Three Duergar Themed Magic(ish) Items I Added to my Game
When I noticed the lack of early martial magic items in this campaign I decided to show my fighter, paladin, and rogue some love and include a number of duergar magic items to help bolster my players in the early game, as my table prefer a more heroic style of play.
Each Magic item has a DM ONLY section that gives suggestions on where to introduce these magic items, players look away.
Mind Poison Dagger
Weapon(Dagger), rare
"This simple curved dagger has little ornamentation but the faintly glowing dwarvish runes hint towards its ruthlessly magic nature"
A creature wielding the dagger may use an action to drag their fingers along the runes, coating the blade in psionic energy. The effect this causes changes based on the creatures aptitude with psionics, the DM decides which criteria a character wielding the dagger falls into.
A creature with no psionic abilities gains the following: The next three attacks you hit within the next minute will deal an additional 3d6 psychic damage. Once this property of the dagger has been used it cannot be used again until the next dawn.
A creature with Psionic abilities gains the following: Attacks with this weapon deal an additional 3d6 psychic damage until one of the following occurs. You use a bonus action to end the effect, you end your turn without the dagger in your hand, you fall unconcious.
Examples of creatures with psionic abilities. Gith, Duergar, psi knight fighters, or a creature with the telepathic or telekentic feat.
DM ONLY: This magic item can be given out once players kill or capture Durth Sunblight at either the East Haven Ferry or Sunblight.
Duergar Fire Lance
Weapon (Lance), Rare
This incredibly complex, none magical, machine lance deals an additional 1d6 fire damage when it hits a target not within 5ft of you.
As an action you may cause the lance to spew fire in either a 15ft cone or a 30ft line. Each creature in the area must make a DC 12 dexterity saving throw, taking 3d6 fire damage on a failure or half as much on a success.
If you are not a dwarf, gnome, or are not proficient in tinker tools you can use this ability once and regain the ability to do so on a short or long rest.
If you are a dwarf, gnome, or are proficient in tinker tools you can use the ability once, after which you roll a d6 at the start of each of your turns in combat, regaining the ability on a 5-6.
DM ONLY: This magic item can be found on Duergar Xarrorns from Mordenkainens Tome of Foe's, which do not normally appear in the module. Due to their similar CR to normal duergar you might consider adding them to Area 8 of the duergar outpost as well as various locations in Sunblight or simply replacing some of the duergar in those locations with them.
Alternatively characters might find one of these on the forge level of Sunblight unused as it has yet to find an owner.
Psychic-Attuned Hammer
Weapon (Warhammer), Uncommon
This efficiently forged weapon lacks any personalization or decoration Other than a shortened handle, perfect . When wielded by a dwarf or a creature with the powerful build trait this warhammer does 1d10 damage even when held in one hand. Additionally this hammer deals an additional 1d10 psychic damage on hit.
DM ONLY: This weapon can typically be found on Duergar Warlord's from Mordenkainens Tome of Foe's, which do not typically appear in this module. Consider replacing Nildar's statblock with a warlords if the party embarks on the Chapter 1 quest "The Unseen" at level 5 or higher(as mine did). Alternatively consider adding a Duergar Warlord to Chapter 3: Sunblight in Area 3, replacing either 1 or 2 of the existing duergar.
Posted Jul 1, 2021, 12:14 AM UTC · edited