Name
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Type
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Effect
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![](/w/images/thumb/c/cd/Flail_PlusTwo_Unfaded_Icon.png/50px-Flail_PlusTwo_Unfaded_Icon.png)
Flail of Ages
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Weapon (Flail)
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- Elements of an Epoch
- Depending on what kind of damage this weapon does, it also inflicts:
Acid condition, Chilled condition, or Burning condition.
Elemental Age ( )
- Cast as a level 3 spell (
Recharge: Long rest.)
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![](/w/images/thumb/0/03/Glaive_PlusTwo_Unfaded_Icon.png/50px-Glaive_PlusTwo_Unfaded_Icon.png)
Drakethroat Glaive
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Weapon (Glaive)
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- Vicious Dragon Breath
- Enemies have
Disadvantage on Saving throws against your dragonborn breath weapon.
Draconic Elemental Weapon ( )
- Cast as a level 3 spell (
Recharge: Long rest.)
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![](/w/images/thumb/9/91/Magic_Staff_A_Unfaded_Icon.png/50px-Magic_Staff_A_Unfaded_Icon.png)
Creation's Echo
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Weapon (Quarterstaff)
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- Elemental Resonance
- If the wielder deals
Acid, Fire, Lightning, Radiant, or Necrotic damage, it become resistant to that damage type for 2 turns.
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![](/w/images/thumb/1/1c/Markoheshkir_Unfaded_Icon.png/50px-Markoheshkir_Unfaded_Icon.png)
Markoheshkir
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Weapon (Quarterstaff)
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- Arcane Enchantment
- You gain a +1 bonus to Spell Save DC and Spell Attack rolls.
Arcane Battery- Alleviate the arcane burden of spellcasting with the power of this staff. The next spell you cast doesn't cost a spell slot.
Kereska's Favour ( )
- Cast as a level 4 spell (
Recharge: Short rest.)
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![](/w/images/thumb/2/25/Cloak_of_Elemental_Absorption_Unfaded_Icon.png/50px-Cloak_of_Elemental_Absorption_Unfaded_Icon.png)
Cloak of Elemental Absorption
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Cloak
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Absorb Elements ( )
- Absorb elemental damage once per Short Rest. Take half damage from the next elemental attack targeting you, and deal an additional 1d6 of that element type on your next attack. (
Recharge: Short rest.)
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![](/w/images/thumb/0/0c/Cloak_of_the_Weave_Unfaded_Icon.png/50px-Cloak_of_the_Weave_Unfaded_Icon.png)
Cloak of the Weave
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Cloak
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Absorb Elements ( )
- Absorb elemental damage once per Short Rest. Take half damage from the next elemental attack targeting you, and deal an additional 1d6 of that element type on your next attack. (
Recharge: Short rest.)
- Arcane Enchantment
- You gain a +1 bonus to Spell Save DC and Spell Attack rolls.
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![](/w/images/thumb/a/ae/Amulet_Necklace_B_Bronze_A_1_Unfaded_Icon.png/50px-Amulet_Necklace_B_Bronze_A_1_Unfaded_Icon.png)
Amulet of Elemental Torment
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Amulet
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- Nature's Vengeance
- When the wearer stands in certain surfaces and casts a spell that deals damage, the target also suffers the surface's effects.
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![](/w/images/thumb/0/02/Amulet_Necklace_F_Gold_A_1_Unfaded_Icon.png/50px-Amulet_Necklace_F_Gold_A_1_Unfaded_Icon.png)
Necklace of Elemental Augmentation
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Amulet
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- Elemental Augmentation
- When one of your cantrips deals
Acid, Cold, Fire, Lightning, or Thunder damage, add your Spellcasting Modifier to the damage dealt.
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![](/w/images/thumb/f/f8/Boots_of_Elemental_Momentum_Unfaded_Icon.png/50px-Boots_of_Elemental_Momentum_Unfaded_Icon.png)
Boots of Elemental Momentum
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Footwear (Medium Armour)
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- Elemental Momentum
- Whenever the wearer deals
Acid, Cold, Fire, Lightning or Thunder damage with Spells or Cantrip, they gain Momentum for 2 turns.
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![](/w/images/thumb/2/2b/Ring_H_Gold_A_1_Unfaded_Icon.png/50px-Ring_H_Gold_A_1_Unfaded_Icon.png)
Ring of Elemental Infusion
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Ring
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- Elemental Infusion
- When you deal
Acid, Cold, Fire, Lightning, or Thunder damage using a Spell or a Cantrip, that element infuses your weapon.
Until the end of your next turn, you deal an additional 1d4 damage of that element on your first successful weapon attack.
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