Faerie Crown
Wondrous item, very rare (requires attunement by a fey)
This crown is woven of aromatic flowers that attract
butterflies. The crown has 1d6+3 butterflies that hover
around the crown. When a weapon attack would hit
you, you can use your reaction to release one of the
butterflies. When you do so, the butterfly interposes
itself between you and the attack, taking the hit instead
of you. A butterfly used in this way is destroyed.
Once all the butterflies are used, the faerie crown
withers and is destroyed.
Toadstool Toddy
Potion, uncommon
This carbonated liquid, a potent distillation of faerie
magic, is bright fuchsia and tastes of autumn rain. A fey
who drinks this potion can withstand 3 additional days
in an urban environment without suffering exhaustion or
penalties to rest.
Fiend Items
Ring of Hidden Desire
Ring, uncommon (requires attunement by a fiend)
This rose gold band is set with an obsidian stone carved
in the shape of a heart. While wearing this ring, you can
use an action to attempt to learn a creature’s darkest
desire. Select a creature that you can see. That creature
must succeed on a DC 13 Wisdom saving throw. On a
failed save, you immediately learn the target’s darkest
desire. On a successful save, you do not learn anything,
and the creature is immune to the effects of the ring for
24 hours. If the creature you choose has an Intelligence of
3 or lower, the creature is unaffected. The ring’s power
can be used 3 times per day and recharges at midnight.
Profane Charm
Wondrous item, uncommon (requires attunement by a fiend)
This charm is a charred feather harvested from a fallen
angel, wrapped in silver wire. While wearing this charm,
you can enter hallowed ground without triggering your
hideous appearance. In addition, you cannot be detected
as a fiend by the detect evil and good spell or a paladin’s
divine sense ability.
Cinder Coat
Armor (leather), very rare (requires attunement by a fiend)
This floor-length leather duster is the color of dying embers.
You have a +1 bonus to AC while wearing this armor.
The coat has 3 charges. When you hit a creature
with an attack, and that creature is not at maximum
hit points, you can expend 1 charge to deal an extra
1d10 fire damage to the target. The coat regains 1d3
expended charges daily at dawn.
Ardor
Weapon (battleaxe), artifact (requires attunement by a fiend)
The blades of this axe smolder with an inner light. The
dark wooden handle is accented with silver.
When the celestial realm turned back yet another
assault from the forces of evil, a fiendish forge master
received a vision, allowing them to craft a battleaxe like no
other. With the might of Ardor, the fiends now possess a
weapon capable of striking down the celestial forces.
Ardor now lies in the fiendish realm’s hidden vaults,
waiting to be wielded when the forces of darkness make
their ultimate strike to consume the world. The fiends
don’t realize that an equally powerful weapon rests in
the hands of the celestials who wage eternal war against
them. The fates who inspired the forge master to craft
Ardor also sent a vision to a smith of heaven in the
interest of maintaining the balance of power.
Axe of Hell. This magic battleaxe grants a +3 bonus
to attack and damage rolls made with it. When you hit
with an attack using it, the target takes an extra 3d10
necrotic damage.
Champion of Evil. While holding the battleaxe,
you are immune to the charmed, frightened, paralyzed,
poisoned, and stunned conditions.
Ardor’s Pursuit. As a bonus action, you can release
Ardor to hover magically in an unoccupied space
within 5 feet of you. If you can see the battleaxe, you can
mentally command it as a bonus act