Magic Items
Eldritch Dagger
Dagger, Very Rare (Requires Attunement)
+1 bonus to attack and damage rolls.
The dagger has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last
charge, roll a d20. On a 1, the dagger is destroyed in an otherwise harmless burst of eldritch energy.
Eldritch Attack. When you hit with a melee attack using the dagger, you can expend up to 3 of its
charges. For each charge you expend, the target takes an extra 1d6 force damage.
Eldritch Escape. If you take damage while holding the dagger, you can use your reaction to expend 3 of
the Dagger's charges, whereupon you turn invisible and teleport yourself, along with any equipment you
are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until
the start of your next turn or until you attack, cast a spell, or deal damage.
Truthseeker
Longsword, Very Rare (Requires Attunement)
When you draw Truthseeker its blade erupts with radiant light. The sword sheds bright light in a 40-foot
radius and dim light for an additional 40 feet. While the sword is shining, it deals an extra 1d8 radiant
damage to any target it hits. The radiant light lasts until you drop or sheathe the sword.
While Truthseeker is drawn and in your hand, you always know when you’ve heard a lie.
As long as you are attuned to Truthseeker you are incapable of lying.
A creature that is attuned to the sword feels regret for all the evil acts they have done or considered doing
and feels intense shame anytime they think about doing or do evil. Additionally an evil creature takes 1
radiant damage every turn they hold the sword.
Angel Wing Bow
Longbow, Very Rare (Requires Attunement)
When you hit with an attack roll using this magic bow, the target takes an extra 1d6 radiant damage.
If you load no ammunition in the weapon, it produces its own arrow of radiant light when you pull back the
string. The arrows created by the bow vanish the instant after it hits or misses a target.
The radiant arrow deals 1d8 radiant damage + the extra 1d6.
A creature that is attuned to the bow feels regret for all the evil acts they have done or considered doing
and feels intense shame anytime they think about doing or do evil acts. Additionally an evil creature takes
1 radiant damage whenever they produce a radiant arrow once per turn.
Dread Plate Armor
Aura of Dread. You constantly emanate a menacing aura while you’re not incapacitated. The aura
extends 15 feet from you in every direction, but not through total cover.
If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes
psychic damage equal to half your level if it starts its turn there.
You have advantage on intimidation checks against any creature within this aura that isn’t immune to
fear.
Infernal Iron Spikes. Whenever a creature hits you with an attack, that creature takes necrotic
damage equal to your proficiency if you’re not incapacitated.
You gain the spells Cause Fear & Fear while attuned to this armor.
Anytime you can make an opportunity attack you can use your reaction to cast Cause Fear instead.
Infernal Spurs
Wondrous item, legendary (requires attunement by a creature of evil alignment)
A narzugon devil binds a nightmare to its service with infernal tack, which consists of a bridle, bit,
reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever
wears the spurs until the wearer dies or the tack is removed.
You can use an action to call the nightmare equipped with infernal tack by clashing the spurs
together or scraping them through blood. The nightmare appears at the start of your next turn, within
20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until
you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells
within 24 hours, after which you can summon it again.
The tack doesn't conjure a nightmare from thin air; one must first be subdued so the tack can be
placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong
loyalties to their masters and become partners in evil.