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Planar Adventures 4: Otherworldly Treasures

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Planar Adventures 4: Otherworldly Treasures

Some adventurers want to right wrongs and protect the innocent. Others seek to explore lost tombs and see sights hidden for centuries. Others still seek to gather forbidden knowledge.

The one thing all adventurers can agree on, however: everyone likes to get new magic items. The more distinct the item, the more attention it draws from players. And nowhere are the items more unique than among the planes. This installment details six magical items to populate the treasure hoards of your planar campaign.

The Planar Adventures series highlights aspects that make planar campaigns different, while adding new rules to make them unique.

CLOAK OF BEING

Wondrous Item, Rare

This plain, gray cloak helps keeps planar travelers inconspicuous. After finishing a long rest, as an action the wearer designates a creature type: Aberration, Celestial, Elemental, Fey, Fiend, or Humanoid. Divinations upon the wearer falsely detect the wearer as having the chosen creature type instead of their actual type. The cloak also subtly transmutes the wearer’s features to be appropriate to the type; shifting skin tones and adding nonfunctional limbs such as horns, a tail, or even tentacles.

INSOMNIAC GOOGLES

Wondrous Item, Uncommon (Requires Attunement)

These white leather goggles have multifaceted, prismatic crystal lenses and straps that adjust to fit any size head. Legends say they were created by the night hag, Orphexia, and the infernal runes burned into the straps give credence to the tale.

These magical goggles grow in power with the wearer. When first found, they are uncommon, but increases in power one rarity step each time the wearer advances in experience to the next tier.

Uncommon: As an action, you can cast sleep as a 1st-level spell without using a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast it using any spell slots you have.

Rare: Once per day, you can forgo the need for sleep and suffer no exhaustion for going without a long rest. Once you have used this ability, you cannot use it again until you finish a long rest. When you use the googles to cast sleep, you now cast it as a 3rd-level spell.

Very Rare: You are immune to the unconscious condition unless you gain it from being reduced to 0 hit points. When you use the googles to cast sleep, you now cast it as a 5th-level spell.

Legendary: You can cast dream without using a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast it using any spell slots you have. When you use the googles to cast sleep, you now cast it as a 7th-level spell.

PRIMORDIAL HARP

Wondrous Item, Rare (Requires Attunement by a Bard)

This small harp is constructed from the substance of one elemental plane made solid: air, earth, fire, or water. The harp has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast a spell from it. The spell the harp contains depends on the element with which it is aligned: gust of wind (air), shatter (earth), flaming sphere (fire), or acid arrow (water).

You can also play the harp. While playing, as an action, you can expend 1 charge to attempt to charm an Elemental within 30 feet of you. The target must be able to see and hear you and make a Wisdom saving throw. On a failure, the Elemental is charmed as the charm person spell. The harp uses your spell save DC and spellcasting ability, and regains all expended charges daily at dawn.

PSIONIC DIADEM

Wondrous Item, Very Rare (Requires Attunement by a Creature with Psionic Ability)

These crystal diadems were first designed by tentacled horrors from the darkest corners of reality, but have spread to wider use since a slave revolt took their creation to the planes. While wearing the psionic diadem, you increase your save DC and attack bonus each by 2 for all of your psionic abilities and spells.

RIFTSEDGE

Weapon (Greataxe), Uncommon (Requires Attunement)

Images of different planes flicker across the polished blade of this massive greataxe, and its polished haft is carved with the names of the planes in dozens of languages that glow with a soft light. The axe grows in power with the wearer. When first found, it is uncommon, but increases in power one rarity step each time the wearer travels to a new plane, but only once per tier.

Uncommon: You have a +1 bonus to attack and damage rolls made with this magic greataxe. As an action while holding Riftsedge you can detect portals within 300 feet.

Rare: The first time each round that you hit a Celestial, Fiend, or Elemental with Riftsedge, the creature takes an extra 1d4 force damage. By swinging Riftsedge against a portal, you cause visible cracks to form in its magic, spiderwebbing across the portal’s surface for 1 minute. While cracked, the portal cannot be opened and no one can pass through it.

Very Rare: You now have a +2 bonus to attack and damage rolls made with this magic greataxe instead of +1. You can swing Riftsedge through the air and rip a hole in reality. You and up to eight other creatures can step through the rift and travel to another plane as if you had cast the plane shift spell. Once you use this ability, you cannot use it again until you finish a long rest.

Legendary: The first time each round that you hit a Celestial, Fiend, or Elemental with Riftsedge, the creature takes an extra 2d4 force damage. By attacking a portal with Riftsedge and succeeding on a DC 20 Charisma (Athletics) check, you destroy the portal, permanently closing it. Once you use this ability, you cannot use it again until you complete a long rest.

SHADE DUST

Wondrous Item, Rare

This small leather pouch carries 1d6 + 4 pinches of glittery blue dust made from the dried ectoplasm of a ghost. As an action, you can throw a pinch of dust into the air, filling a 10-foot cube that extends out from you. Insubstantial creatures and objects, such as those who are incorporeal or ethereal, become physical and substantial for 1 minute. Creatures who become substantial lose abilities derived from their insubstantiality such as incorporeal movement, etherealness, or immunity to being grappled or restrained.

Creatures in the effect who succeed on a DC 13 Constitution saving throw are unaffected and are immune to shade dust for 24 hours.

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