Innistrad — Fateful Items


Inspired greatly by @kor-artificer, this is my first crack at some of the various items of Innistrad. These have been chosen specifically because they seemed like interesting artifacts to design something for, and I do not intend to make a complete set of designs for all artifacts or even all equipment from Innistrad.

Mask of the Divine

Wondrous item, rare (requires attunement)

While wearing this mask, you project an aura similar to that of an anti-magic field. Spell attacks against you have disadvantage.

Spells and Pikes

Weapon (pike), uncommon (requires attunement)

While attuned to this weapon, whenever you or a creature within 5 feet of you casts a spell, until the end of your next turn, you have advantage on attack rolls made to attack with this weapon and you deal an additional 1d6 force damage on a hit.

Brain of the Party

Wondrous item, rare (requires attunement)

While attuned to this item, you can spend one hour and a spell slot of any level to imprint the item with a spell slot of the level of the spell slot spend. Once between long rests, you can cast a spell without spending a spell slot as though you spent a spell slot of the level imprinted on this item. When you break your attunement to this item, it is no longer imprinted with a spell slot. While imprinted, you may overwrite the imprint by repeating the imprint process.

A Matter of Life and Death

Wondrous item, rare (requires attunement)

While attuned to the Chalice of Life, you can cast the spell cure wounds once per long rest as a 2nd-level spell using the Chalice of Life. Wisdom is your spellcasting modifier for this spell. Each time this ability is used, roll a d20. On a 1, the chalice transforms permanently into a Chalice of Death. This transformation causes the chalice to become darkened and demonic. While attuned to the Chalice of Death, you are able to cast the spell inflict wounds once per long rest as a 2nd-level spell. Wisdom is you spellcasting modifier for this spell. Once transformed, the chalice can only be returned to its original state by a remove curse spell.

Demonic Dagger

Weapon (dagger), legendary

This weapon radiates an unnatural cold, chilling anyone who dares hold it. On a hit, Elbrus deals an additional 1d6 cold damage. If a creature is reduced to 0 hit points by the damage from Elbrus, that enemy immediately dies, and Elbrus gains one charge. Upon hitting 13 charges, the blade releases the demon Withengar. Upon releasing Withengar, the blade no longer deals cold damage, and all charges are consumed. Withengar will immediately attack any party that refuses to serve him. Withengar uses the game statistics of a pit fiend, with the following changes:

  • Withengar’s size is gargantuan
  • Instead of immunity to fire and poison damage, Withengar has immunity to necrotic and cold damage.
  • Withengar is not immune to the poisoned condition.
  • Instead of the listed spells, Withengar can cast detect magic and hunger of hadar at will, and hold monster and confusion 3 times per day each.
  • Instead of the bite attack, Withengar uses a shadow force attack. This attack is a melee weapon attack with +14 to hit and 5 ft. reach, and deals 3d6+8 necrotic damage and 3d6 cold damage. The target must succeed on a Constitution saving throw or become stunned by the cold.
  • Instead of the mace attack, Withengar makes another claw attack.
  • Whenever Withengar reduces a creature to 0 hit points, he regains hit points equal to that creature’s hit point maximum, regains the use of his reaction, and can use his reaction to make two claw attacks.
  • When Withengar is reduced to 0 hit points by any attack other than Elbrus, he regains 24d10 hit points and becomes conscious again.
  • When Withengar is reduced to 0 hit points by Elbrus, he is trapped within the blade, which returns to its original state.

That’s all for now. Next time, I’m going to look closer at an Innistrad creature, building stats for some of the stranger ones out there.

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