Six magical items? I thought this series was 5 Magical Items? Well, yeah, but then inspiration for an artifact hit me and I had to make it six. Oh well.
Last time I visited the matriarchal Drow and before that the hags, but this time we delve a little deeper than the Underdark, visiting the Nine Hells themselves!
Anyway, who doesn’t love devils? The caricature of lawyers everywhere! Means a lot of flavorful options for me to write on. Hope you enjoy!
Wondrous Item, Common
When writing a contract, always read the fine print, especially the very fine print. Mortals with experience in making contracts with devils always have one of these on-hand. Devils making contracts with the unexperienced -- for some reason or another -- forget to mention this item’s existence. When held up to one’s eye, its wearer can zoom in on a parchment up to 50x their normal vision.
Soul Searching Spectacles
Wondrous Item, Eyes, Uncommon
A pair of nondescript glasses with a thin, red frame. While wearing these spectacles, you know the location of any living creature within 60 feet of you and their alignment on the basis of the quality of their soul (good is high quality, neutral is medium quality, evil is low quality).
Weapon (dagger), Rare
A thin blade connected to a red plume, as if masquerading as a quill. Though illegal in the Hells, the Blood Quill does circulate around the seedier parts of the Infernal planes. Many devils sneer at the use of a Blood Quill, as it means that the contract-maker was unable to make a convincing enough contract that they had to resort to non-consensual means.
While wielding the Blood Quill, you have a +1 bonus to attack and damage rolls.
When you deal damage to a living creature that has blood using the Blood Quill, the Blood Quill absorbs a portion of that blood. The Blood Quill can then be used to sign a name on a contract as if the owner of the blood wrote it themselves.
Contract of Protection
Wondrous Item, Very Rare (Requires Attunement)
Mass-produced contracts that promise great power in exchange for a little of the user’s blood each time. For what this blood is used for? Who knows.
The Contract of Protection is unique in that it is not fueled by charges. Rather, for each ability that uses a charge, its user takes a number of necrotic damage equal to twice their character level for each charge spent. In addition, once attuned to the contract, you cannot be un-attuned unless you destroy it entirely.
While holding the Contract, you may use your action to cast one of the following spells: chain lightning (6 charges), flame blade (2 charges), flame strike (5 charges), fireball (3 charges) fire storm (7 charges), phantasmal killer (4 charges).
Once attuned, the only way to un-attune yourself from the Contract is to destroy it entirely.
Wondrous Item, Hands, Legendary
Less of a gauntlet and more of a fleshy devil-skin glove with sharp-as-sin nails, the Hellfire Hand has often been hidden amongst the archfiends’ stowed-away possessions. For some reason or another -- nothing good -- the Hellfire Hand has been taken outside of its owner’s vault.
While wearing the Hellfire Hand, your unarmed attacks deal 1d10 slashing damage and are considered magical for the purposes of resistances and immunities.
The Hellfire Hand has 10 charges. While wearing the Hand, you may use your action to cast one of the following spells: burning hands (1 charge), fireball (3 charges), immolation (5 charges), scorching ray (2 charges), wall of fire (4 charges). You can increase the spell slot level by one for each additional charge you expend. When spells cast from the Hellfire Hand deal fire damage, it ignores resistances and immunities.
This item regains 1d4+3 charges every day at dawn. If reduced to 0 charges, roll a d20. On a 1, the Hellfire Hand disappears in a flash of flame, leaving only blackened ash behind, returning back to a random vault in Hell.
Flower of the Hag Countess
Staff, Artifact (Requires Attunement)
When Asmodeus saw fit to promote the hag Malagard of all things to a Countess of Hell, all of the Hells were confused. Of course, only when her wilted body soon became bloated and expanded to become the new landscape of Malboge -- her layer of Hell -- things were made clear. Asmodeus’ daughter -- with Malagard out of the picture -- slipped onto the throne, becoming the next Countess of Malboge.
Before this vast change, the Flower of the Hag Countess was just that -- a giant orchid slightly wilting but teeming with occult energy. However, this changed when Malagard’s body bloated. Instead of consuming the Flower, the artifact fed off of the gruesome viscera of its former owner, its exterior retaining the shape of an orchid but gaining the texture of decomposing flesh. Not just any decomposing flesh, mind, but the rotten innards of the Hag Countess.
Whenever a non-evil creature attunes to the Flower of the Hag Countess, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature's alignment changes to lawful evil.
Random Properties. The Flower of the Hag Countess has the following random properties:
Empowered by Devilry. You gain the following benefits.
Conjure Fear. If you are holding the staff, you can use your action to cast the fear spell from it, with a spell save DC of 18. You can't use this property again until the next dawn.
To Hell and Back. You can use an action to cast the teleport spell. If your intended destination is in the Nine Hells, there is no chance of a mishap or arriving somewhere unexpected. You can't use this property again until 3 days have passed.
Curse. The Flower bears a curse that affects any mortal that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing day, the creature's physical appearance and stature become more devil-like. After seven days, the creature looks like a typical horned devil, but the creature neither loses its racial traits nor gains the racial traits of a horned devil. The physical changes wrought by the flower aren't considered magical in nature (and therefore can't be dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell.
Destroying the Staff. The Flower of the Hag Countess can only be destroyed in a burst of radiant energy and hellfire. This is best done in Stygia, where Mephistopheles’ hellfire burns even hotter than the Elemental Plane of Fire. While hellfire is applied to the Flower, it requires an additional 50 radiant damage before the staff is destroyed, melting into a gooey pile of flesh and plant matter.
A man of few talents but many words, Pip began his foray into tabletop when he was a wee child and continues even now as a wee adult. He writes primarily for his preferred system: Dungeons and Dragons Fifth Edition!