116 Chapter 3: CharaCter OptiOns
- The staff ’s charges increase to a maximum of 12, and it
regains 1d6+2 charges at dawn daily. - Add the following spells to the list of spells the staff
may be used to cast: ice storm (4 charges), c
(5 charges). - Whenever you cast a spell that deals fire, ice, or light-
ning damage and you roll a 1 on a damage die, you can
reroll the die and must use the new result.
ex alted
When a character exalts the Spire of Conflux, apply the
following changes to the item’s traits:
- The staff ’s charges increase to a maximum of 20, and it
regains 1d6+4 charges at dawn daily. - Add the following spells to the list of spells the staff
may be used to cast: chain lightning (6 charges), fire
storm (7 charges). - While holding this staff, you gain a +1 bonus to spell
attack rolls, and your spell save DC increases by 1.
titanstOne knuCkles
Wondrous item, legendary (requires attunement)
Carved from the heartstone of a ruined earth primordial,
these gauntlets bestow immeasurable might to the wearer.
Your Strength score becomes 22.
Siege. You deal double damage against objects and
structures.
awakened
When a character awakens the Titanstone Knuckles,
apply the following changes to the item’s traits:
- Your Strength score becomes 24.
- You can use an action to grow in size as per the enlarge
spell for 10 minutes. You cannot use this ability again
until you finish a long rest.
ex alted
When a character exalts the Titanstone Knuckles, apply
the following changes to the item’s traits:
- Your Strength score becomes 26.
- While you are under the effects of the enlarge spell
granted by this item, you gain resistance to fire, cold,
and lightning damage. This lasts as long as you are
affected by the spell.
Whisper
Weapon (dagger), legendary (requires attunement)
Forged with a mercurial metal pulled from the Far Realm,
light dances and shifts across this curved blade. You
have a +1 bonus to attack and damage rolls made with
this weapon.
Whenever you strike a creature with a critical hit using
Whisper, the target must make a DC 13 Wisdom saving
throw or become frightened of you for 1 minute. On a
success, they are immune to being frightened by this effect
for the next 24 hours.
awakened
When a character awakens Whisper, apply the following
changes to the item’s traits:
- Increase the bonus to attack and damage to a +2.
Additionally, when you hit a target with this weapon,
the target takes an additional 1d6 psychic damage. - Increase the DC to resist being frightened from a crit-
ical hit to 15.
ex alted
When a character exalts Whisper, apply the following
changes to the item’s traits:
- Increase the bonus to attack and damage to a +3,
and increase the additional damage taken to 1d8
psychic damage. - Increase the DC to resist being frightened from a crit-
ical hit to 17. - Whenever Whisper is thrown but before it hits, you can
choose to transform into shadow and merge with the
blade, teleporting instantly to wherever the blade impacts.
If the target is a creature, you emerge adjacent to the tar-
get in a space of your choice. If you miss with the attack,
the DM determines where you teleport accordingly.
Wraps Of dyamak
Wondrous item, legendary (requires attunement by a monk)
Created and wielded by the ancient warrior called Dyamak,
these thick cloth strips of enchanted material appear to be
stained with blood of unknown origin. You have a +1 bonus
to attack and damage rolls made with your unarmed strikes.
Whenever you finish a short or long rest, you gain a
number of temporary hit points equal to your full ki points.
awakened
When a character awakens the Wraps of Dyamak, apply
the following changes to the item’s traits:
- Increase your bonus to attack and damage rolls to +2.
- As a bonus action, you can cast the spell misty step. You
cannot use this ability again until you score a critical
hit with an unarmed strike, or you complete a short
or long rest.
ex alted
When a character exalts the Wraps of Dyamak, apply the
following changes to the item’s traits:
- Increase your bonus to attack and damage rolls to +3.
- When you hit with an unarmed strike, you can choose
to make the attack a Ravenous Strike. The target takes
an additional 6d6 necrotic damage, and you regain hit
points equal to the additional necrotic damage dealt.
You cannot use this ability again until you complete a
short or long rest.