Iconic Items
These magic items are iconography that have become so linked to a particular class, lineage, or culture that they provide a fraction of their power. You can only have a single Iconic (item) equipped at a time.
For items that specify something that is both a lineage and culture (such as an item that requires you to be a “dwarf”) you can satisfy the requirements with either (so either a dwarven lineage or culture).
List of Iconic Items
Banner Of The Paladin
- Keywords: Iconic (item), paladin
- Item Slot: Wielded (modified).
- Attune?: Yes.
- Bulk: L
This brilliant gilded war banner billows majestically in an unseen breeze. It can be held on its own, or attached to a weapon from the polearm group. While equipped, you gain the paladin’s Sense Wickedness ability; the banner glows in the presence of anything that would trigger Sense Wickedness.
If you have the paladin class, as an action you may touch the banner to a creature; you learn if the creature is a valid target of your smite even if the creature has some kind of disguise or spell that would confuse your senses. This reveals them with an Absolute bonus. If the creature is suppressed, the creature corrupting it suddenly sheds unnatural green light like a torch for 1 minute.
Cost & Creation
2,500 GP. You must be a paladin of at least 10th level
Deeper Rules
- Yes, hitting a creature with a weapon adorned with the “Banner of the Paladin” can trigger the paladin-specific benefit.
Bardic Instrument
- Keywords: Iconic (item), bard
- Item Slot: Wielded (see “Bards, Hands, and Singing” in the bard class entry.)
- Attune?: Yes.
- Bulk: Varies by instrument.
This exquisite instrument is a masterpiece that is a work of art in its own right. Once per short rest, you may use bardic performance to create a particular bardic song; each bardic instrument contains a single bardic song with no prerequisites.
If you have the bard class, select 1 bardic song that you don’t know but otherwise qualify for. While playing this instrument you count as having the song in your repertoire. Once the choice is made it can’t be changed.
Cost & Creation
1,000 GP. You must be a bard of at least 10th level, and know the song you wish to imbue into the bardic instrument.
Berserker's Skull Trophy
- Keywords: Iconic (item), berserker
- Item Slot: Worn.
- Attune?: Yes.
- Bulk: L
This skull of a defeated foe is worn as a pauldron, belt buckle, or even proudly displayed in the center of your chest and counts as leather armor. A non-berserker wearing this skull can rage for 3 consecutive rounds once per long rest as if they were a berserker of their level. You gain no other berserker class features.
If you are a berserker you can extend the duration of your rage by 3 rounds.
Cost & Creation
2,500 GP. You must be a berserker of at least 10th level.
Clergy’s Mantle
- Keywords: Iconic (item), cleric
- Item Slot: Accessory.
- Attune?: Yes.
- Bulk: 1
This fine mantle is emblazoned with the holy symbol of The Storyteller, a New God, or a domain, magically altering itself as needed. While wearing the mantle, you count as wielding a holy symbol, though it does not occupy a wielded item slot.
Once per short rest you can use cure wounds as an innate (Religion) spell. If you are a cleric the amount healed is automatically maximized and you may spend a Hero Dice to use it additional times per short rest.
Cost & Creation
2,500 GP. You must be a cleric of at least 10th level.
Druid’s Furs
- Keywords: Iconic (item), druid
- Item Slot: Accessory.
- Attune?: Yes.
- Bulk: 1
This hooded mantle is made up of a predatory animal’s fur, with you gazing out from under its jaw. Once per long rest, you can enter a Wild Aspect that lasts for 3 rounds. Your druid circle is assumed to be the Circle of the Beast for the purpose of your wild aspect (though you gain no other benefits related to it).
If you are a druid you always count as being in a non-urban environment.
Cost & Creation
2,500 GP. You must be a druid of at least 10th level.
Elven Honor Blade
- Keywords: ironic (item), elf
- Item Slot: Wielded
- Attune?: Yes.
- Bulk: 1
The curved kris knife made of a dragon’s tooth that is inscribed with elven oaths of loyalty and vendetta in equal measure. Elves sometimes wear them as a fashion statement on their hip and as a warning- “cross me and I will draw my honor blade and utter your name”. It functions as a magical kukri that deals d8 damage (rather than d6). When drawn by its owner they can say a name (or otherwise unambiguously indicate a target) and swear an oath to kill them. Killing that person becomes an oath for you and you gain no benefits from resting while it is unfulfilled. However, while attacking the indicated creature you gain a Free Hero Dice on attack and damage rolls. You can end the oath by stating so outloud and doing 24 hours of meditation.
An elf who is attuned to this may have up to 3 vendettas sworn on this weapon at the same time.
Cost & Creation
2,500 GP. You must use the tooth of a dragon and swear an oath of vengeance that you then fulfill to forge an Elven Honor Blade.
Fighter’s Gauntlets
- Keywords: Iconic (item), fighter
- Item Slot: Hand.
- Attune?: Yes.
- Bulk: 1
These heavy armored gauntlets instill a warrior’s skill in those who wield it. When these gauntlets are worn you become Professional in all martial weapons.
If you have the fighter class, once per short rest you may declare a successful attack with a manufactured weapon to be a critical hit, regardless of what you rolled.
Cost & Creation
2,500 GP. You must be a fighter of at least 10th level, and craft the gauntlets from scraps of various martial weapons.
Gnomish Contraption
- Keywords: Iconic (item), gnome
- Item Slot: Wielded (see description)
- Attune?: Yes.
- Bulk: 2
This metal pole is dotted in odd protrusions, buttons, slides, knobs, and small valves. In fact, it never seems to have the same number of protruding buttons, slides, etc from day to day (and you’re pretty sure they are never in the same place twice). During a short rest, you may attempt a Dire (25) Arcane Lore or Tech Lore check. If you are successful it becomes an item that you could produce from your sundries (though the price is not drawn from there). If wielded as an item or weapon, a gnomish contraption always takes up 2 hands and functions as a quarterstaff (though if not wielded it takes up the appropriate item slot).
A gnomish contraction cannot become the same item twice in a row (though you may return to it after transforming it into a different item).
If you are a gnome, once per short rest when targeted by a spell as a reaction you may gain the effects of a 5th level spell shield.
Cost & Creation
1,000 GP. You must be a gnome and craft the item out of 5 or more items you have failed to properly craft.
Halfish Mess Kit
- Keywords: iconic (item), halfish
- Item Slot: -
- Attune?: Yes.
- Bulk: 2
This set of campfire cookware can be commanded to create a small fire suitable for cooking without requiring wood or tinder. It can also produce 1 meal for each friendly creature that sits around it during a rest and 2 meals for each halfkin (it’s a little biased). You can activate the mess kit with a Challenging (DC 20) Profession (Cook) check during a short or long rest. Failure means the mess kit doesn’t produce any food, though it still creates the cooking fire. When the mess kit is packed up, the fire extinguishes itself and the cookware is magically cleaned of grime, soot, and leftovers.
If you are a halfkin attuned to the mess kit, when using the mess kit during a short rest recover all lost HP and up to 5 Hero Dice (rather than the normal HP and Hero Dice recovery of a short rest).
Cost & Creation
1,000 GP. You must be a halfkin and during the creation of this item you must throw a party with at least 50 people and collectively consume the 2,000 GP crafting cost in food and/or drink. The leftover cookware becomes the Halflish Mess Kit.
Hammer of the Dwarven Halls
- Keywords: Iconic (item), dwarf
- Item Slot: Wielded.
- Attune?: Yes.
- Bulk: 3
This magical dwarmen warhammer can be wielded in one hand. Additionally, while attuned you gain +1 HP per level you have.
A dwarf attuned to this weapon is held in high prestige among their peers, as it is a symbol of power and office among the dwarves. You gain the Symbol of Office honor while attuned.
Cost & Creation
5,000 GP. A Hammer of the Dwarven Halls must be crafted by a dwarven ancient using a piece of their own body. This item is not typically sold (though it is not a true artifact).
Ranger’s Cloak
- Keywords: Iconic (item), ranger
- Item Slot: Accessory.
- Attune?: Yes.
- Bulk: 1
This heavy cloak has a fur collar, and attached hood. While wearing the cloak, you gain the base effects of a life bubble spell. Once per long rest, as an action you may designate a single creature as the target of a hunt, as though you were a ranger.
Additionally, if you are a ranger, all bows you wield have their critical hit range expanded by 1 (a normal weapon becomes 19-20, a 19-20 becomes an 18-20, etc).
Cost & Creation
2,500 GP. You must be a ranger of at least 10th level.
Rogue’s Gloves
- Keywords: Iconic (item), rogue
- Item Slot: Hand.
- Attune?: Yes.
- Bulk: L
These supple, black, leather gloves with attached bracers have extensive hidden pockets, leave no discernible marks, and can produce tools from the tips of their fingers. While you wear these gloves you always count as having thieves’ tools on hand. Additionally, you gain a Free Hero dice on any attempt to detect, disarm, or create traps while wearing them.
If you have the rogue class, select 1 exploit that you don’t know but otherwise qualify for. While wearing these gloves you count as having that exploit. Once the choice is made it can’t be changed.
Cost & Creation
2,500 GP. You must be a rogue of at least 10th level.
Shiny Gobish Tooth
- Keywords: Iconic (item), gobish
- Item Slot: accessory
- Attune?: Yes.
- Bulk: L
This gobish canine tooth is made from precious magical materials, when attuned, magically replaces one of your canine teeth (or equivalent). It causes your mouth to become a little wider, and your tongue to lengthen. Notably, you gain a small pocket dimension accessed through your cheeks; by reaching a hand in you may store or retrieve items of up to 1 bulk. You can store up to 10 bulk worth of items in this space.
If you are a goblin, in addition to the normal benefits you can store and retrieve items of up to 2 bulk, and you become Professional with your natural bite attack.
Cost & Creation
2,500 GP. You must be a goblin and gild one of your own teeth to craft this item.
Tusk Ring of the Orcish Hero
- Keywords: Iconic (item), orcish
- Item Slot: worn (ring)
- Attune?: Yes.
- Bulk: L
This knobby adamantine ring can be worn around the finger or on a tusk. If attuned by a non-orc it causes them to grow a set of impressive tusks, granting them a natural bite attack. If attuned by an orc it causes their tusks to deal d8 damage rather than d6 and become clad in adamantine. They are coated in scrimshaw-style reliefs depicting glorious actions of orcish heroes.
Cost & Creation
2,500 GP. You must be an orc and you must craft the ring from the armor or weapons of no less than 10 defeated enemies who put up a good fight.
Warlock’s Totem
- Keywords: Iconic (item), warlock
- Item Slot: Exotic.
- Attune?: Yes.
- Bulk: L
These small totemic items are blessed with the insight granted by pact patrons, whispering secrets to the bearer. Each totem is associated with a particular warlock pact. While you have one equipped, you gain a Free Hero Dice on skill checks made using the associated pact’s pact skill. Getting a warlock’s totem may require an oath of service to that patron (GM’s discretion).
If you have the warlock class, once per long rest you may cast foresight as a 3-action innate spell (Pact Skill).
Cost & Creation
2,500 GP. You must be a warlock of at least 10th level. You may only make a warlock’s totem of your own pact.
Wizard’s Hat
- Keywords: Iconic (item), wizard, spellcaster
- Item Slot: Head.
- Attune?: Yes.
- Bulk: L
This wide-brimmed, conical hat is made of fine cloth. While wearing the hat, you can speak and understand the Arcane language. If you have the Spellcaster keyword, you have 1 additional mana. This bonus mana is only granted upon attuning the item during a long rest. Unlike other magic items, this hat cannot be re-attuned for 24 hours after being attuned, nor can you attune to a different wizard’s hat during this period.
If you have the wizard class, you have 3 additional mana (instead of 1).
Cost & Creation
2,500 GP. You must be a wizard of at least 10th level.
