Netherese Magic Items
Amulet of Amaunator
Wondrous item (necklace), very rare (requires attunement)
This amulet to the ancient sun deity of the Netherese, Amaunator, grants its wearer the protection and strength of the fire in the sky.
As you wear this necklace, you can cast the Daylight spell at will. Additionally, you gain advantage on all saving throws while in sunlight.
Netherese Orb
Artifact, legendary (requires attunement by a spellcaster)
This ancient orb of Netherese origin pulses with unstable magical energy. It has four configurations. Changing the orb's configuration requires you to expend a spell slot of 4th level or higher as if casting a spell (taking an action to do so).
Configurations
Dormant (orb). The orb is dormant waiting hungerly.
Nullification (pyramid). This configuration lasts until sunset. The orb radiates a powerful antimagic field in a 90-foot-radius sphere centered on you. This functions as the antimagic field spell, except it moves with you and lasts until you change configurations or your attunement ends. You are not immune to this effect.
Amplification (Gömböc). This configuration lasts for 2 hours. While in this configuration, you gain the following benefits:
- When you cast a spell of 1st level or higher, you can cast it as if using a spell slot one level higher (to a maximum of 9th level).
- Your spell save DC and spell attack bonus each increase by 2.
- At the end of each of your turns, if you cast any spell you take 1d6 necrotic damage as the orb feeds on your life force.
Devastation (regular octahedron). The orb channels raw destructive magic through your body. The orb only sustains this configuration for 1 minute, it then reverts to its dormant state:
- As an action, you can unleash a number of beams crackling with energy equal to your proficiency bonus at any target you can see within 120 feet. Make a ranged spell attack. On a hit, the target takes 6d10 force damage (per beam).
- You emit bright light in a 20-foot radius and dim light for an additional 20 feet. This light cannot be suppressed.
- Whenever a creature starts its turn within 10 feet of you or moves into that area for the first time on a turn, it takes 2d6 force damage. You take half the damage.
Shield of C-Y-R IV
Wondrous item (shield), artifact (requires attunement by a character with strength 14 or higher)
Forged as part of an ancient arcane construct, this shield hums with latent kinetic energy. Its surface is impossibly smooth, and faint geometric patterns shift when it is in motion.
While attuned to the artifact you gain the following effects:
- While holding this shield, you gain a +2 bonus to AC.
- This shield is considered a magical weapon with which you are proficient.
- You can use the shield as a weapon with the thrown (30/60) property. On a hit, it deals 1d6 + your Strength modifier magical bludgeoning damage.
If you are also attuned to the Hand of C-Y-R IV, the shield gives these additional effects:
- You gain a +1 bonus to AC.
- The shield has the finesse property, and now has the thrown (30/120) property.
- You can now use a reaction to make a range attack with the shield. When a range attack misses, the target must make a DC 15 dexterity saving throw or take 1d6 thunder damage.
- Immediately after you make a ranged attack with this shield, it flies back to your hand unless it is beyond 120 feet.
- When you are hit by a melee attack, you can use your reaction to reduce the damage by half.
Sarcen
Wonderous Item (Piercing), legendary (requires attunement by a spellcaster)
A Sarcen is a blasphemous arcane conduit: a short, ink-black cylinder of ridged metal carved with runes that won’t sit still in the mind. It is driven through flesh and fixed in place, protruding from the body in a way that looks half-surgical and half-ritualistic. A Sarcan is only the conduit.
Its power is supplied by a separate soul-vessel that imprisons the soul of a magical creature bound elsewhere—forced to pour magic through the Sarcen into the bearer. Those near the attuned creature sometimes hear a second breath in the pauses between word.
While attuned, you can feel the Sarcan working—not like an item you carry, but like a valve that opens and closes. When you cast a spell or draw on magical power, the Sarcan grows hot and the runes along it subtly rotate. The powers bestowed on you by the Sarcan depend on the soul you imprison.
When first attuning to this item, it is embedded into your skin and you take 8d6 necrotic damage based on the power of the soul bound to the Sarcen.
Cursed.
Once you attune to this Cursed piercing, you can't remove it unless you are targeted by the Remove Curse spell or similar magic. Additionally, when attuned to a Sarcen you cannot attune to any other item that is not a Sarcen.
If the vessel bound to the Sarcen is destroyed, or the soul is released, you no longer gain benefits from this Sarcen, until you replace it with a new soul. If you fail to do this within 1d6 days, you turn into a Weave Wraith until you bind a new soul. As a Weave Wraith, you have disadvantage on concentration checks, casting any spell costs an additional spell slot of any level, and you count as an undead creature.
Soul of the Acolyte
You trap the soul of a mage early in their training, their knowledge is limited yet their young magical potential fuels you greatly. You gain these benefits from this soul:
- Your spell save DC and spell attack bonus each increase by 1.
- When you cast a spell of 1st level or higher, you can treat the spell as if it were cast using a 9th-level spell slot. Once this ability is used, it can’t be used again until the next dawn.
Soul of the Artificer
The soul of an artificer grants you the following benefits:
- Your spell save DC and spell attack bonus each increase by 1.
- You can cast the following spells at will: Detect Magic, Identify, and Enhance Ability.
- When you attune to a Sarcen with this soul, you choose a magic item the Sarcen consumes. The Sarcen gains the benefits from this magical item ignoring attunement requirements.
Soul of the Archmage
You trap the soul of an Archmage, one of the most powerful magical souls you can find. You gain these benefits from this soul:
- Your spell save DC and spell attack bonus each increase by 2.
- You have advantage on saving throws against spells and other magical effects.
- While this soul embues you with power you have one more spell slot of your highest available slot.
- You can attune to an additional magical item.
Soul of the Outsider
You trap the soul of an outsider, a being from another plane (which does not fall under Fey or Demonic). You gain these benefits from this soul:
- Your spell save DC and spell attack bonus each increase by 1.
- You can cast Arcane Eye at will, without expending a spell slot.
- Once per day, you may cast Plane Shift at will, without expending a spell slot.
- You gain resistance to psychic, radiant, and force damage. Additionally, you may change the damage type of any of your spells to one of these types.
Soul of the Fey
You have managed to trap the soul of a powerful magical Fey, its magic from the Feywild embues you with unique abilities. You gain these benefits from this soul:
- Your spell save DC and spell attack bonus each increase by 2.
- You have advantage on saving throws against spells and other magical effects.
- Whenever you spend a spell slot to cast a spell, you may roll a proficiency die, if the number is higher than the spell slot used you regain that slot immediately.
Soul of the Void
You gain these benefits from this soul:
- Your spell save DC and spell attack bonus each increase by 2.
- You become immune to fire and necrotic damage, but vulnerable to radiant and cold damage.
- When a creature you can see within 60 feet casts a spell, you can use your reaction to cast Counterspell without expending a spell slot. The counterspell is cast as a 5th-level spell. Once you use this ability, it can't be used again until the next dawn.
Soul of the Beloved
A spouse, child, sibling, mentor, or dearest friend. You gain these benefits from this soul:
- Your spell save DC and spell attack bonus each increase by 3.
- You are immune to the charmed and frightened conditions, and whenever a creature makes a Charisma Saving Throw against one of your spells it has disadvantage.
- When you take damage from a creature you can see within 60 ft, you can use your reaction to force it to make a Wisdom save. On a failure it takes psychic damage equal to the damage it dealt you (max 30) and can’t take reactions until the start of its next turn.
Soul of the Ancient
You trap the soul of a truely ancient being, its power still holds traces of the early magic that shaped the world. You gain these benefits from this soul:
- Your spell save DC and spell attack bonus each increase by 3.
- You can cast Legend Lore at will, without expending a spell slot.
- Once per day, you may cast Time Stop at will, without expending a spell slot.
- You can use an action to cast a spell as a ritual.
Soul of the Dragon
You trap the soul of a powerful dragon, its power grants you unnatural endurance and life force. You gain these benefits from this soul:
- You become immune to fire damage.
- You gain resistance to all magical damage.
- You no longer age.
- Once per day, you may cast Polymorph (only self) at will, without expending a spell slot.
Crafting
To craft a Sarcen you need: