Me.Mimic

Item Free

A golden halo that is corrupted and half dissolving into greenish liquid and flames.

Corrupted Halo

Stage 1 Stage 2 Stage 3 Corrupted Halo Wondrous item, rare (requires attunement by a cleric or paladin) This once holy relic has been corrupted and its purity ruined. It exists in a constant conflict between falling apart and reestablishing its former glory. This item has 10 charges, regaining 1d6 + 4 expended charges daily […]

Corrupted Halo Read More »

A large rune-engraved stone club with a wooden handle.

The Greatest Club

Magic Item Weaker Variant Stronger Variant The Greatest Club Weapon (greatclub), rare (requires attunement) This greatclub adjusts to fit your size when you attune to it. Once per day, you can adjust the weapon’s impact (without changing its size or weight) to vary the damage die the weapon deals. This effect lasts until you change

The Greatest Club Read More »

A skull helmet and a suit made out of hide and bones with two icy arms.

Bones of Jot

Stage 1 Bones of Jot Armor (hide), artifact (requires attunement by a barbarian) Jotur – the bringer of winter and god of endurance, strength, and ice – killed his own brothers and sisters in his rage against his father. And from the collection of their bones, he made this armor for his champion. It is

Bones of Jot Read More »

A cold white staff with a large light blue colored crystal at the tip.

Staff of Ice

Stage 1 Stage 2 Stage 3 Stage 4 Staff of Ice Staff, uncommon (requires attunement by a spellcaster) This staff can be wielded as a magic quarterstaff. The staff has 6 charges and regains 1d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the

Staff of Ice Read More »

Depiction of an arm with chains wrapped around it which partially dissolve into lightning.

Lightning Chains

Stage 1 Stage 2 Stage 3 Stage 4 Lightning Chains Wondrous item, uncommon (requires attunement) This pair of steel chains wraps comfortably around your arms like bandages or bracers. While you wear them, you gain the following benefits: Lightning Strikes. When you make an unarmed attack, you deal an additional 1d6 lightning damage. Shackle. As

Lightning Chains Read More »