TEXT: Serrolax’S Magic eMporiuM 
   
  A compendium of magical items 
  Compatible with dungeons and Dragons 
  5th edition 
  Created By: John Adams 
  
  Introduction 
  Greetings adventurers, and welcome to Serrolax’s 
  Emporium of Magic, Mysticism, and Mayhem! 
  Please feel free to peruse this catalog of some of 
  our more recent acquisitions. Inside you’ll discov-
  er ten of the most fantastical, spectacular, and 
  unique magical items anywhere in the realms and 
  beyond! 
   
  This tome includes the descriptions and 
  histories of ten unique magical items ranging from 
  weapons of ancient heroes to rare elixir’s that 
  grant amazing abilities. If you’re looking to add 
  some flair to the magic of your world or just want 
  something a bit different, you’ll have plenty to 
  choose from within these pages. 
   
  The premise of this book is that it is writ-
  ten to be a catalog of sorts for a travelling shop of 
  oddities run by an individual named Serrolax. The 
  shop seems to collect rare or unique magical items   
  and never has the same items available as previ-
  ous visits. 
   
  The items contained herein don’t neces-
  sarily have to be purchased. You could just as easi-
  ly hide them away in a monster or villain’s lair. I 
  just felt like adding a touch of flair to the presenta-
  tion.  
  Using This Book 
  Each of the entries in this book begins with the 
  name of the item followed by a brief history of  its 
  creation and use. Following the history is a de-
  scription of the item itself and its abilities and 
  closing it out is the item’s price from Serrolax. 
   
  One thing to note is that these items are 
  meant to be unique or at the very least exception-
  ally rare. If you wish to have any of these items 
  appear more frequently, that is your prerogative, 
  but think carefully about how it could affect the 
  balance of your campaign as well as the attitude of 
  your players. If they discover that the unique suit 
  of armor they obtained from an ancient ruin 
  guarded by a powerful gorgon can be found for 
  purchase from the local arcanist, it could cheapen 
  their previous achievement. 
  The Liquid Blades of Delosoth 
  Created for the notorious assassin Delosoth by his 
  master, the Witch King Mennilith, the blades were 
  forged at the confluence of the elemental planes of 
  Fire and Earth. The churning molten metal prov-
  ing to be extremely receptive to Mennilith’s en-
  chantments.  
   
  Once complete, the blades would be used 
  in the following years by Delosoth against his 
  master’s enemies until the Witch King’s demise at 
  the hands of a coalition of nations.  Delosoth man-
  aged to escape his master’s fate; becoming one of 
  the most feared and sought after freelance killers 
  in the realms, leaving a trail of seared corpses in 
  his wake. 
   
  Delosoth’s final contract against the Clan 
  Lords of Miurdenhall proved to be his undoing. 
  Though he slew half of the ruling council of the 
  dwarf city, the assassin was bested by High Lord 
  Bourden Cragfell. The molten blades became little 
  more than a trophy in the ancient dwarf halls. 
   
  When Miurdenhall fell before a combined 
  orc and goblin assault, the blades were plundered 
  and fell into the hands of a vicious and skilled gob-
  lin that used them to become the chief of a mas-
  sive horde that looted and burned its way across 
  the heartlands until they were slain to the last in 
  the Hoarfrost Mountains by a clan of Frost Giants. 
  No one knows what became of the blades, but they 
  have not been seen since. 
  Description: The ivory handles of these daggers 
  are carved to resemble the heads of dragons 
  spewing flame.. Instead of fire, however, the 
  blades are formed of molten metal that seems to 
  twist and churn with malevolent purpose. 
  The Liquid Blades of Delosoth 
  
  Daggers, strong conjuration and evocation 
  Attune: Yes 
  This pair of daggers when wielded together add 
  +2 to your attack and damage rolls and all damage 
  dealt is fire damage. Additionally, 3 times per day 
  when you deal sneak attack damage you may 
  choose to liquefy the blades that then seek out 
  joints and holes in the victim’s armor searing the 
  flesh beneath and causing agonizing pain. The vic-
  tim suffers an additional (2d6) fire damage and 
  has disadvantage on all attack rolls as well as 
  Strength and Dexterity ability checks until the end 
  of their next turn. 
   
  If only one dagger is wielded it simply acts 
  as a +1 dagger. 
  Price: 15,000 gp 
  Cloak of Errant Stars 
  Centuries ago, a celestial from the Court of the 
  Shining Stars came to the mortal realms with a 
  task from their lord to aid their mortal followers 
  against a corrupting curse that was withering the 
  lands and people.  
   
  When the celestial alighted upon the altar 
  of the high temple, they discovered that the cor-
  rupting sickness had already found its way into 
  the temple and struck low most of the priests and 
  clergy. Only a lone acolyte that was desperately 
  searching for a means to cure his fellows re-
  mained. 
   
  The sickness was of an obviously arcane 
  nature that addled the minds of its victims as it 
  twisted their bodies into monstrous forms. Many 
  of the clergy were already beginning to succumb 
  to the delirium, and the streets of the city were 
  growing ever more dangerous as monstrous crea-
  tures prowled its alleys. 
   
  The celestial and the acolyte both recog-
  nized that this plague was of otherworldly origin  
  and that the cause must be found before a true 
  cure could be affected. The two spent weeks bat-
  tling their way through crazed aberrations until 
  they discovered a cabal of malicious warlocks that 
  were the architects of the mysterious plague. 
   
  A tremendous battle erupted with this ca-
  bal that resulted in the acolyte and celestial 
  emerging victorious, though their work was still 
  far from complete. The warlocks were using a 
  shard of some unknown material as a focus to 
  spread the corrupting plague to the city above. 
  This ancient shard radiated a strange aura that 
  proved to be highly toxic to mortal creatures, but 
  was also protected by powerful wards against ce-
  lestial intervention. 
   
  The celestial offered to use her own form 
  as a shield against the powerful corruption of the 
  shard to protect the acolyte whilst he destroyed 
  the shard. The acolyte agreed, and the celestial 
  cloaked the young man with its protective light. 
  Striking a mighty blow with his mace, the acolyte 
  shattered the shard into thousands of motes of 
  light that shone like stars in the sky.  
   
  The burst of light briefly blinded the aco-
  lyte,. When he regained his senses, he noticed that 
  he was wrapped in a cloak of night black cloth 
  decorated with motes of light that twinkled like 
  stars in the sky. 
  Description: This cloak is as black as the endless 
  void of the night sky. Tiny motes of light blink in 
  and out of existence seemingly at random like 
  stars that shift in an endless black sky. 
  Cloak of Errant Stars 
  Cloak, Strong abjuration 
  Attune: Yes 
  A creature that attunes to this cloak gains ad-
  vantage on all saving throws against transmuta-
  tion effects and immunity to all diseases. 
  Price: 12,000 gp 
  Aeronach’s Blazing Chalice 
  
  In the days of the ancient elves of Tersia their 
  lived a sect of clerics known as the Champions of 
  Caelith, the God of Light. The sect dedicated them-
  selves to protecting their people from the mali-
  cious  forces of undeath that plague the northern 
  reaches of the elven kingdom. 
   
  Their greatest champion was an artificer 
  by the name of Aeronach who was said to be able 
  to infuse his creations with the light of Caelith 
  himself. On the eve of what was to become known 
  as the Black March, Aeronach completed his great-
  est work. The craftsman emerged from his work-
  shop holding a shining silver chalice proclaiming 
  that shadows were on the march. 
   
  The Black March was a tide of undead like 
  no one had ever seen or would see again. An army 
  of flesh reaving monstrosities driven by the cold 
  deathless will of  the lich known only as The 
  Flayed King. Dozens of farms and villages fell to 
  the unrelenting advance before Aeronach’s sect 
  could react to the threat.  
   
  The Champions of Caelith came to stand 
  before the Black March with the legions of Tersia 
  at their side. As the forces battled, the skies mir-
  rored the conflict as night threatened to overtake 
  day. In the midst of this chaos, a blazing star illu-
  minated the field scorching the corrupted flesh of 
  the undead that dared to gaze upon its radiance.  
   
  Aeronach’s chalice blazed with the light of 
  a thousand suns, though the elven defenders 
  seemed unfazed by the blinding radiance. in truth, 
  the strikes of the elven warriors were empowered 
  with the divine fury of Caelith. Blades and spears 
  burning with radiant energy carved through the 
  twisted flesh of the marauding undead with stag-
  gering ferocity. 
   
  Though Aeronach fell in battle, the elves 
  repelled The Flayed King’s onslaught. The chalice 
  was returned to the monastery of the Champions 
  of Caelith where it rested for centuries until Tersia 
  fell before the combined assault of encroaching 
  human nations and an alliance of sinister dragons.  
  Description: This silver chalice gleams with inner 
  light that shines from intricate engravings along 
  its surface. A ring of gold rims lip of the cup which 
  is filled with a luminous golden liquid. 
  Aeronach’s Blazing Chalice 
  Wondrous Item, Strong Conjuration and Evocation 
  Attune: Yes 
  Caelith’s Will: As an action, you may activate an 
  aura that affects all allies within 100 feet. This au-
  ra grants resistance to necrotic damage and adds 
  (1d8) radiant damage to any weapon attacks. This 
  aura lasts for 1 minute and requires concentra-
  tion. This ability can only be used once before re-
  charging after completing a long rest. 
  Canticle of Light: At will as an action, you may use 
  the chalice to cast the daylight spell. 
  Caelith’s Fury: As an action, you may activate the 
  chalice to release a burst of radiant energy that 
  damages and blinds your enemies. All enemies 
  within a 30 foot radius suffer (8d6) radiant dam-
  age and are blinded. A successful Dexterity saving 
  throw DC 15 negates the blindness effect and 
  halves the damage. This ability can only be used 
  once before requiring a long rest to recharge. 
  If the chalice is attuned by a worshipper of Caelith 
  or other deity of light the DCs for its abilities in-
  crease by 2. 
  Price: 18,000 gp 
  Crown of the First Empress 
  During the rise of the Mah Tong Dynasty, Empress 
  Mah Tong Shi became the first to hold the title in 
  the Ivory Empire. Once she was crowned, the Em-
  press sent a request to all worthy craftsmen of the 
  Empire that any who could bring her a crown 
  worthy of her visage and grace would be reward-
  ed with title, land, and servants 
  
   
  The very next day following the Empress’ 
  request, a mysterious figure arrived clothed in the 
  finest gossamer silks in an array of fantastical 
  hues. The stranger presented a diadem of incredi-
  ble beauty that left the assembled court 
  awestruck.  When the stranger spoke it was with a 
  voice that sang like a chorus of birds, he requested 
  only that the Empress decree on the last day of 
  every year that each of her subjects plant a single 
  cherry blossom tree at the borders of their village. 
  As long as the Empress kept this promise, her 
  realm would prosper and grow. 
   
  The Empress agreed to the strangers re-
  quest and donned the crown. Empress Shi decreed 
  the following day that the last day of the year was 
  to be a celebration that culminated with the plant-
  ing of cherry blossom trees. When the Empress 
  died many years later, the crown fell to her first 
  born daughter Mai. The year end celebration con-
  tinued with each passing year through the genera-
  tions and the empire continued to prosper. 
   
  Eventually the crown came to rest upon 
  the brow of a young empress named Kali, a covet-
  ous and spiteful young woman. She balked at the 
  tradition of the cherry blossom trees, and while 
  her subjects continued as was decreed long ago, 
  Kali herself refused. 
   
  A few days after her refusal, a mysterious 
  stranger came to visit the palace and requested 
  that the Empress plant a cherry blossom tree as 
  was tradition. Kali refused and ordered the 
  stranger arrested, but they vanished in a swirl of 
  cherry blossoms. 
   
  The stranger returned for the following 3 
  years requesting that the Empress honor tradi-
  tion, but Kali always refused. On the fourth year, 
  the stranger did not return., but the coming spring 
  brought drought to the farmlands while terrible 
  storms battered the ports. The following year 
  brought wildfires and plague, and the next was 
  floods and insect swarms. 
   
  Citizens fled the empire in droves, those 
  who stayed begged the Empress to abandon her 
  pride, but still she refused. On the last day of the 
  fifth year after the disasters had begun, A great 
  earthquake shook the capital and the sea rose up 
  to swallow the city and all who dwelled within. 
  Description: Interwoven bands of gold and plati-
  num form the circlet of this crown embedded with 
  pearls equidistant around its base. Rising up at the 
  front is an ivory tree shrouded in tiny pink sap-
  phires shaped like blossoms. 
  Crown of the First Empress 
  Wondrous Item, Moderate enchantment 
  Attune: Yes 
  Once attuned, this crown grants advantage on all 
  Charisma ability checks and saving throws. Addi-
  tionally, once per week the wearer may use the 
  spell Divination. 
  Price: 12,000 gp 
  The Mending Needles 
  Several decades ago stories began to surface of an 
  elderly woman travelling the realms that was able 
  to repair nearly anything with just a simple set of 
  sewing needles. Tales abound of the woman fixing 
  broken shields, weapons, wagon wheels, plows, or 
  even small structures. The woman only requested 
  lodging and meals as payment for any items she 
  mended before she would move on. 
   
  What these tales neglected to mention is 
  that often, after the woman would take her leave, 
  children of the village would fall ill or simply dis-
  appear. The townsfolk never equated one with the 
  other, thus the pattern continued for some time. 
   
  Eventually, word of this elderly woman 
  came to the ears of a baron requiring the woman’s 
  skills. A bridge had collapsed along the main trade 
  road into the baron’s domain. The baron sent rid-
  ers to locate the woman and bring her to him with 
  offers of wealth if she would repair the bridge. 
  
   
  When the elderly woman was found, she 
  agreed to help the baron for nothing more than 
  lodging and food as she always did. With the 
  woman’s help, the bridge was repaired in less 
  than a week allowing trade to flow once more. The 
  very next day after the bridge was completed, the 
  baron’s daughter mysteriously vanished. 
   
  The baron called for seers and adventurers 
  to seek out anyone responsible for his daughter’s 
  disappearance offering an extravagant reward. 
  After several weeks, the baron’s daughter - along 
  with many other missing children - were found in 
  a hovel secreted away in a bleak marsh. The ad-
  venturers who found the hovel claim that it was 
  the home of a powerful hag that was turning the 
  children into monsters with a set of intricate bone 
  sewing needles very similar to those that the el-
  derly woman used to affect her repairs. 
  Description: Six intricately carved bone needles 
  rest within a rolled up patch of soft leather. 
  Pressed into the leather are multitudes of strange 
  glyphs, sigils, and pictograms. Each of the needles 
  sits within a separate pocket stitched into the 
  leather which are decorated with a solitary rune. 
  The Mending Needles 
  Wondrous item, Moderate Transmutation 
  Attune: No 
  This set of bone needles can be used to mend a 
  multitude of materials by spending 10 minutes 
  threading the needles through the material as 
  though you were sewing. Each of the needles 
  works on a different type of material: Cloth, Wood, 
  Stone, Metal, Ceramic, and Flesh. 
   
  Spending 10 minutes repairs up to 10 cubic 
  feet of material for all except the Flesh needle. The 
  Flesh needle is unique in that it can be used to al-
  ter existing creatures as well as mend them. Using 
  the Flesh needle on a creature that has suffered 
  Hit Point Damage heals that creature for 1d10 hit 
  points. This can only be done 3 times before re-
  charging after completing a long rest. The second 
  function of the Flesh needle requires an hour of 
  uninterrupted work to transform the target crea-
  ture into a beast or monstrosity of Challenge 5 or 
  lower. The target forgets their former existence 
  completely, taking on the behavior and tempera-
  ment of whatever creature they are transformed 
  into. This change is permanent unless dispelled by 
  a remove curse. The transformation ability may 
  only be done once before recharging after a long 
  rest. 
  Price: 11,000 gp 
  Shimmergloom Shield 
  The fey of the Shard Forest are a malicious and 
  secretive lot. Mortals that find their way into the 
  wood rarely emerge unscathed, if at all. When a 
  mercenary claimed to have not only traversed the 
  forest, but had contact with the fey queen 
  Salistrix, the peasants and common folk of the 
  nearby villages scoffed at the mercenary’s boast, 
  claiming she was a charlatan and a liar. Only when 
  the mercenary produced a shield crafted of what 
  appeared to be glass did the citizenry begin to find 
  the tale credible. The shield was unlike anything 
  they had seen, it had the texture and appearance 
  of crystalline glass but seemed unbreakable and 
  contained what appeared to be a vortex of dark 
  mist within its central facets. 
   
  The mercenary claimed that the shield was 
  a prize for winning a sort of grand tournament 
  amongst the fey. This claim spurred dozens of 
  would-be champions to enter the forest in an at-
  tempt to claim similar prizes. None of these glory-
  seekers were ever heard from again.  
   
  Tales of a mercenary similarly equipped 
  began to surface in neighboring counties and na-
  tions. The tale of the fey tournament in the Shard 
  Forest continued to grow, drawing ever more ea-
  ger contestants to an uncertain fate.  
   
  After a decade of travelling the region and 
  
  spreading the tale of incredible prizes to be won, 
  the mercenary mysteriously vanished from her 
  room at a local inn. The only evidence that she 
  was ever there was the glass shield she left be-
  hind. 
  Description: This shield appears to be crafted 
  from a single piece of crystalline glass. It’s oblong 
  shape combined with the dusky swirls at its cen-
  ter gives the item the appearance of an eye. 
  Shimmergloom Shield 
  Shield, Moderate Illusion 
  Attune: Yes 
  When a creature attunes to this shield they gain 
  the ability to see in darkness, as darkvision, out to 
  a distance of 60 feet. If the creature already has 
  darkvision the range is doubled. Additionally, the 
  creature can spend a bonus action to make their 
  form shimmer and waver as the blur spell. This 
  effect lasts for 1 minute and requires concentra-
  tion. The blur ability requires the completion of a 
  long rest before it can be used again. 
  Price: 18,000 gp 
  Eyes of the Shadow King 
  Long ago a king ruled the Twilight Isles that op-
  pressed his subjects through fear and dark sor-
  cery. He sacrificed dozens, perhaps even hun-
  dreds, to demonic demigods. Many believe that 
  the king himself was a demon, or at the very least 
  had mixed his blood with some vile entity of the 
  outer realms. 
   
  The king’s people attempted to overthrow 
  the sadistic tyrant on more than one occasion, but 
  the king always thwarted the plot before it could 
  gain purchase with the citizenry. The king had 
  such a knack for discovering these conspiracies 
  that rumors began to arise that he could see and 
  hear through any shadow in his domain, A gift 
  from the twisted creatures that he revered. 
   
  The king’s downfall came, not from his own 
  people, but from a band of crusading heroes that 
  served a god of light. These heroes arrived on the 
  Twilight Isles to expunge the demonic taint from 
  the mortal realms. When they realized that the 
  monarch was the source of this blight, they rallied 
  the people to their cause and marched on the 
  grand palace. 
   
  The capital was turned into a horrific bat-
  tleground as the forces clashed. In the end, the 
  crusading heroes emerged victorious, the light of 
  their god had burned the tyrant’s eyes from his 
  skull with divine fury. The eyes crystallized into 
  orbs of polished opal that radiated a sinister violet 
  glow. 
  With his final breaths, the king proclaimed that he 
  would rule the shadows of his kingdom, watching 
  from the darkness until the light fades from his 
  domain. At the end of this cryptic prophecy, the 
  twin opals that were once the king’s eyes vanished 
  from sight. 
  Description: This pair of roughly spherical opals 
  are always warm to the touch and radiate with a 
  strange violet glow while in darkness or shadow. 
  Eyes of the Shadow King 
  Wondrous item, Moderate divination and necro-
  mancy 
  Attune: No 
  As an action, while holding both orbs you may 
  look through any area of shadow or darkness 
  within 2 miles similar to the spell scrying when 
  used on a location. This effect lasts for up to 10 
  minutes. The next  time the character that used 
  this ability goes to sleep, they are plagued by hor-
  rendous nightmares. Unless they succeed at a Wis-
  dom saving throw DC 15, they suffer one level of 
  exhaustion and do not regain spells or abilities 
  that recharge after a long rest. 
  Price: 8,000 gp 
  Banner of the Endless Crusade 
  
  The armies of the celestial realms are relentless in 
  their war against the ravenous demonic hordes. 
  None more so than the Seraphs of Sacred Light. 
  This host of angels have battled their ancient foes 
  throughout the Ethereal Sea to the Outer Realms 
  bearing the standard of their cause.  
   
  Whether their crusade brought them victo-
  ry or defeat, the standard never fell. Through 
  countless battles it shone like a beacon of right-
  eousness amidst the chaos of the Ethereal Sea. Af-
  ter millennia, the banner became even more well 
  known than the heroic angels that surrounded it. 
   
  Only once were the Seraphs of Sacred Light 
  called to the mortal realms to face their enemy. 
  The demonic hordes of Graxinos, the Pyre King, 
  had gained purchase and were ravaging the world 
  and its people.  The Seraphs were informed of this 
  incursion and hastened to their defense. 
   
  In a battle that waged across the entirety of 
  the world, demon and angel clashed amidst the 
  armies of mortals. Graxinos himself took the field, 
  blazing a swath of destruction and scarring the 
  world with his passing. The Seraphs of Sacred 
  Light were losing ground on every front. 
   
  Surrounded and desperately outnumbered, 
  the last of the Seraphs gathered around their ban-
  ner along with twelve mortal archmages. In a final 
  gambit, the remaining Seraphs bound their es-
  sence to the Banner as the archmages performed a 
  banishing ritual using the infused Banner as a fo-
  cus. As the mortals completed their rites, a cas-
  cade of light washed over the world banishing 
  Graxinos and his demonic horde from the world.  
  Description: Attached to a long ivory pole, this 
  rectangular standard is woven from gold and sil-
  ver thread. A stylized sunburst shines at the cen-
  ter radiating pure white light. 
  Banner of the Endless Crusade 
  Wondrous item, Strong abjuration 
  Attune: Yes 
  This banner emits a bright light within a 60 foot 
  radius when any fiend is within 300 feet. Any 
  creature attuned to the Banner is immune to 
  spells or magical abilities used by a fiend that 
  charms or frightens. Additionally, the attuned 
  creature can use the banner to banish any fiend as 
  the banishment spell using their Charisma to de-
  termine the DC. This ability recharges after com-
  pleting a long rest. 
  Price: 30,000 gp 
  Moonglow Elixir 
  Deep in the Witchlight Marsh lies a cottage that 
  only appears under the light of the full moon. The 
  creature that lives in this cottage is rarely seen by 
  mortal eyes and fewer still live to tell the tale. The 
  Brewer of Witchlight Marsh commands a strange 
  price for trespassing in their domain, a shard of 
  crystallized moonlight. Anyone who brings this 
  gift is granted a single potion from the Brewer’s 
  stock with a warning that the potion must never 
  be imbibed under the light of a full moon. 
  Description: The viscous liquid in this crystalline 
  flask glows with the bluish-white light of the full 
  moon on a clear night. 
  Moonglow Elixir 
  Potion, Moderate transmutation 
  Attune: No 
  Any creature that imbibes this potion is able to 
  transform into any creature they wish as the poly-
  morph spell for up to 24 hours without the need to 
  concentrate. The flask contains only one use of the 
  elixir. If imbibed under a full moon, the creature 
  using the elixir instead contracts lycanthropy, be-
  coming a werewolf. 
  Price: 4,000 gp 
  Arcfire Bow 
  In the time of the ancient elves  before the founda-
  tion of their first city was laid, the tribe of the Aer-
  inshae roamed the vastness of the Stormfire 
  
  Steppes. The Aerinshae worshipped the gods of 
  the sky in their myriad forms, but their warriors 
  aligned specifically with the Lord of Storms.  
   
  A hero named Belinaaris arose during one 
  of the tribe’s many conflicts with their neighbors.  
  Belinaaris was said to have been chosen by the 
  Lord of Storms to unite the many tribes of the 
  steppe.  To accomplish this destiny, Belinaaris set 
  out on a grand quest to forge the fury of a storm 
  into a great weapon that exemplified the might of 
  the Lord of Storms to all who witnessed its power.  
   
  After nearly a century travelling the wilds 
  of the world, Belinaaris would return to his tribe 
  with a weapon of incredible power. He told the 
  tales of fey smiths that forged weapons of glass 
  created from lightning strikes and of his battle 
  with a reptilian creature that could harness the 
  power of the storm and unleash it at will. He told 
  of his travels to the southern deserts where great 
  elemental beings warred against each other in 
  eternal conflict and the savage tribes that revered 
  them. Finally, he told the tale of his journey to the 
  top of the Stormfang mountains where he spoke 
  with mighty giants blessed with the power of his 
  god. It was with these mighty beings that Be-
  linaaris truly came to understand how to harness 
  the storm’s fury and create his masterpiece. 
   
  With his arcfire bow in hand, Belinaaris 
  gathered the warriors of the Aerinshae and 
  brought the fury of the storm down upon those 
  people of the steppes that opposed his Lord’s 
  might. The strikes from his bow called lightning 
  and thunder from the sky, earning him the name 
  Stormbringer. 
   
  After a decade of conflict, Belinaaris suc-
  ceeded in uniting all of the tribes of the steppe un-
  der the banner of the Lord of Storms, laying the 
  foundation of the great elven empire of Aerinshae. 
  Description: The arms of this bow are carved of 
  white ash wood infused with thin veins of glass 
  that somehow flex when the bow is drawn with-
  out cracking. Instead of a string, the bow has an 
  arc of lightning that endlessly courses between 
  the limbs of the bow. 
  Arcfire Bow 
  Bow, Strong Evocation 
  Attune: Yes 
  Any creature attuned to the arcfire bow deals an 
  additional (1d8) lightning damage to weapon at-
  tacks. Additionally, the bow grants the wielder a 
  number of abilities that can unleash powerful ele-
  mental strikes upon their foes. 
  Stormbolt: As an action, the wielder is able to fire 
  a bolt of lighting from the bow that strikes all 
  creatures in a 120 foot line dealing (8d6) lightning 
  damage. Any creature struck that succeeds on a 
  Dexterity saving throw DC 15 takes half damage. 
  This ability can only be used once before requiring 
  a short rest to recharge. 
  Thunderstrike: Once per round when the wielder 
  succeeds at a standard ranged attack, they may 
  activate this power to cause the arrow to emit a 
  thunderous explosion affecting all creatures with-
  in 10 feet of the initial target. The burst deals 
  (2d10) thunder damage to affected creatures and 
  stuns them for 1 round. A successful Constitution 
  saving throw DC 15 halves the damage and ne-
  gates the stun effect. 
  Storm Volley: As an action, the wielder fires three 
  arrows into the sky that burst into a 60 foot radius 
  storm cloud. You may call down a bolt of lightning 
  from this cloud to any point within 120 feet as the 
  call lightning spell. The bolts deal (3d10) lightning 
  damage unless the target succeeds at a DC 15 Dex-
  terity saving throw. This ability lasts up to 10 
  minutes, must be done under open sky, and re-
  quires concentration. You may only use this ability 
  once before requiring a long rest to recharge. 
  Price: 58,000 gp  
   
  
  Thank you for your support! If you enjoy this product, wish to 
  provide any feedback, or just want to see me ramble about 
  RPGs in general, check out my Facebook page at 
  www.facebook.com/CreativeGeeking/ or Twitter 
  @The_Smiling_1. 
  Stay awesome adventurers! 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Written and Edited by: John Adams 
  Layout By: John Adams  
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Serrolax's Magic Emporium.pdf