Magic Items of the Planes of Farland
Table of Contents
Planar Creations
Items
Avernus Steel
Black Cedar Staff/ Wand
Planar Creations
Many amazing goods have been crafted in the Outer Planes, and since the denizens of those Planes have had much, much longer to perfect their creations, such items are inevitably intricate, powerful... and perilous. Every Plane has items for which it is known, and such gear always reflects in some way the nature of those that created it and the Plane on which it was created. Those listed below are only some of the items that can be found in the dimensions beyond Núrion.
Items
Avernus Steel
Weapon or armor (variable), very rare
The forges of Avernus are eternally lit, and whilst usually only devils benefit from this ceaseless labor, some of their creations find their way out of hellish Barathus every so often. A thriving black market exists in Carcus which specializes in equipment made of Avernus Steel (also known as Barathean Steel), and it is regularly sought out by more idiotic mortals who have yet to understand that their ideas of value, particularly when it comes to market economics, are very different to those of the fiends.
When forged of Avernus steel, a weapon has one of the following qualities, which you can use when attuned to the weapon:
- Angel-striker. You always have advantage on attack and damage rolls against celestials with this weapon. If you inflict a critical hit on a celestial, you gain resistance to radiant damage until the start of your next turn.
- Defensive Flurry. If you do not move on your turn, you may add 2 to your AC, provided you can see those attacking you. Only melee weapons may have this quality.
- Grievous Blow. Attacks you make with this weapon ignore damage resistance, but not damage immunity. You roll an additional damage die when you inflict a critical hit.
- Immaterial Shot. You may cast the spell magic missle. The missile emerges from your weapon. You may only use this ability three times per day. Only ranged weapons may have this quality.
- Infernal Wound. When you hit a creature with your weapon and it is not a construct or undead, it must make a Constitution saving throw (the DC is equal to 8 + your proficiency bonus + your Constitution modifier), or lose 5 (1d10) hit points at the start of its turns due to the terrible wound you inflict on it. Each time you hit the wounded creature with this weapon again, the damage dealt by the wound is increased by 5 (1d10). Any creature can take an action to staunch the wound with a successful Wisdom (Medicine) check, with a DC equal to that of the Constitution saving throw. Any magical healing or regeneration also instantly closes the wound and ends the effect. Once a creature has successfully saved against this ability, it cannot suffer another infernal wound from your weapon for 24 hours.
- Loyal. If you are not incapacitated, and it is within 100 miles of you, you may summon the weapon to you as an action. The weapon imposes disadvantage on all attack and damage rolls if another tries to use it without your permission. If the weapon is used to attack you, the attack will instead be directed against the current wielder of your weapon—ranged attacks actually curve around in midair to accomplish this.
- Mutable. On your turn as a bonus action, you may choose to change the shape, and consequently damage type, of this weapon. The damage type can change to bludgeoning, piercing, or slashing. Only melee weapons may have this quality.
- Repeating Dart. The first time you hit an enemy with this weapon on your turn, you may immediately make a second attack as a free action against either them or one other enemy you can see within 30 feet. Only ranged weapons may have this quality.
When forged of Avernus steel, armor has one of the following qualities, which you gain when wearing the armor and having attuned to it:
- Abominable Visage. You gain advantage on Intimidate checks but also suffer disadvantage on Persuasion checks. When you inflict a melee hit on an enemy, you may make an Intimidate check against it as a bonus action. If it loses, it becomes frightened of you until the end of its next turn.
- Hells-guard. You gain resistance against bludgeoning, piercing, and slashing damage from nonmagical attacks that are not silvered. Once per day, you may choose to gain advantage on a saving throw against a spell or other magical effect.
- Mithridatic. When you are subjected to poison damage, you take no damage and regain lost hit points equal to the poison damage dealt. You are immune to the poisoned condition, and to any additional effects that a poison causes, such as the paralysis effect of crawler mucus or the forced honesty of a truth serum.
- Pain-thriller. After you take damage, until the end of your next turn you gain advantage on skill checks, and you may make one attack with advantage during that time.
- Quell Dissent. Fiends start with an indifferent rather than hostile attitude toward you. If a fiend tries to attack you, it treats you as being affected by a sanctuary spell, the save DC of which is 8 + your proficiency bonus + your Charisma modifier.
- Undead Command. This armor has 20 charges. As an action, you may spend charges to cast dominate monster on any undead creature you can see, which requires spending one charge for each Hit Die the creature has. The armor regains 1d6+4 expended charges at nightfall.
Black Cedar Staff/ Wand
Wondrous item, very rare
Barathean black cedarwood is extremely magically potent, and is regularly used by the devils for the manufacture of equally powerful arcane items. A staff or wand made of this wood never loses its power should it run out of charges; and its maximum number of charges is increased by 2. When you roll damage from an effect, spell, or attack caused by the item, you may roll twice and take the highest total-- so using a black cedar staff as a melee weapon is normal-- and the DC for all of its effects is increased by 2.
The luckless fool who destroys a black cedar staff using a Retributive Strike is always transported to the cedar groves of Barathus, escaping the explosion but incurring the wrath of the Godsliver Fiend Mephistopheles. This is because all such staffs are the nominal property of the archdevil Mammon, who demands great compensation from their manufacturer in the event of damage. Mephistopheles subsequently attempts to exact his own punitive damages on whoever destroyed the (by Barathean standards) lawfully loaned item.