The Assassin: Items (5e Other)

From D&D Wiki
Jump to navigation Jump to search

Some tools of the trade are rarely secret. Some of the most legendary assassins or thieves' tools of choice become legendary in guilds and circles of miscreants. These are only a couple of them.

Roshambo
  • Weapon (derringer), very rare (requires attunement with a chaotic-aligned character)

This triple barreled derringer was once in the hands of the legendary treasure hunter and con artist, Fiona. After finding a legendary treasure vault, she was never seen again. However, her pistol changes hands as often as she changed sides. Roshambo gives a +2 bonus to attack and damage rolls made with this weapon.

Elemental Capacitors. Roshambo is equipped with three powerful enchantments on each of it's barrels, each having different effects:

  • Fire. Bullets from the Fire barrel deal an additional 2d4 fire damage and ignite enemies and objects. Targets on fire take an additional 1d4 fire damage until extinguished by a Dexterity Save or by an ally or outside force.
  • Shock. Rounds from the Shock barrel deal an additional 2d4 lightning damage and the target must succeed a DC 15 Constitution Save or be Stunned until the end of their next turn.
  • Corrosive. Rounds from the Corrosive barrel deal an additional 2d4 acid damage and the target gets a -1 to their AC as the acid melts their armor or shield. If their AC drops by 5 consecutive shots, their armor is considered broken and unusable.

Never See The Reload. As long as you have usable ammunition on your person, Roshambo automatically reloads at the end of your turn, or you can use a Reaction to reload Roshambo if you have bullets available and Roshambo is empty.


Mask of Corvo
  • Wondrous item (mask), very rare (requires attunement with a neutral-aligned character)

This mask, modeled after the human skull, was once in the hands of famed vigilante assassin and ex-Royal Protector, Corvo Attano. The Mask of Corvo acts as partial armor, giving a +1 to AC and has the following properties.

Lacking Moral Fiber. This mask completely conceals the identity of those whom wear it, though the wearers are often considered evil in some way no matter what good they do. Also, while wearing this mask, you also have advantage on Intimidation (Charisma) checks.

Frightening Visage. This mask is terrifying when first encountered. Each creature of your choice that is within 90 feet and aware of you must succeed on a Wisdom saving throw equal to your Spell Save DC or 18 whichever is higher, or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightening Visage for the next 24 hours.

Optic Magnification. The mask is equipped with a zoom in lens, granting you advantage on Perception (Wisdom) and Investigation (Intelligence) checks while looking at a distance or Disadvantage while looking from close range. If you are wielding a ranged weapon, your range is doubled while equipped with this mask, and you can use a bonus action to focus your shot, granting you Advantage if the target hasn't moved yet for that round.


Ezio's Hidden Blade
  • Weapon (Hidden Blade), very rare (requires attunement with a lawful-aligned character)


Edward's Dual Pistol Swords
  • Weapon (shortswords), very rare (requires attunement with a chaotic-aligned character)


Conner's Hunting Bow
  • Weapon (Long Bow), very rare (requires attunement with a neutral-aligned character)


Hidden Blade Gauntlet
  • Weapon (Hidden Blade), very rare (requires attunement with a neutral-aligned character)


Apple of Eden
  • Wondrous item (sphere), legendary (requires attunement with a neutral-aligned character & 16th level)

The Apples of Eden are sphere-shaped pieces of Isu technology. Having long outlived their creators, the Apples are featured prominently, although cryptically, throughout recorded history as the cause of several 'divine' and 'superhuman' events; these include the Trojan War, the parting of the Red Sea, and Adam and Eve being cast out of Eden. During ancient times, the Order of the Ancients and the Hidden Ones referred to the Apple of Eden as the Orb. Long before mankind existed, the Isu, a civilization of technologically advanced beings inhabited Earth. They created humanity, and enslaved them by modifying their brains to be obedient in the presence of a Piece of Eden. For some time there was a forced peace, until two Human/Isu hybrids, Adam and Eve, stole one of the Pieces, an Apple, and incited the Human-Isu War. As all were too preoccupied by the war to see any other threat, a major solar flare impacted the Earth, and significantly damaged both mankind and their makers. The Isu slowly became extinct, while mankind grew and populated the Earth, seeing their predecessors as myths and gods. The Pieces of Eden were not destroyed by the blast, and throughout time humans began recovering them, also causing an ideological divide, resulting in the formation of two groups, now referred to as the Templars and the Assassins. It is the Templars' aim to restore peace in the way the Isu had once done – forced by the Pieces – whereas the Assassins, who fight for freedom and a flawed (but unshackled) humanity, put free will above order. Many decades have gone by as the war continues between Templars and Assassins, both knowing the importance of the Pieces – especially the Apple – to reach their goal.

When a player first touches the Apple of Eden for the first time that day and they are not attuned to it, they must succeed on a DC 24 Wisdom saving throw. On a failed save the player must roll 1d6 to find out what consequence shall be bestowed on them. Consult "Apple of Eden" failed save throw table below

D6 “Apple of Eden” Failed Save
1 You take 4d8 psychic damage and suffer 2 levels of exhaustion; you drop the sphere and are unable to carry the sphere for 24 hours.
2 You take 2d8 psychic damage and suffer 2 levels of exhaustion; you drop the sphere and are unable to carry the sphere for 24 hours.
3 You become blinded and deafened for the next 8 hours and suffer 2 levels of exhaustion; you drop the sphere and are unable to carry the sphere for 24 hours.
4 You suffer 2 levels of exhaustion; you drop the sphere and are unable to carry the spear for 24 hours.
5 You go unharmed, however, you drop the spear and are unable to carry the sphere for 24 hours.
6 You go unharmed, you may reroll a new wisdom saving throw.

Divine Tool. You also gain a +2 bones to your Wisdom score (max score of 24) and advantage on Wisdom saving throws and ability checks whiling holding the sphere.

Charges. The Apple of Eden has 7 charges; the wielder may expend a certain amount of charges as an bonus action to perform a supernatural ability:

  • 1 charge:
  • 2 charges:
  • 3 charges:
  • 4 charges:
  • 5 charges:
  • 6 charges:
  • 7 charges:


Sword of Eden
  • Weapon (longsword), legendary (requires attunement with a good-aligned character & 16th level)

The Sword of Eden has by far seen the most use throughout history. The earliest use known to modern humans was by the demigod Perseus, in which he wielded the sword when he slayed the gorgon Medusa. The sword was seen again during the Peloponnesian War, used by the Cult of Kosmos to influence the balance of the war. Around 5 CE, the Sword came into the possession of the mighty Attila the Hun where it soon was bestowed the name "Sword of Mars" . 500 years passed until one day the sword was once again discovered, plunged deep into a rock, in sixth century Britain, pulled from the rock by none other than King Arthur bestowing its new name of "Excalibur". The sword resurfaced in 13th century Mongolia and came into the possession of the ruthless warlord Genghis Khan. Upon Khan's assassination in 1227, the Mongols used the sword on raids on assassins strongholds in Alamut and Masyaf. Templar's would eventually come into possession of it in the 14th century, but upon Pope Clement V's decree that the Templars were heretics, the Templars and the sword along with them went into hiding. The sword would once again resurface during the Hundred Years' War in the hands of Jeanne d'Arc, however, her notoriety would garner the attention of the Templars, who had her burned at the stake for her supposed "witchcraft". Finally, the sword would be used against assassin Arno Dorian during the French Revolution by the Grand Master of the Extremist faction of the Templar Order; Francois-Thomas Germain. Arno would eventually acquire the sword but at the cost of the life of his love and fellow assassin Elise de la Serre. The swords current whereabouts are unknown, most intel points to it being built within the expansion of the Cathédrale Notre-Dame de Paris.

When a player first touches the Sword of Eden for the first time that day and they are not attuned to it, they must succeed on a DC 24 Wisdom saving throw. On a failed save the player must roll 1d6 to find out what consequence shall be bestowed on them. Consult "Sword of Eden" failed save throw table below:

D6 “Sword of Eden” Failed Save
1 You take 4d6 radiant damage and suffer 2 levels of exhaustion; you drop the sword and are unable to carry the sword for 24 hours.
2 You take 2d6 radiant damage and suffer 2 levels of exhaustion; you drop the sword and are unable to carry the sword for 24 hours.
3 You become blinded and deafened for the next 8 hours and suffer 2 levels of exhaustion; you drop the sword and are unable to carry the sword for 24 hours.
4 You suffer 2 levels of exhaustion; you drop the sword and are unable to carry the sword for 24 hours.
5 You go unharmed, however, you drop the sword and are unable to carry the sword for 24 hours.
6 You go unharmed, you may reroll a new wisdom saving throw.

Divine Weapon. You gain a +3 bonus to attack and damage rolls made with this magic weapon. You also gain a +2 bones to your Charisma score (max score of 24) and advantage on Charisma saving throws and ability checks whiling wielding or wearing the sword.

Charges. The Sword of Eden has 7 charges; the wielder may expend a certain amount of charges as an bonus action to perform a supernatural ability:

  • 1 charge:
  • 2 charges:
  • 3 charges:
  • 4 charges:
  • 5 charges:
  • 6 charges:
  • 7 charges:


Spear of Eden
  • Weapon (spear), legendary (requires attunement with a Lawful-aligned character & 16th level)

This spear is unlike most others. On first hand, the spear is actually a short spear, a fragment of its former self while still holding immense power. Once wielded by the mighty Spartan King; Leonidas I, this spear is said to grant god-like powers to whomever wields it. When King Leonidas fell at the Battle of Thermopylae in 480 BCE, the spear was recovered by Spartan warriors, however the spear was broken in half. None the less it was returned to the bloodline of Leonidas and eventually made its way into the hands of Alexios, Leonidas' grandson. Alexios would use the spear on the majority of his quest across Ancient Greece in search of the Cult of Kosmos; a precursor to the Templars and the organization out to eradicate Alexios' bloodline. The spear would eventually go missing, its whereabouts can only be speculated, however, most believe it to be buried on the Greek island of Andros.

When a player first touches the Spear of Eden for the first time that day and they are not attuned to it, they must succeed on a DC 24 Wisdom saving throw. On a failed save the player must roll 1d6 to find out what consequence shall be bestowed on them. Consult "Spear of Eden" failed save throw table below

D6 “Spear of Eden” Failed Save
1 You take 4d8 fire damage and suffer 2 levels of exhaustion; you drop the spear and are unable to carry the spear for 24 hours.
2 You take 2d8 fire damage and suffer 2 levels of exhaustion; you drop the spear and are unable to carry the spear for 24 hours.
3 You become blinded and deafened for the next 8 hours and suffer 2 levels of exhaustion; you drop the spear and are unable to carry the spear for 24 hours.
4 You suffer 2 levels of exhaustion; you drop the spear and are unable to carry the spear for 24 hours.
5 You go unharmed, however, you drop the spear and are unable to carry the spear for 24 hours.
6 You go unharmed, you may reroll a new wisdom saving throw.

Divine Weapon. You gain a +3 bonus to attack and damage rolls made with this magic weapon. You also gain a +2 bones to your Strength score (max score of 24) and advantage on Strength saving throws and ability checks whiling wielding or wearing the spear.

Charges. The Spear of Eden has 7 charges; the wielder may expend a certain amount of charges as an bonus action to perform a supernatural ability:

  • 1 charge: The wielder rears back and lunges forward, spear out in front. This attack does an extra 1d6 of damage for each charge spent beyond the first.
  • 2 charges: The wielder can use the spear as a form of healing. The wielder heals 1d10 hit points + their player level
  • 3 charges: The wielder can use the spear to empower their bodies resilience. The wielder becomes resistant to their choice of bludgeoning, slashing, or piercing damage for 1 minute
  • 4 charges: The wielder can use the spear to emit a powerful bright flash. Those within 10 feet of the wielder must roll a constitution save DC 17 or become blinded for 1 minute
  • 5 charges: The wielder can empower the spear with godly power. The wielder can chose whether the spear deals and extra 3d8 of Fire, Force, or Radiant damage for 1 minute
  • 6 charges: The wielder can throw the spear with a godly amount of force. The throwing range of the spear is extended to 300 feet. Upon impact with a target, the target is pushed back 10 feet and the spear deals an extra 3d8 of force damage. The spear then returns to the player.
  • 7 charges: The wielder unleashes the the true power of the Spear of Eden. The spear lengthens to the normal size of a spear and deals 1d10 piercing damage. The user becomes resistant to all damage for 30 seconds and the users strength and dexterity scores increase to 20 if the users scores are below that at the time of activation. The user also takes 2 additional attacks when taking the attack action on his or her turn

Back to Main Page5e Homebrew5e Other