The Thane Crown (Diadem of Command)
Requires attunement. Once per long rest, able to cast Command as an action.
Command
1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
Cover of Baraz-Thrond (Shield of Compelled Duel)
Requires attunement. Once per long rest, able to cast Compelled Duel as a bonus action. This shield confers the normal +2AC when wielded in one hand.
Compelled Duel
1st-level enchantment
Casting Time: 1 bonus action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Ellendruil (Cloak of Invisibility)
Requires attunement. Once per long rest, able to cast Invisibility on self as an action.
Invisibility
2nd-level illusion
Casting Time: 1 action
Range: Touch
Components: S (pulling up the hood of the cloak)
Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
Drakenbane (+1 Lightning Handaxe)
A +1 magic handaxe (1d6, light, thrown (20/60)) that deals damage type lightning.
Zcriknorak (Phraint Ways Ring)
Requires attunement, race of phraint to use and attune. Allows the wielder to sense the location of the nearest traveling gate and any travelers who did not adequately pay for their usage of the ways, up to three miles away. If the owner dies while attuned, the ring loses its magical properties.
Wand of Gem Finding
Requires attunement. This wand has three charges. As an action, the wielder may wave the wand, which will indicate the direction and distance of the nearest gems (not including those held by the wielder). The range of the gems detected by the wand are up to 50ft.
Dragonfate Armour
Requires attunement. Scale armour (14AC + Dex modifier (up to +2), disadvantage stealth when worn). When within 120ft of a dragon, the armor glows faintly with the colour of the closest dragon. While worn, any critical hits on the wearer are instead normal hits. The armour requires that the attunement be to someone who is an effective conquerer and relentless leader of dragonkin, otherwise it will abandon the wearer and refuse to confer any properties. The personality of the armor is encouraging of behaviours of conquest.