overwhelmed by the visions, must immediately move up to its speed toward you by the safest available route. This movement doesn’t provoke opportunity attacks. On a successful save, the creature takes half as much damage and suffers no other effect.

At the start of its next turn, a creature that failed the saving throw must repeat it. On a failed save, it is incapacitated until the end of that turn.

The multitude vanishes when it reaches you.

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲

u/Azarneth — 22 days ago

Avarice’s Grip by J. Zangrilli

The blade does not care how much treasure you already own.

The moment someone else reaches for something valuable, its grip tightens.

It does not want more.

It wants theirs.

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲

u/Azarneth — 25 days ago

[OC-Art] Avarice’s Grip - The weapon reacts when an enemy uses a magic item or takes something valuable, feedback welcome!

Envy’s Wound was one of the cards you liked most, both here and on Instagram.

Among the many comments, someone suggested turning all seven deadly sins into relics.

Honestly, it was too good an idea to ignore.

So, every week I will share my own version of one of these sins, using mechanics tested, revised, and adapted to fit each one.

This week is Avarice.

The weapon reacts when an enemy uses a magic item or takes something valuable. You can mark that creature, gain advantage on your next attack, deal extra damage, and build charges.

Once the weapon is full, you can spend those charges to damage a creature, force it to drop an object, and stop it from taking reactions for a moment.

The core mechanic stays familiar, but the trigger and final effect are shaped around possession, treasure, and the need to take what belongs to someone else.

📜

Avarice’s Grip

Weapon (shortsword), very rare (requires attunement)

Propriety Finesse, Light
Weight 2 lb.

Magic Weapon +1. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Possessive Touch. When a hostile creature you can see within 30 feet of you uses or activates a magic item, or takes possession of coins, gems, or an art object, you can use your reaction to mark it with your avarice. The next attack roll you make with this weapon against that creature before the end of your next turn has advantage. On a hit, the attack deals an extra 2d6 force damage, and the weapon gains 1 charge, up to a maximum of 3 charges.

Hunger for Treasure. As an action, you can expend 3 charges and choose one creature you can see within 30 feet of you. The target must make a DC 15 Strength saving throw. On a failed save, it takes 4d6 force damage, drops one object of your choice that it is holding, and can’t take reactions until the end of its next turn. On a successful save, it takes half as much damage and suffers none of the other effects.

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲

u/Azarneth — 25 days ago
▲ 41 r/MagicItems+2 crossposts

Avarice’s Grip - The weapon reacts when an enemy uses a magic item or takes something valuable, feedback welcome!

Envy’s Wound was one of the cards you liked most, both here and on Instagram.

Among the many comments, someone suggested turning all seven deadly sins into relics.

Honestly, it was too good an idea to ignore.

So, every week I will share my own version of one of these sins, using mechanics tested, revised, and adapted to fit each one.

This week is Avarice.

The weapon reacts when an enemy uses a magic item or takes something valuable. You can mark that creature, gain advantage on your next attack, deal extra damage, and build charges.

Once the weapon is full, you can spend those charges to damage a creature, force it to drop an object, and stop it from taking reactions for a moment.

The core mechanic stays familiar, but the trigger and final effect are shaped around possession, treasure, and the need to take what belongs to someone else.

📜

Avarice’s Grip

Weapon (shortsword), very rare (requires attunement)

Propriety Finesse, Light
Weight 2 lb.

Magic Weapon +1. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Possessive Touch. When a hostile creature you can see within 30 feet of you uses or activates a magic item, or takes possession of coins, gems, or an art object, you can use your reaction to mark it with your avarice. The next attack roll you make with this weapon against that creature before the end of your next turn has advantage. On a hit, the attack deals an extra 2d6 force damage, and the weapon gains 1 charge, up to a maximum of 3 charges.

Hunger for Treasure. As an action, you can expend 3 charges and choose one creature you can see within 30 feet of you. The target must make a DC 15 Strength saving throw. On a failed save, it takes 4d6 force damage, drops one object of your choice that it is holding, and can’t take reactions until the end of its next turn. On a successful save, it takes half as much damage and suffers none of the other effects.

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲

u/Azarneth — 25 days ago
▲ 29 r/HomebrewDnD+1 crossposts

Venomous Spores, Broken Creeds and Living Prisms, three new strange relics from the Emporium, Feedback Welcome!

✦ 1 ✦

Key of the Venomous Spore

I wanted the Key of the Venomous Spore to recover its charges in a less obvious way than simply waiting for dawn or dusk.

To recharge it, you need to find a poisonous fungus, a toxic plant, or the corpse of a naturally venomous creature. The key drains that source, which then withers and can’t be used again.

It makes the relic a little more dynamic and gives the party another reason to explore, collect strange materials, or make choices about when a source is worth using. The recharge condition also helped me control its rarity, since its strongest effect depends on what the characters can actually find during the adventure.

📜

Key of the Venomous Spore
Wondrous item, rare

Sensitive Mycelium. While carrying this key, you know whether a plant, fungus, food, or drink within 5 feet of you contains poison. This property doesn’t reveal the poison’s nature, quantity, or effects.

Fungal Lock. The key can hold up to 3 charges. To regain 1 expended charge, you must insert it into a poisonous fungus, a toxic plant, or the corpse of a creature that possessed natural venom, then turn it as though in a lock. The source withers and can’t be used again to recharge the key.

Mycelial Burst. As an action while holding the key, you can expend 1 charge and turn it in the air, causing the mushroom cap to open. Each creature of your choice within 10 feet of you must make a DC 15 Constitution saving throw. On a failed save, a creature takes 3d6 poison damage and is poisoned until the end of its next turn. On a successful save, it takes half as much damage and isn’t poisoned.

✦ 2 ✦

Helm of the Broken Creed

Helms are not always the most exciting magic items, and there are not many official ones that feel truly useful.

For this relic, I wanted a mix of solid passive effects and one stronger, more situational ability.

The +1 AC, advantage on Intimidation checks and saves against fear, and resistance to radiant damage are always useful, but none of them completely define the item.

Miracle Denied is the real focus. Once per dawn, it can reduce magical healing and turn the amount prevented into temporary hit points.

It is powerful when the right moment comes, but it still depends on timing and on the enemies you face. That situational side is what keeps it interesting for me.

📜

Helm of the Broken Creed
Wondrous item, very rare (requires attunement)

Apostate’s Iron. While wearing this helm, you gain a +1 bonus to AC.

Heretic’s Visage. While wearing this helm, you have advantage on Charisma (Intimidation) checks and on saving throws against being frightened.

Desecrated Symbol. While wearing this helm, you have resistance to radiant damage.

Miracle Denied. When a creature you can see within 60 feet of you would regain hit points from a spell or another magical effect, you can use your reaction to reduce the number of hit points regained by 3d8, to a minimum of 0. You gain temporary hit points equal to the amount by which the healing was reduced. Once this property has been used, it can’t be used again until the next dawn.

✦ 3 ✦

Shifting Blade of the Living Prism

I have always been fascinated by randomness and roleplay, so both ideas ended up inside this relic.

When a creature attunes to the sword, the spirit gives it a request chosen by the DM. Until that request is completed, the main powers remain locked.

Once awakened, a d6 roll at every dawn determines the spirit’s nature, including the damage type, resistance, and vulnerability. The weapon also grants a +3 bonus and deals an extra 3d4 damage.

It is powerful, but never completely stable. The daily changes force the player to adapt, while the spirit’s request leaves plenty of space for fun roleplay and story hooks.

📜

Shifting Blade of the Living Prism
Weapon (greatsword), artifact (requires attunement)

Sentient Relic. A mutable primordial spirit dwells within the blade. It understands Common and Primordial and communicates telepathically with the creature attuned to it.

Spirit’s Request. When you attune to the sword, the spirit gives you a request chosen by the DM. Until you fulfill it, Shifting Soul and Power of the Six Faces don’t function. When you complete the request, the sword awakens.

D6 Nature Resistance Vulnerability
1 Acid Acid Lightning
2 Cold Cold Fire
3 Fire Fire Cold
4 Lightning Lightning Acid
5 Thunder Thunder Force
6 Force Force None

Shifting Soul. When the sword is awakened, roll a d6 each day at dawn and consult the table to determine the spirit’s nature until the next dawn. For the duration, you have the resistance and vulnerability shown in the table.

Power of the Six Faces. When the sword is awakened, you gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, when you hit with i

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲

u/Azarneth — 27 days ago

[OC-Art] Shifting Blade of the Living Prism - Randomness and roleplay weapon, feedback welcome

I have always been fascinated by randomness and roleplay, so both ideas ended up inside this relic.

When a creature attunes to the sword, the spirit gives it a request chosen by the DM. Until that request is completed, the main powers remain locked.

Once awakened, a d6 roll at every dawn determines the spirit’s nature, including the damage type, resistance, and vulnerability. The weapon also grants a +3 bonus and deals an extra 3d4 damage.

It is powerful, but never completely stable. The daily changes force the player to adapt, while the spirit’s request leaves plenty of space for fun roleplay and story hooks.

📜

Shifting Blade of the Living Prism
Weapon (greatsword), artifact (requires attunement)

Sentient Relic. A mutable primordial spirit dwells within the blade. It understands Common and Primordial and communicates telepathically with the creature attuned to it.

Spirit’s Request. When you attune to the sword, the spirit gives you a request chosen by the DM. Until you fulfill it, Shifting Soul and Power of the Six Faces don’t function. When you complete the request, the sword awakens.

D6 Nature Resistance Vulnerability
1 Acid Acid Lightning
2 Cold Cold Fire
3 Fire Fire Cold
4 Lightning Lightning Acid
5 Thunder Thunder Force
6 Force Force None

Shifting Soul. When the sword is awakened, roll a d6 each day at dawn and consult the table to determine the spirit’s nature until the next dawn. For the duration, you have the resistance and vulnerability shown in the table.

Power of the Six Faces. When the sword is awakened, you gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, when you hit with i

──── ୨୧ ────

✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)

I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙‍♂️🎲

u/Azarneth — 1 month ago