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Bloodstone Press Magic Items: Talismans

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Bloodstone Press Magic Items: Talismans

MAGIC ITEMS: TALISMANS

CREDITS
Design and Development. P. C. Graves
Editing. Beth Jones
Some Graphic Elements. Lord Zsezse Works

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follows: Magic Items: Talismans, © Bloodstone Press, Designed by P. C. Graves

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Bloodstone Press Magic Items: Talismans

BOWL OF DAEMON TRAPPING AMULET OF CHARMS


Wondrous item, rare Wondrous item, uncommon (requires
attunement)
The inner surface of this wooden bowl is carved
with intricate runes. When you touch a daemon This amulet’s inscription invokes Aphrodite,
with this bowl, the creature must make a DC 15 Mithras, and Ptah. While wearing this amulet
Charisma saving throw or be forced into a tiny you gain advantage on all Charisma (Persuasion)
pocket dimension and trapped. The bowl comes checks.
to rest where the daemon was standing, upside
down. The daemon is magically trapped in a You can also use an action to cast charm
pocket dimension that exists under the person from the amulet (save DC 14). Once
overturned bowl. If the bowl is lifted from the used, this function of the amulet cannot be
surface, the trapped daemon can escape its used again until the next dawn.
prison and return to the Material Plane.

A daemon trapped under the bowl is AMULET OF ETHEREAL WARDING


Wondrous item, rare (requires attunement)
powerless to affect creatures on the Material
Plane or any other plane. It can be contacted
While bearing this talisman, you gain the
with the Contact Other Plane spell.
following benefits:
Whether the daemon saves or not, the bowl
cannot be used in this way again until the • Healthy. You have advantage on saving
following sunset. throws against disease.
• Blessed. You have advantage on saving
throws against the attacks of daemons,
AMULET AGAINST SORCERY AND ghosts, and spirits.
DAEMONS • Warded. You have advantage on saving
Wondrous item, rare (requires attunement) throws against spells and effects that
involve a daemon, spirit, or ghost
While bearing this talisman, you gain the possessing you.
following benefits:

• Magic Resistance. You have advantage


on saving throws against spells and
other magical effects.
• Possession Resistance. You have
advantage on saving throws to resist
possession by daemons, spirits, and
ghosts.

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Bloodstone Press Magic Items: Talismans

GEM OF ATTRACTION
Wondrous item, rare (requires attunement)

This green jasper stone is engraved with erotic


images of Eros and a winged Psyche. While you
bear this talisman, all creatures within 30 feet
of you and who can see you (except constructs
and undead) must make a DC 13 Wisdom saving
throw or be charmed by you. A creature that
makes its saving throw is immune to the gem’s
power until the next dawn.

You have advantage on all Charisma


(Persuasion) and Charisma (Deception) skill GOOD LUCK CHARM
Wondrous item, uncommon (requires
checks made against creatures charmed this
attunement)
way. With a successful DC 15 Persuasion check,
you can solicit favors and gifts from a charmed
While bearing this talisman, you can use a
creature, totaling up to 10 gp or half its wealth,
Reaction to call on its luck and reroll one D20
whichever is lower. If you or your allies do
Test that you fail, potentially changing the
anything harmful to a charmed creature, the
outcome. Once used, this property can't be
spell ends for that creature.
used again until the next dawn.
A charmed creature will realize it is
charmed by you, though it will be helpless to do HANDY HARNESS
anything about it until the spell ends for it. Wondrous item, uncommon (requires
Other creatures will also notice the spell effect attunement)
and may intervene.
This leather harness appears to be normal
equestrian gear. Using your action, you can use
the harness to conjure a horse for riding, war,
or work.

The riding horse comes with a bridle and


saddle. It remains for up to 2 hours. The
warhorse comes with leather barding (AC 12), a
war saddle, bridle, and a lance. It remains for up
to 1 hour. The work horse is statistically similar
to a warhorse, but does not have the trampling
charge ability and has a Strength score of 20. It
remains for up to 3 hours. You can dismiss a
conjured horse with an action.

The harness has 3 charges. Each use of the


harness expends 1 charge. The harness regains
1d3 charges daily at dawn.

- 4 -
Bloodstone Press Magic Items: Talismans

NEMESIS STONE
Wondrous item, rare (requires attunement by a
wholesome [good or neutral] creature)

This talisman is made from a stone taken from


an altar to Nemesis. The stone is engraved with
an image of a fortune wheel and the goddess
brandishing a ruler in one hand and a staff in
the other. Concealed beneath the stone are the
tip of a duck’s wing and a fragment of the death
plant, nekua. While wearing this talisman, you
gain the following powers.

Immune to Possession. You are immune to


any harmful spell or effect that involves a
daemon, spirit, or ghost possessing you. If you
are possessed when you attune to the talisman,
all harmful possessing spirits confess
MEDALLION OF HORUS themselves and flee.
Wondrous item, rare (requires attunement) Dream Protection. You are immune to the
dream spell and other attempts to invade your
You can use this medallion to call upon Horus to sleep.
protect you from scorpions, lions, crocodiles, Clear Thought. You are immune to charms
and snakes. Using an action, you can expend and enchantments.
one charge to cast Protection from Creatures on
yourself. These spells do not require the focus
R EQUIREMENT: W HOLESOMENESS
items. You can also use the medallion to cast
protection from poison on any creature you Only a creature that has not done anything
touch. However, this spell only affects the abominable or wicked for 30 days can attune to
poison of snakes and scorpions. this talisman. If you engage in an abominable or
wicked act while attuned to this talisman, you
The medallion has 4 charges. Each use of lose your attunement and cannot regain it for
the medallion expends 1 charge. The medallion 30 days.
regains 1d4 charges daily at dawn.

- 5 -
Bloodstone Press Magic Items: Talismans

TALISMAN OF CONTRACEPTION
Wondrous item, common (requires attunement)

While wearing this simple talisman made from a


bean and an insect, you cannot become
pregnant.

TALISMAN OF CONVALESCENCE
Wondrous item, uncommon (requires
attunement by a spellcasting follower of
Asclepius)

This talisman calls on Asclepius to heal illness,


disease, poisoning, and injuries. When you
attune to this talisman, you gain the ability to
place the talisman on another creature for 1
TALISMAN OF PAIN RELIEF
Wondrous item, common (requires attunement)
hour and, with a short prayer, grant them the
healing benefit of the talisman.
Each of these talismans of hematite is custom
made for the user and designed to treat a
When you spend 1 minute praying over a
specific pain. A talisman of pain relief removes
creature that wears this talisman during a short
one minor bodily ache such as pain in the knee
rest, that creature regains 1d6 hit points. If that
or liver.
creature is poisoned or diseased, it makes
another saving throw against the affliction with
These talismans are effective for 1d20 + 6
a success indicating the poison or disease ends.
days. An expended talisman can be recharged
After benefiting from this talisman, a creature
by casting cure wounds or healing spell upon it.
cannot benefit from it or any similar talisman
again until the following dawn.
TALISMAN OF PROTECTION FROM
DAEMONS
Wondrous item, uncommon (requires
attunement)

While bearing this talisman, you have


advantage on saving throws against spells and
effects that involve a daemon, spirit, or ghost
possessing you.

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Bloodstone Press Magic Items: Talismans

TALISMAN OF PROTECTION FROM


MIGRAINES
Wondrous item, common (requires attunement)

This silver talisman relies on the power of


Artemis to protect you from migraine daemons.
When a migraine daemon attempts to target
you with an attack or spell, it must make a DC
20 Wisdom saving throw. On a failed save, the
daemon must choose another target or lose the
attack or spell. If you make an attack or cast a
spell targeting a migraine daemon, that daemon
becomes immune to the power of this talisman.

TALISMAN OF PROTECTION FROM


WITCHES
Wondrous item, rare (requires attunement)

While bearing this talisman, you gain the


following benefits:

Poison Proof. You have advantage on saving


throws against poison and resistance to poison
damage.
Magic Resistance. You have advantage on
saving throws against spells and magical effects.

TALISMAN OF WOMB FIXING


Wondrous item, common (requires attunement)

When a woman’s womb has become dislodged


and is loose within her body, causing health
problems, this talisman can be used to bring the
womb back into its proper location.

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Bloodstone Press Magic Items: Talismans

WITCH BOTTLE
Wondrous item, rare (requires attunement by a
spellcaster)

A witch bottle protects against the curses and


hexes of malevolent spellcasters. You fill the
bottle with a few strands of your hair, some
clippings of your nails, and some of your urine.
You then bury or hide the bottle in a secret
location. The bottle attracts and contains any
negative spell energy directed toward you. As
long as the bottle remains unseen by you, you
are immune to all curses, hexes, and harmful
fate altering spells such as bestow curse, bane,
misfortune, and the witch’s hex ability. The
harmful spell energy is drawn into the bottle
and contained until it fades.

If you ever see the witch bottle after hiding


it, your attunement with it breaks and the
effect ends. You must re-attune to the bottle
and hide it again to reactivate its power.

- 8 -
Bloodstone Press Magic Items: Talismans

APPENDIX I: NEW SPELLS CHARM SPELL


Level 1 Enchantment (Binding)
ANTI-HEADACHE INCANTATION Casting Time: Action
Cantrip Conjuration (Healing) Range: 30 feet
Casting Time: 1 action Components: V, S
Range: Touch Duration: 1 hour
Components: V, S, M (a bit of lavender)
Duration: Instantaneous You attempt to charm a creature you can see
within range. It must make a Wisdom saving
This Thessalean cantrip cures minor headaches. throw, and does so with advantage if you or
It does not affect migraines. your companions are fighting it. If it fails the
saving throw, it is charmed by you until the spell
ends or until you or your companions do
anything harmful to it. The charmed creature
regards you as a friendly acquaintance. When
the spell ends, the creature knows it
was charmed by you.

At Higher Levels. When you cast this spell


using a spell slot of 2nd level or higher, you can
target additional creatures and creature types,
as shown on the table below. All targets must
be within 30 feet of each other when you target
them

Spell Number of Targets by Creature Type


Slot Giant, Fey,
Level Beast Humanoid Plant Any*
0 1 - - -
1 2 1 - -
2 3 2 - -
3 4 3 1 -
4 5 4 2 1
5 6 5 3 2
6 7 6 4 3
7 8 7 5 4
8 9 8 6 5
9 10 9 7 6
*Except undead and constructs, which are immune to this spell

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Bloodstone Press Magic Items: Talismans

HEALING SPELL
Level 1 Evocation (Healing)
Casting Time: 1 action
Range: Touch, but see below
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit


points depending on the spell slot level you
expend. You may also apply other effects, such
as curing disease or removing poison, as shown
on the table below. This spell has no effect on
undead or constructs.

Spell
Slot
Level Your touch heals…
1 1d8* hp
2 2d8* hp or ends blindness, deafness, paralysis, one
poison, or one disease
3 6d8* hp or heals one sprain, fracture, or dislocation
4 8d8* hp and heals all sprains, fractures and
dislocations or ends all blindness, deafness,
paralysis, poison, and disease
5 10d8* hp or you emit a wave of healing energy that
restores 3d8* hp for each of up to six creatures within
30 feet of you
6 12d8* hp or you emit a beam of healing energy that
restores 70 hp and ends all blindness, deafness, and
diseases for one creature you can see within 60 feet
7 14d8* hp or you emit a beam of healing energy that
restores 80 hp and ends all blindness, deafness, and
diseases for one creature you can see within 60 feet
8 24d8* hp or you emit a beam of healing energy that
restores 90 hp and ends all blindness, deafness, and
diseases for one creature you can see within 60 feet
9 27d8* hp or you emit a wave of healing energy that
restores 700 hp and ends blindness, deafness, and
diseases. You divide the healing points among any
creatures you can see within 60 feet.
*Add your spellcasting ability modifier to these rolls

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Bloodstone Press Magic Items: Talismans

PROTECTION FROM CREATURES Beast Type Talisman


Level 1 Abjuration Canines The teeth of a hyena killed under the
Casting Time: 10 minutes light of Sirius
Crocodiles The tusk of a hippo killed when the moon
Range: Touch
was in Capricorn
Components: V, S, F (a special talisman, see
Felines The hide of a hyena killed when the
below) moon was in Gemini
Duration: 24 hours Scorpions Petrified wood dipped in honey under a
full moon
The creature you touch becomes warded Snakes Bones of a mongoose killed when the
against attacks from one type of creature, moon was in Ophiuchus
which you designate when casting this spell These types apply to all beasts and monstrosities with
similar traits and features. Monstrosities with only some
(chosen from the table below).
traits of the designated type are not affected. For example,
‘felines’ applies to all lions, tigers, and sphinxes, but not
Until the spell ends, any creature of the griffons.
designated type that targets the warded Additional types may be available with GM’s approval.
creature with an attack or a harmful spell must
first make a Wisdom saving throw. On a failed
save, the attacking creature must choose a new
target or lose the attack or spell. This spell
doesn't protect the warded creature from area PROTECTION FROM SORCERY
effects, such as the explosion of a fireball. Level 3 Abjuration
Casting Time: Action
The protected creature also has advantage Range: Self
on Wisdom (Perception) checks made to notice Components: V, S, F (a potsherd found at a
creatures of the designated type within 60 feet crossroads), M (10 gp of myrrh)
and cannot be surprised by them. Duration: 8 hours

If the warded creature makes an attack, You call upon Hecate to grant you magic
casts a spell upon, or deals damage to an resistance for the duration. Until this spell ends
affected creature, this spell ends for that you have advantage on saving throws against
creature. spells and magical effects.

Talisman. This spell’s magic is held in the


focus component (a talisman), which the
warded creature must wear. Each type of
creature requires a different talisman, as shown
on the table below. If the protected creature
becomes separated from the talisman, the spell
ends. The talisman is not harmed or consumed
in the spellcasting and can be reused.

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Bloodstone Press Magic Items: Talismans

SUNLIGHT STEALTH
Level 3 Illusion
APPENDIX II: NEW
Casting Time: 1 minute CONDITION
Range: Self Terrified. A terrified creature must spend its
Components: V, S, M (oil of sunlight) turns trying to move as far away from the
Duration: Until nightfall source of its terror as it can, and it can’t
willingly move to a space within 30 feet of the
You call upon the sun god Helios to render you source of the terror. It also can’t take reactions.
Invisible until night falls. Anything you are For its action, it can use only the Dash action or
wearing or carrying is also Invisible as long as it try to escape from an effect that prevents it
is on your person. The spell ends if you attack or from moving. If it has nowhere it can move, the
cast a spell. This spell does not function creature can use the Dodge action. At the end
between dusk and dawn. of each of its turns, a creature can repeat the
saving throw, ending the effect on itself on a
success.

O IL OF S UNLIGHT
Alchemists skilled in harnessing the power of
sunlight can distill Oil of Sunlight from rare
herbs, crystals infused with sunlight, or even
the essence of celestial beings associated with
the sun, like fire elementals or solar spirits.

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Bloodstone Press Magic Items: Talismans

APPENDIX III: NEW MONSTERS


MIGRAINE DAEMON

MIGRAINE DAEMON
Medium fiend (demon), chaotic evil

Armor Class 14 (natural armor)


Hit Points 52 (8d8 + 16)
Speed 40 ft., Climb 20 ft.

STR DEX CON INT WIS CHA


17 (+3) 14 (+2) 15 (+2) 16 (+3) 14(+2) 17 (+3)

Proficiency Bonus +2
Saving Throws Str +5, Con +4, Wis +4, Cha +5
Skills Deception +5, Intimidation +5, Perception +4, Stealth +4
Damage Resistances cold, fire, psychic; bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities frightened, poisoned
Senses darkvision 120 ft., passive Perception 14
Languages Abyssal, telepathy 120 ft.
Challenge 2 (450 XP)

Magic Resistance. A migraine daemon has advantage on saving throws


against spells and other magical effects.

ACTIONS
Multiattack. A migraine daemon makes two attacks: one with its bite and
one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)
piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
slashing damage.
Etherealness. The migraine daemon enters the Ethereal Plane from the
Migraine daemons have many different
Material Plane, or vice versa. It is visible on the Material Plane while it is in appearances, but are always demonic and
the Border Ethereal, and vice versa, yet it can't affect or be affected by monstrous. Some radiate bright light or have
anything on the other plane. thunderous voices.
Brain Throb: The migraine daemon selects one target it can see within 60
feet to afflict with difficulty concentrating, dizziness, nausea, and Habitat. These creatures primarily dwell on
sensitivity to light. The targeted creature must make a DC 13 Constitution
saving throw. On a failed save, the target gains sunlight sensitivity (as
the Ethereal Plane where they are ruled by a
Drow) and vulnerability to thunder damage. It also can’t take bonus terrible queen named Antaura (also called Abra
actions, reactions or cast a spell. These conditions persist for 1 minute, or Avra). On the Material Plane, they are most
though the target can make another save at the end of each of its turns to often found among human settlements, lurking
end the effects on itself. On a successful save, the creature gains sunlight
in the darkness and waiting to strike.
sensitivity and vulnerability to thunder for 1 round.
Possession (Recharge 6). One humanoid that the migraine daemon can
see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be
Society. Migraine daemons feed on the pain
possessed by the daemon; the daemon then disappears, and the target they inflict with excruciating headaches. Their
is afflicted with the brain throb effect for 4d20 hours (no saving throw). society, as minimal as it is, is based entirely on
The possession lasts until the target drops to 0 hit points, the daemon ends this activity.
it as a bonus action, or the daemon is turned or forced out by an effect like
the dispel evil and good spell. When the possession ends, the daemon
reappears in an unoccupied space within 5 feet of the body. The target is
immune to this daemon's Possession for 24 hours after succeeding on the
saving throw or after the possession ends. - 13 -

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