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<blockquote data-quote="Voadam" data-source="post: 9204566" data-attributes="member: 2209"><p><a href="https://nerdarchy.com/product/mage-forge-magic-items-for-5th-edition-pdf/" target="_blank">Mage Forge — Magic Items for 5th Edition</a></p><p>5e</p><p><strong>Undead, Undead Creature:</strong> Wraith Wrap magic item.</p><p><strong>Shambling Undead:</strong> ?</p><p><strong>Powerful Undead:</strong> ?</p><p><strong>Evil Undead:</strong> ?</p><p><strong>Skeleton:</strong> Flute of the Danse Macabre magic item.</p><p><strong>Wight:</strong> Necrodrum magic item.</p><p><strong>Wraith:</strong> Hoarfrost armor magic item.</p><p></p><p>Flute of the Danse Macabre</p><p>Wondrous item, rare (requires attunement by a spellcaster)</p><p>This flute is carved from the hollowed out arm bone of a Large creature, with holes drilled into the top to change the pitch of the sound when wind is blown through. As an action you can play the flute and choose a pile of bones within 30 feet, expending a spell slot to animate a number of skeletons equal to the level of the spell slot you expend. The skeletons animate for one minute and you may only have one set of skeletons active at a time.</p><p>On each of your turns, you can use a bonus action to mentally command any skeletons you made if they are within 60 feet of you (if you control multiple skeletons you can command any or all of them at the same time, issuing the same command to each one). You decide what action the skeletons will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular chamber or corridor.</p><p>If you issue no commands, the skeletons only defend themselves against hostile creatures. Once given an order, the skeletons continue to follow it until the task is complete.</p><p></p><p>Hoarfrost Armor</p><p>Armor (plate), very rare (requires attunement)</p><p>This plate armor is constantly cool with a sheen of ice over the metal comprising it. When worn until it is attuned to, it sends a chill to your core. Once attuned to, this chill disappears and the Hoarfrost Armor grants you resistance to cold damage.</p><p>You have a +1 bonus to AC while wearing this armor.</p><p>Whenever you are hit with a melee attack you can use your reaction to force the attacker to make a DC 13 Constitution saving throw, taking 3d6 cold damage on a failed save and half as much on a successful one as the frost from the armor flashes along the creature’s weapon to nip at their hands and bodies in recompense for daring to strike its master.</p><p>While attuned to the armor you are vulnerable to fire. If fire damage reduces you to 0 hit points while wearing the armor you die as your body is incinerated and you rise 24 hours later as a wraith.</p><p></p><p>Necrodrum</p><p>Wondrous item, very rare (requires attunement by a spellcaster)</p><p>This drum is imbued with necromantic magic and radiates heavily so under detect magic spells. When you play this drum made of bones covered by stitched and stretched hides with bone drumsticks you can coax dark magic from the rhythm.</p><p>While holding the drum you can use your action to choose a Medium or Small humanoid corpse within 60 feet and reanimate it as a wight under your control. (The GM has game statistics for this creature). You can’t use this property again until you finish a long rest. As a bonus action on each of your turns you can mentally command the wight if it is within 60 feet of you. You decide what action the wight takes and where it moves during its next turn, or you can issue a general command. If you issue no commands the wight only defends itself against hostile creatures. Once given an order the wight continues to follow it until its task is complete.</p><p>The wight is under your control for 24 hours, after which it stops obeying any command you have given it. Once every 24 hours, you can play the drum to reassert control over the wight you animated with it.</p><p>In addition you can play the drum as an action to cast the create undead spell. Once the drum has created an undead creature, it can’t do so again until 7 days have passed.</p><p></p><p>Wraith Wrap</p><p>Wondrous item, rare</p><p>While you wear this black and gray tattered scrap of cloth as a mantle about your neck and shoulders your type counts as undead.</p><p>You can use your bonus action to become incorporeal for up to 1 minute at a time. Once you use this property it cannot be used again for 10 minutes. While incorporeal you can move through other creatures and objects as if they were difficult terrain. If you are in a solid object when your time runs out you are shunted to the closest unoccupied space regardless of direction and you take 1d6 points of damage for every 5 feet you are forced to travel.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9204566, member: 2209"] [URL=https://nerdarchy.com/product/mage-forge-magic-items-for-5th-edition-pdf/]Mage Forge — Magic Items for 5th Edition[/URL] 5e [b]Undead, Undead Creature:[/b] Wraith Wrap magic item. [b]Shambling Undead:[/b] ? [b]Powerful Undead:[/b] ? [b]Evil Undead:[/b] ? [b]Skeleton:[/b] Flute of the Danse Macabre magic item. [b]Wight:[/b] Necrodrum magic item. [b]Wraith:[/b] Hoarfrost armor magic item. Flute of the Danse Macabre Wondrous item, rare (requires attunement by a spellcaster) This flute is carved from the hollowed out arm bone of a Large creature, with holes drilled into the top to change the pitch of the sound when wind is blown through. As an action you can play the flute and choose a pile of bones within 30 feet, expending a spell slot to animate a number of skeletons equal to the level of the spell slot you expend. The skeletons animate for one minute and you may only have one set of skeletons active at a time. On each of your turns, you can use a bonus action to mentally command any skeletons you made if they are within 60 feet of you (if you control multiple skeletons you can command any or all of them at the same time, issuing the same command to each one). You decide what action the skeletons will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the skeletons only defend themselves against hostile creatures. Once given an order, the skeletons continue to follow it until the task is complete. Hoarfrost Armor Armor (plate), very rare (requires attunement) This plate armor is constantly cool with a sheen of ice over the metal comprising it. When worn until it is attuned to, it sends a chill to your core. Once attuned to, this chill disappears and the Hoarfrost Armor grants you resistance to cold damage. You have a +1 bonus to AC while wearing this armor. Whenever you are hit with a melee attack you can use your reaction to force the attacker to make a DC 13 Constitution saving throw, taking 3d6 cold damage on a failed save and half as much on a successful one as the frost from the armor flashes along the creature’s weapon to nip at their hands and bodies in recompense for daring to strike its master. While attuned to the armor you are vulnerable to fire. If fire damage reduces you to 0 hit points while wearing the armor you die as your body is incinerated and you rise 24 hours later as a wraith. Necrodrum Wondrous item, very rare (requires attunement by a spellcaster) This drum is imbued with necromantic magic and radiates heavily so under detect magic spells. When you play this drum made of bones covered by stitched and stretched hides with bone drumsticks you can coax dark magic from the rhythm. While holding the drum you can use your action to choose a Medium or Small humanoid corpse within 60 feet and reanimate it as a wight under your control. (The GM has game statistics for this creature). You can’t use this property again until you finish a long rest. As a bonus action on each of your turns you can mentally command the wight if it is within 60 feet of you. You decide what action the wight takes and where it moves during its next turn, or you can issue a general command. If you issue no commands the wight only defends itself against hostile creatures. Once given an order the wight continues to follow it until its task is complete. The wight is under your control for 24 hours, after which it stops obeying any command you have given it. Once every 24 hours, you can play the drum to reassert control over the wight you animated with it. In addition you can play the drum as an action to cast the create undead spell. Once the drum has created an undead creature, it can’t do so again until 7 days have passed. Wraith Wrap Wondrous item, rare While you wear this black and gray tattered scrap of cloth as a mantle about your neck and shoulders your type counts as undead. You can use your bonus action to become incorporeal for up to 1 minute at a time. Once you use this property it cannot be used again for 10 minutes. While incorporeal you can move through other creatures and objects as if they were difficult terrain. If you are in a solid object when your time runs out you are shunted to the closest unoccupied space regardless of direction and you take 1d6 points of damage for every 5 feet you are forced to travel. [/QUOTE]
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