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Avernus Magic Items 1

The document describes various magical items, including the Celestial Caltrops, Devil Catcher, and Devil Trap, each with unique abilities to restrain or damage fiends. It also details items like the Potion of Fiendish Pain, Silver Branding Iron, Godsend, Nycaloth Claw, and Scourge of Phlegetos, which provide various combat advantages against fiends. Each item is categorized by rarity and includes specific mechanics for their use in gameplay.

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Pete Kijek
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0% found this document useful (0 votes)
10 views1 page

Avernus Magic Items 1

The document describes various magical items, including the Celestial Caltrops, Devil Catcher, and Devil Trap, each with unique abilities to restrain or damage fiends. It also details items like the Potion of Fiendish Pain, Silver Branding Iron, Godsend, Nycaloth Claw, and Scourge of Phlegetos, which provide various combat advantages against fiends. Each item is categorized by rarity and includes specific mechanics for their use in gameplay.

Uploaded by

Pete Kijek
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Celestial Caltrops Devil Catcher Devil Trap

Rare Rare Rare

A blue silk bag holds these shards of silver This 10-foot-long adamantine staff is carved with Celestial runes A devil trap consists of four silver 1-foot-long stakes carved
and has a silver spiked semicircle at one end and a handle with a with Celestial runes. As an action, you can drive a stake into any
engraved with Celestial runes that were crafted trigger at the other. When the trigger is squeezed, the spiked end solid, nonmetal ground. You can use another action to remove a
by angels in Mount Celestia. These caltrops are contracts. As an action while you hold the devil catcher with both stake from the ground. When all four stakes are driven into the
used as those described in chapter 5 of the hands, you can try to trap a Large or smaller creature within 10 ground in the individual corners of a square area not larger than
feet of you with the device. That creature must succeed on a DC 10 feet square, they form an invisible barrier around that area
Player’s Handbook. While a fiend touches one 15 Dexterity saving throw or become restrained while you are that is 10 feet high. Devils can pass through the barrier from the
of these caltrops, it gains vulnerability to conscious and holding onto the pole with both hands. As an outside, but cannot pass through it from the inside. If the devil
action, the creature can repeat the saving throw on its turns, tries to use teleportation or interplanar travel to leave the area
radiant damage.
ending the restrained condition on a success. Devils have inside the barrier, it must first make a DC 17 Charisma saving
disadvantage on Dexterity saving throws made to avoid and break throw. On a success, the creature can use that magic to exit the
free of the device. While a devil is restrained by this device, you area. On a failure, the creature can't exit the area and wastes the
can use your action to deal 4d10 piercing damage to the devils use of the spell or effect.

Potion of Fiendish Pain Silver Branding Iron Charlatan's Die

Very Rare Rare Common

This black potion smells of ash and smokes This branding iron is 3-feet-long and ends in a Whenever you roll this six-sided die, you can
when uncapped. For 1 hour after you drink this silver head with the Celestial rune for pain. You control which number it rolls.
potion, whenever a fiend deals damage to you, have proficiency with the brand. As an action,
the fiend takes an amount of psychic damage you can make a melee weapon attack against a
equal to one quarter of the damage it dealt to fiend within 5 feet of you with the brand. If the
you (rounded down). attack hits, the fiend loses all its damage
immunities and resistances for 1 hour.

Godsend Nycaloth Claw Scourge of Phlegetos

Weapon; Rare Dagger; Rare Warhammer; Rare

This magic bow was crafted by Lathander’s followers for This magic dagger is fashioned from a Nycaloth’s fingernails This magic hammer is sheathed in flames, that
the specific purpose of hunting down fiends. Celestial and enchanted for quick, maiming attacks.
though harmless to its wielder will explode into
runes are etched into its surface, and it hums in delighted When you hit a creature with an attack using this dagger, you
harmony each time an arrow fired from it strikes down a can use a bonus action to wound the target. At the start of each furious fire when wielded in combat. Flaming.
fiend. Blinding. When you attack a creature with this of the wounded creature’s turns, it takes 1d4 necrotic damage When you hit with an attack using this
magic bow and roll a 20 on the attack roll, the creature for each time you’ve wounded it, and it can then make a DC 13 hammer, the target takes an extra 1d4 fire
must make a DC 13 Constitution saving throw. On a Constitution saving throw, ending the effect of all such wounds
on itself on a success. Alternatively, the wounded creature, or a damage. Hells. While you carry this hammer,
failure, it takes 2d8 radiant damage and is blinded until
the end of your next turn. On a success, it takes only half
creature within 5 feet of it, can use an action to make a DC 13 you can use a reaction to cast hellish rebuke
Wisdom (Medicine) check, ending the effect of such wounds on
as much damage and isn’t blinded. Fiendslayer. When (spell save DC 13). Once used, this property
it on a success.
you hit a fiend with this magic bow, the creature takes an can’t be used again until the next dawn.
extra 1d6 piercing damage. When you hit a creature that is surprised with this dagger, the
creature takes an extra 1d10 piercing damage.

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