TEXT: MY T H O LO G I C A L
  MY T H O LO G I C A L
  M AG I C  I TE M S
  M AG I C  I TE M S
  
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and 
  their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for 
  Dungeon Masters Guild.
  All other original material in this work is copyright 2019 by Eugene Marshall & Arcanist Press and published under the Community Content Agreement for Dungeon Masters 
  Guild.
  Author: Eugene Marshall
  Layout: Amy Bliss Marshall
  Cover: Figure Inks by Bien Flores, Figure Colors by Basith Ibrahim, 
  Background Image by Yusef Dundar
  Interior Art: art made available under the Community Content Agreement 
  for the DMs Guild by Wizards of the Coast and from Edouard Dognin, Mateus 
  Campos, Mike Gorrell, & Milada Vigerova
  Introduction: The magical creations herein hail from classical 
  antiquity. Whether they be in the hands of friend or foe, they are 
  certain to infuse your game with a certain mythological flavor 
  straight from the epic poems of old! In addition to 30 magic items, 
  there is also a bonus creature from the gates of hell.
  MYTHOLOGICAL 
  MYTHOLOGICAL 
  MAGIC ITEMS
  MAGIC ITEMS
  
  Magic Items 
  Aegis of Zeus 
   
   
   
  4
  Aeolus’ Bag of Gales  
   
  4
  Ambrosia 
   
   
   
   
  4
  Archimedes’ Mirror  
   
   
  4
  Artemis’ Longbow of the Hunt 4
  Bident of the Underworld  
  4
  Circe’s Staff   
   
   
   
  5
  Cornucopia  
   
   
   
  5
  Dragon Teeth 
   
   
   
  5
  Eris’ Apple of Discord   
   
  5
  Girdle of Aphrodite 
   
   
  5
  The Golden Fleece  
   
   
  6
  Hades’ Helmet of Invisibility  
  6
  Harpe, the Sword of Perseus  
  6
  Hat of Hermes 
   
   
   
  6
  Hercules’ Club 
   
   
  7
  Lantern of Diogenes   
  7
  Lyre of Apollo 
   
   
  7
  Odysseus’ Bow 
   
   
  7
  Pan’s Flute  
   
   
  7
  Panacea 
   
   
   
  7
  Pandora’s Box 
   
   
  7
  Ring of Gyges 
   
   
  8
  Rod of Asclepius  
   
  8
  Shortbow of Eros 
   
  8
  Smith’s Tools of Hephaestus  8
  Thread of Ariadne 
   
  8
  The Thyrsus of Dionysus  8
  Trident of Poseidon  
   
  8
  Wings of Icarus  
   
  9
  Appendix: Bonus Creature 
  Cerberus   
   
   
   
  9
  3
  MYTHOLOGICAL MAGIC ITEMS
  Table of Contents
  
  MYTHOLOGICAL MAGIC ITEMS
  4
  Archimedes’ Mirror 
  Wondrous item, very rare (requires attunement)
  Created by a master engineer from a distant 
  land to destroy an enemy fleet, this hand-held 
  steel mirror can magically reflect a beam of 
  sunlight, even at night or indoors. As an action, 
  the wielder can use the mirror to cast sunbeam 
  once (spell save DC 15). The mirror regains its 
  ability to cast the spell at dawn.
  Artemis’ Longbow of the Hunt
  Weapon (longbow), legendary (requires 
  attunement)
  This bow once belonged to a goddess of the 
  hunt. Touched by her divine hand, it brings 
  success in the hunt to all who wield it.
  You gain a +3 bonus to attack and damage 
  rolls made with this magic weapon. As an 
  action, you can whisper the command word and 
  cast hunter’s mark and animal friendship at will. 
  You may also use the bow to cast moonbeam 
  (spell save DC 15) once. The bow regains its 
  ability to cast the spell when you complete a 
  long rest.
  Bident of the Underworld
  Weapon (bident, a two toothed trident), 
  rare (requires attunement)
  This trident has two sharp teeth atop 
  its long, black staff. Said to have been 
  forged in the land of the dead, this 
  magical weapon allows its wielder 
  to commune with and command 
  the dead.
  The bident has 3 charges. While 
  attuned to it, you can use an 
  action and expend 1 charge to cast 
  one of the following spells from it 
  (spell save DC 15): animate dead, 
  gentle repose, or speak with 
  dead. The bident regains its 
  charges at dusk.
  Magic Items
  Aegis of Zeus
  Armor (shield), very rare (requires attunement)
  This golden shield bears the depiction of a 
  medusa’s head surrounded by lightning bolts, 
  and once was wielded by the legendary Zeus, or 
  perhaps Athena, depending on which tales you 
  hear. 
  While holding this shield, you have a +1 
  bonus to you armor class. While attuned to it, 
  you may use your action to cast lightning bolt 
  from the front of the shield (spell save DC 15). 
  Once you have used the shield in this way, you 
  may not do so again until you have completed a 
  long rest.
  Aeolus’ Bag of Gales
  Wondrous item, uncommon (requires attunement)
  An Aeolus bag is a leather sack, tightly sealed 
  with thick leather straps. When the wielder uses 
  an action to untie the straps, strong winds blow 
  forth, as if the wielder had cast gust of wind, 
  without requiring concentration. The strong 
  wind continues to blow from the bag for 1 
  minute or until the wielder uses an action 
  to seal it again. The bag may be used in 
  this way once a day, regaining its ability 
  to do so at dawn.
  Ambrosia
  Wondrous item, rare
  This silver honey-like substance 
  is said to be the food of the gods 
  themselves. As an action, one 
  mouthful of the heavenly, delicious 
  honey can be swallowed. The 
  creature who does so 
  regains 4d4+4 hit points 
  and is relieved of the 
  blinded, deafened, 
  paralyzed, and 
  poisoned conditions, 
  if it has them, and is 
  cured of any disease.
  
  5
  Dragon Teeth
  Wondrous item, rare
  Whether or not these ivory, fang-shaped 
  stones are in fact dragon teeth is unknown, 
  though they are called as much. You can use an 
  action to stick a dragon tooth into the ground. 
  At the end of your turn, a veteran sprouts from 
  the planted tooth. It is friendly to you and your 
  companions and follows your verbal commands 
  (no action required by you). The veteran 
  remains for one hour or until it drops 0 zero hit 
  points. Once a dragon tooth has been used in 
  this way, it crumbles to dust.
  Eris’ Apple of Discord 
  Wondrous item, very rare
  This golden apple is said cause strife wherever 
  it is thrown. Indeed, it once caused a dispute 
  among gods that led to a war. 
  As an action, you may throw this apple 
  to a point you can see within 60 feet. Each 
  creature within a ten-foot radius of the apple 
  must use their reaction to make a single 
  weapon attack against another creature of 
  their choosing within the radius. If there are no 
  other creatures, they make the attack against 
  themselves. 
  Once the apple has been thrown, it may not 
  be used again until the next dawn.
  Girdle of Aphrodite
  Wondrous item, rare (requires attunement)
  This sash of fine silk provides the wearer with 
  the power to charm and entrance. 
  The girdle has 7 charges. While wearing it, 
  you can use an action to expend 1 or more of 
  its charges to cast one of the following spells 
  from it, using your Charisma modifier as your 
  spellcasting ability modifier: charm person (1 
  charge per spell level, up to 3rd), enthrall (2 
  charges), or charm monster (4 charges). 
  The girdle regains 1d6 + 1 expended charges 
  daily at dawn.
  Circe’s Staff 
  Staff, very rare (requires attunement by a 
  spellcaster)
  This staff has 7 charges. While holding it, 
  you can use an action to expend 1 or more of 
  its charges to cast one of the following spells 
  (spell save DC 15) from it: animal friendship (1 
  charge), ray of sickness (1 charge), or polymorph 
  (3 charges). The staff regains 1d6 + 1 expended 
  charges daily at dawn. If you expend the 
  staff’s last charge, roll a d20. On a 1, the staff 
  crumbles into ashes and is destroyed.
  Cornucopia
  Wondrous item, rare (requires attunement)
  This large mouthed goat’s horn is said to 
  have come from a goat maid who cared for an 
  infant god who, not knowing his own strength, 
  broke off her horn by accident. Now it provides 
  the nourishment to all that she provided to the 
  young godling.
  The user of the cornucopia can cast create 
  food and water three times a day. It regains the 
  ability to do so with each dawn.
  MYTHOLOGICAL MAGIC ITEMS
  
  The Golden Fleece 
  Wondrous item, very rare (requires attunement)
  The golden fleece is a cloak made from the fur 
  of a divine golden ram. You can use an action 
  to flourish the cloak and command obedience 
  from each humanoid of your choice that you 
  can see within 120 feet of you. Each target must 
  succeed on a DC 15 Wisdom saving throw or 
  be charmed by you for 8 hours. While charmed 
  in this way, the humanoid regards you as its 
  trusted leader. If harmed by 
  you or your companions, 
  or commanded to do 
  something contrary 
  to its nature, a 
  target ceases to be 
  charmed in this 
  way. The fleece 
  can’t be used 
  again until the 
  next dawn.
  Hades’ Helmet of Invisibility
  Wondrous item, very rare (requires attunement)
  This golden bronze cap fits over the head 
  and eyes. When worn, its bearer can cast the 
  invisibility spell three times a day and the 
  greater invisibility spell once a day. The helmet 
  regains its ability to cast these spells each day 
  at dawn.
  Harpe, the Sword of Perseus
  Wondrous item, rare
  This adamantine shortsword has a sharp 
  edge on one side of the blade and a sickle like 
  curve on the other. It is exceptionally sharp and 
  gleams in the sun like a mirror. 
  You gain a +1 bonus to attack and damage 
  rolls made with this magic weapon. When 
  you hit a monstrosity with this weapon, the 
  creature takes an extra 3d6 damage.
  Hat of Hermes
  Wondrous item, very rare 
  (requires attunement)
  This small, wide brimmed, 
  circular hat features small 
  wings that sprout from each 
  side. Endowed with divine 
  power by a god who could 
  travel anywhere in the service 
  of his duties delivering messages, 
  this hat grants a limited version of 
  his power to those who wear it.
  The hat has 7 charges. While 
  you are attuned to it, you can use 
  an action to expend 1 or more 
  of its charges to cast one of the 
  following spells from it (spell 
  save DC 15): longstrider (1 
  charge), haste (3 charges), 
  or freedom of movement (4 
  charges). The hat regains 
  1d6 + 1 expended charges 
  daily at dawn.
  MYTHOLOGICAL MAGIC ITEMS
  6
  
  7
  Odysseus’ Bow
  Weapon (longbow), very rare (requires a Strength 
  score of 13 or higher)
  This longbow is said to have belonged to an 
  epic hero of some renown. What’s more, it is 
  exceptionally heavy and can only be drawn by 
  the strongest archer. 
  You gain a +2 bonus to attack and damage 
  rolls made with this magic weapon. When 
  you roll a 20 on an attack roll made with this 
  weapon, the target takes an extra 7 piercing 
  damage.
  Pan’s Flute
  Wondrous item, uncommon (requires attunement)
  Fashioned from reeds cut from the riverbanks 
  of the river Oceanus, this flute functions as 
  a normal pan flute. In addition, if you are 
  proficient with the instrument, you may use an 
  action to play the pipes and cast enthrall (spell 
  save DC 14) once per day.
  Panacea
  Potion, Legendary
  Created by a god of healing for their most 
  beloved worshipers, this silvery potion glows 
  with a faint light and is warm to the touch. 
  When you drink this potion, it removes all 
  conditions, levels of exhaustion, and effects 
  reducing your ability scores or hit point 
  maximum. You also regain 70 hit points.
  Pandora’s Box
  Wondrous item, Rare
  Said to be either a gift or a curse from the 
  gods, this lacquered wooden box is sealed with 
  wax and stout ropes, tied with an impossibly 
  difficult knot, leaving cutting it as the only way 
  to untie it. The first character to open the box 
  sees a torrent of nightmares stream out and 
  through them, escaping into the world, leaving 
  only a faint, warm glow emanating from within.
  When you open the box, you are poisoned for 
  24 hours. As long as you have this condition 
  during this 24-hour period, however, you also 
  have advantage on death saving throws, cannot 
  be frightened, and regain the maximum amount 
  of hit points possible when you roll Hit Dice. 
  Hercules’ Club
  Weapon (club), uncommon
  Once used by a hero in antiquity, this club 
  is made of gnarled olive-wood. You gain a +1 
  bonus to attack and damage rolls made with 
  this magic weapon and do an additional 1d6 
  bludgeoning damage on a hit.
  Lantern of Diogenes 
  Wondrous item, rare (requires attunement)
  This simple brass lantern is said to have 
  belonged to an eccentric philosopher who lived 
  in a barrel and bit at his friends like a dog when 
  they lied.
  As an action, you may light the lantern and 
  use it to cast zone of truth (spell save DC 15). 
  The lantern’s light lasts ten minutes. Once the 
  lantern has been used in this way, it cannot be 
  used again until the following sunrise.
  Lyre of Apollo
  Wondrous item, very rare (requires attunement 
  by a bard)
  This golden lyre is said to have been fashioned 
  by a god. An instrument of the bards is an 
  exquisite example of its kind, superior to an 
  ordinary instrument in every way. A creature 
  that attempts to play the instrument without 
  being attuned to it must succeed on a DC 15 
  Wisdom saving throw or take 2d4 psychic 
  damage.
  You can use an action to play the instrument 
  and cast one of its spells: wall of stone, calm 
  emotion, charm person, daylight, mass healing 
  word, and augury. 
  Once the instrument has been used to cast 
  a spell, it can’t be used to cast that spell 
  again until the next dawn. The spells use your 
  spellcasting ability and spell save DC.
  You can play the instrument while casting 
  a spell that causes any of its targets to be 
  charmed on a failed saving throw, thereby 
  imposing disadvantage on the save. This effect 
  applies only if the spell has a somatic or a 
  material component.
  MYTHOLOGICAL MAGIC ITEMS
  
  MYTHOLOGICAL MAGIC ITEMS
  8
  Smith’s Tools of Hephaestus 
  Wondrous item, very rare (requires attunement 
  and proficiency in smith’s tools)
  These simple, sturdy smith’s tools show 
  signs of wear and long use, but they are still 
  more than sufficient for the job. In addition to 
  functioning like normal smith’s tools, you can 
  also channel the masterful craftwork of the 
  gods of the forge. When you spend an hour with 
  these tools and a weapon or piece of armor, you 
  can magically enhance it, granting it a +2 bonus 
  until the end of your next long rest. 
  Once you use the tools in this way, you can’t 
  use it again until you finish a long rest. 
  Thread of Ariadne
  Wondrous item, very rare (requires attunement)
  Tales say that small spool of red thread 
  was a gift from a lovelorn sorceress to a cruel 
  adventurer, so that he might not get lost in the 
  labyrinth of a minotaur. The thread itself cannot 
  be unwound from the spool. Instead, you can 
  use an action to cast the find the path spell, 
  creating a translucent red thread that only you 
  can see. The thread leads toward your intended 
  goal and back to the spot at which you last cast 
  the spell. Once it has been used in this way, the 
  thread cannot be used again for seven days.
  The Thyrsus of Dionysus 
  Weapon (staff), rare (requires attunement)
  This curious staff carries a carved wooden 
  pine cone atop its otherwise plain length. When 
  you strike a target humanoid with this staff, 
  you may choose to make the target make a DC 
  13 Wisdom saving throw. On a failure, they are 
  affected as if you had cast crown of madness 
  upon them. Only one creature at a time may 
  be affected by this effect. If you choose to make 
  a second creature make the saving throw, the 
  effects ends on the first.
  Trident of Poseidon 
  Weapon (trident), very rare  (requires attunement)
  Once wielded by the mighty god of the sea, 
  this trident is made of greenish metal, featuring 
  wicked spiny teeth. This magic weapon has 7 
  charges. While you carry it, you can use an 
  action and expend 1 or more charges to cast 
  one of the following spells from it (spell save 
  Ring of Gyges
  Ring, legendary (requires attunement)
  While wearing this ring, you can turn invisible 
  as an action. Anything you are wearing or 
  carrying is invisible with you. You remain 
  invisible until the ring is removed, until you 
  attack or cast a spell, or until you use a bonus 
  action to become visible again.
  Curse. This ring is cursed, and becoming 
  attuned to it extends the curse to you. As long 
  as you remain cursed, you are unwilling to part 
  with the ring, keeping it on your finger at all 
  times. Your alignment changes to Neutral Evil.
  Rod of Asclepius
  Rod, very rare (requires attunement by someone 
  with proficiency in the medicine skill) 
  This rod is carved from living wood and bears 
  a wooden serpent entwined up its length. Said 
  to have been blessed by a god of healing, this 
  rod grants healing powers to those who wield it.
  The rod has 7 charges. While holding it, 
  you can use an action to expend 1 or more of 
  its charges to cast one of the following spells 
  from it, using your Wisdom modifier as your 
  spellcasting ability modifier: cure wounds 
  (1 charge per spell level, up to 3rd), lesser 
  restoration (2 charges), or mass healing word (3 
  charges). 
  The staff regains 1d6 + 1 expended charges 
  daily at dawn. 
  Shortbow of Eros
  Weapon (shortbow), very rare  (requires 
  attunement)
  Once wielded by a mischievous celestial 
  with the power to cause infatuation in others, 
  this shortbow still retains a trace of that lusty 
  magic. 
  When you hit with a ranged weapon attack 
  using this shortbow, you may forego the damage 
  to attempt to instill a magical enchantment 
  in the target instead. The affected target must 
  make a Charisma saving throw (spell save 
  DC 15). On a success, there is no effect. On a 
  failure, however, they become prone to falling in 
  love. The next time they see a creature within 1 
  minute after being struck with this arrow, they 
  become charmed by that creature for 1 hour. 
  If the creature is of a species and gender they 
  are normally attracted to, they regard it as their 
  true love while they are charmed.
  
  9
  Languages understands Infernal but can’t 
  speak it 
  Challenge 3 (700 XP) 
  Keen Hearing and Smell. The hound has 
  advantage on Wisdom (Perception) checks that 
  rely on hearing or smell. 
  Pack Tactics. The hound has advantage on an 
  attack roll against a creature if at least one of 
  the hound’s allies is within 5 feet of the creature 
  and the ally isn’t incapacitated. 
  Three Heads. The cerberus has advantage 
  on Wisdom (Perception) checks and on saving 
  throws against being blinded, charmed, 
  deafened, frightened, stunned, and knocked 
  unconscious. 
  Wakeful. When one of the cerberus’s heads is 
  asleep, its other heads are awake. 
  Actions 
  Multiattack. The cerberus makes three bite 
  attacks. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage plus 
  7 (2d6) fire damage. 
  A cerberus is a large canine with three snarling 
  heads. Created by Hades to guard the gates to 
  his domain, these monstrosities are dutiful but 
  dangerous.
  DC 15): fog cloud (1 charge), conjure animals 
  (creatures with a swim speed only; 2 charges) 
  water breathing (2 charges), water walk (2 
  charges), control water (3 charges), control 
  weather (6 charges). The trident regains 1d6+1 
  expended charges daily at dawn.
  Wings of Icarus
  Wondrous item, rare (requires attunement)
  Created by an artificer from long ago, these 
  artificial wings are made of wood, wax, and 
  feathers, attached to a leather harness. When 
  worn, they grant the wearer a fly speed equal to 
  their walking speed. 
  When you use these wings to fly, you are 
  vulnerable to fire damage. If you take fire 
  damage that drops you to zero hit points while 
  you are flying, the wings are destroyed.
  Appendix: Bonus Creature
  Cerberus 
  Large monstrosity, lawful neutral
  Armor Class 15 (natural armor) 
  Hit Points 45 (7d8 + 14)  Speed 50 ft.
  STR 17 (+3) DEX 12 (+1) CON 14 (+2) 
  INT 6 (-2) WIS 13 (+1) CHA 6 (-2)
  Skills Perception +5 
  Damage Immunities fire 
  Senses darkvision 
  60 ft., passive 
  Perception 
  15 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Arcanist Press/Arcanist Press - Mythological Magic Items.pdf