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Items from The Black Ballad


You died. Now what?
The Black Ballad is an adventure through the afterlife, and a fantastic campaign setting created by Storyteller's Forge.
I had the privilege of writing [THE MEMORY THIEF], a novel set within the world of the Ballad, and part of a [BLURB ABOUT THE CHRONICLES]

{Chronicles of the Crossing Trailer / Crowdfunding info goes here}

The items below can be used in any Relict campaign, but are specifically flavored for ill-fated parties who find themselves venturing into the Sunless Crossing...

Raven

Very Rare (12,000 GP) ​| Reach: 5ft. | Damage: (1d10+X)
Bludgeoning | Two Hands

​
Intrinsic Properties
  • Base Item: Maul 
  • Requires Large Weapons Training.
  • Critical Effect: Crushing++. Deal an additional 5 Bludgeoning Damage. If the target is no more than one size larger than you, you may push it back 5ft, or inflict Knocked Down.​
  • ​Destructive. Deals maximum damage to objects or structures.

Magic Properties
  • Harbinger's Chosen. When you would deal damage with this weapon, you may spend any amount of Mana as a Free Action. Raven deals an that much additional Ether Damage.

A sacred artifact to the Cult of the Harbinger, Raven has always passed from a retiring Proclaimer to their most promising protégé. Its wielder is expected to be an exemplar of the faith, carrying the word of the Lord of Omens into the most hostile situations without fear.
A 5e version of this weapon is available below:
Picture

Calamity

Legendary (75,000 GP) ​| Reach: 5ft. | Damage: (1d8+1d4)
Piercing/Bludgeoning | One Hand

​
Intrinsic Properties
  • Base Item: Mace (Morningstar Variant)
  • Requires Medium Weapons Training.
  • ​Critical Effect: Crushing. Deal an additional 3 Bludgeoning Damage. If the target is your size or smaller, you may push it back 5ft.
  • Relic. Add +1d4 to Damage Rolls made with this weapon (reflected above).
  • Adaptive. Choose whether to deal Piercing or Bludgeoning damage before you roll an attack.​

Magic Properties
  • Charges. This weapon has 5 Charges. They replenish at the start of a new day.
  • Guiding Light (1 Charge). Use this ability as an Action. Calamity emits Bright Light for 15ft, and Dim Light for an additional 30ft. All allied creatures within the light add +1 to Attack and Spell Attack Rolls. This effect lasts for 1 Hour, or until dismissed as a Free Action.
  • Searing Ray (1+ Charge). Use this ability as an Action. A blast of holy fire erupts from the weapon toward a target you can see within 30ft. Roll 1d12+Willpower to hit, dealing 3d4 Burning + 1d6 Ardent Damage on a hit. 
    • Upcast: for every additional Charge spent, add +3 to the Attack Roll and 2 Burning + 2 Ardent Damage on a hit.
  • Consecrated+++. When you strike an Undead or Infernal creature with this weapon, it deals an additional 1d4 Ardent Damage.
    • Once per day, the wielder may activate this weapon, forcing all hostile creatures who see it to make a Fortitude Check (target= 10), or become Blinded for 1d4 Rounds.

A mark of office for the High Herald of the Bastion of Endings, Calamity is one of the few relic weapons intentionally brought to Nox Valar in physical form, ensuring its undiluted potency is always available to the Harbinger's faithful even in the realm of the dead.
A 5e version of this weapon is available below:
Picture

Crossing Obsidian Dagger

Rare (2,500 GP) ​| Reach: 5ft./Throw 30ft. | Damage: (1d4)
Slashing | One Hand

​
Intrinsic Properties
  • Base Item: Dagger
  • ​Critical Effect: Quick. Make another free attack immediately after this one. Limit once per weapon, per round.
  • Precise. You may use your Precision bonus to make attacks with this weapon.
Magic Properties
  • Mortal Hands. Crossing Obsidian weapons may only be wielded by mortal souls (alive or dead). 
  • Planebound. Crossing Obsidian weapons deteriorate rapidly when removed from the Sunless Crossing, crumbling to inert dust after 24d4 hours. 
  • Abjure Celestial. This weapon deals an additional 1d8 Infernal + 1d12 Ether Damage to Celestial creatures.
  • Embed. When you damage a creature with this weapon, you may use your Reaction to destroy the dagger, embedding the enchanted blade in the target.
    • A creature with the blade Embedded takes damage at the start of its turn as if it had been struck with the dagger.
    • Celestials with the blade Embedded have all of their Speeds halved, suffer a -3 Penalty to Might, Precision, and Fortitude Checks, and a -1d8 Penalty to all Attack Rolls.
    • (Advanced Monsters Only): Celestials with the blade Embedded have their Wound Threshold, Stamina Regeneration, and Mana Regeneration reduced by 2.

Created by the Godless Monarchy to deal with rogue Celestials within the Sunless Crossing, these weapons are forged from the stuff of the plane itself and molded into anathemas for beings of divine essence. 
A 5e version of this weapon is available below:
Picture

Crossing Obsidian Rod

Rare (2,500 GP) ​| Reach: 5ft./Throw 30ft. | Damage: (1d4)
Slashing | One Hand

​
Intrinsic Properties
  • Base Item: Staff
  • -
Magic Properties
  • Mortal Hands. Crossing Obsidian weapons may only be wielded by mortal souls (alive or dead). 
  • Planebound. Crossing Obsidian weapons deteriorate rapidly when removed from the Sunless Crossing, crumbling to inert dust after 24d4 hours. 
  • Abjure Celestial. This weapon deals an additional 1d8 Infernal + 1d12 Ether Damage to Celestial creatures.
  • Resonate. -
Created by the Godless Monarchy to deal with rogue Celestials within the Sunless Crossing, these weapons are forged from the stuff of the plane itself and molded into anathemas for beings of divine essence. 
A 5e version of this weapon is available below:
Picture

Midnight Sword

Legendary ​| Reach: 5ft./Throw 30ft. | Damage: (1d4)
Slashing | One Hand

​
Intrinsic Properties
  • Base Item: -
  • -
Magic Properties
  • M. -ve or dead). 
  • . -
ABCD
A 5e version of this weapon is available below:
Picture

Midnight Spear

Legendary ​| Reach: 5ft./Throw 30ft. | Damage: (1d4)
Slashing | One Hand

​
Intrinsic Properties
  • Base Item: -
  • -
Magic Properties
  • M. -ve or dead). 
  • . -
ABCD
A 5e version of this weapon is available below:
Picture

Item Rarity Guide (Reference)

  • 0-100GP | Mundane. Commonly available items, suitable for all levels. 
  • 100-500GP | Unusual.  Niche, accessible with some searching or contacts. Character levels 3-5.
  • 500-2,500GP | Rare. Treasured objects inaccessible to most. Rare items often have a storied history. Character levels 6-9. 
  • 2,500-50,000 | Very Rare. The coveted prizes of organizations and kingdoms, arms and armor of celebrated heroes, fabled artifacts lost to time. Very Rare items, or at the least their makers or wielders, are likely known to scholars and storytellers both. Character levels 10+
  • 50,000-500,000GP | Legendary. Literal objects of legend, only a handful of which exist in a given culture's stories. Apex masterpieces of history's greatest artificers or enchanters. Whether they are real or not may be debated. Recovering one would be a quest for many, and succeeding would attract the attention of more. Character levels 13+
  • 500,000-10,000,000GP | Mythic. Forged as boons and workings of primordial powers, or confluxes of universal events. Armor forged by smith-gods, blades woven from screams by arch-devels, a humble arrowhead that pierced the heart of a dragon queen and now burns eternally with lightless fire--each Mythic item is unique and (nearly) priceless.
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  • How to Play
    • Core Rules
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  • Characters
    • Character Creation Guide
    • Choose Your Lineage >
      • Lineage At A Glance
      • Centaur
      • Dwarf
      • Elf
      • Fae
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      • Firmalite
      • Gaian
      • Gnome
      • Goblin
      • Gorgon
      • Human
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      • Mere
      • Orc
      • Shapeshifter
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      • Undead
      • Wilderkin
    • Character Classes >
      • Classes At A Glance
      • Playable Classes >
        • Assassin (Martial)
        • Berserker (Martial)
        • Field Medic (Martial)
        • Knight (Martial)
        • Marksman (Martial)
        • Plague Doctor (Martial)
        • Scoundrel (Martial)
        • Warrior (Martial)
        • Avatar (Mage)
        • Blink Mage (Mage)
        • Blood Mage (Mage)
        • Elementalist (Mage)
        • Enchanter (Mage)
        • Force Mage (Mage)
        • Necromancer (Mage)
        • Shadow Mage (Mage)
        • Sorcerer (Mage)
        • Dynamancer (Hybrid)
        • Harlequin (Hybrid)
        • Paladin (Hybrid)
      • In Development >
        • Legionnaire (Martial)
        • Scout (Martial)
        • Illusionist (Mage)
        • Muse (Mage)
        • Neuromancer (Mage)
        • Oracle (Mage)
        • Summoner (Mage)
        • Thaumaturgist (Mage)
        • Wizard (Mage)
        • Antiquarian (Hybrid)
        • Druid (Hybrid)
        • Priest (Hybrid)
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    • Perks
  • Items & Equipment
    • Melee Weapons
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