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Shields (3)
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Wands (3)
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Adjustments | Adventuring Gear | Alchemical Items | Armor | Artifacts | Assistive Items | Consumables | Contracts | Cursed Items | Customizations | Grimoires | Held Items | Intelligent Items | Materials | Other | Relics | Runes | Services | Shields | Siege Weapons | Snares | Spellhearts | Staves | Structures | Tattoos | Vehicles | Wands | Weapons | Worn Items


Air Gifts | Beast Gifts | Celestial Gifts | Death Gifts | Dragon Gifts | Earth Gifts | Fiend Gifts | Fire Gifts | Life Gifts | Mind Gifts | Plant Gifts | Shadow Gifts | Soul Gifts | Water Gifts


Relics

Source Gamemastery Guide pg. 94
Some extraordinary magic items grow in power along with a character, gaining abilities that add to an adventurer’s legend. These are called relics, and owning one can define a character more than any other magic item could.

Relic Gifts

Gifts are divided up into three tiers. Minor gifts grant useful, often scaling abilities and are available early in a character’s career. Major gifts define a relic, determining its true purpose and granting powerful abilities. Grand gifts are the pinnacle of power, and most relics never have more than one.

The more gifts there are of one aspect, the more the relic reflects that aspect, and the more influence the aspect has on the character who wields it. An item with multiple shadow gifts might begin to lose its color. With four or five, the character that wields it might take on an ashen tone and the relic might become entirely made of shadow.

Gift Saves and Spell Attack Rolls

Many gifts allow for a saving throw or have other abilities that change as the relic goes up in level. The DC for any saving throw called for by a gift is its owner’s class DC or spell DC. The spell attack modifier of a gift is 10 lower than that DC. A relic’s counteract modifier is equal to its owner’s counteract modifier.

Soul Seeds

Part magical item, part undefined mote of sentience, soul seeds are sources of magic that come to reside within a creature, granting diverse and powerful abilities. In the rare cases when a soul seed isn't already bound to a living soul, it looks like a glowing mote with a crystal-like center, often centering on a point of light. For more detailed rules on soul seeds, read here.

Click here for the full rules on Relics.

Fiend Gifts

Curse WoundMinor Gift

CurseEvilNecromancy
Source Gamemastery Guide pg. 100
Aspect fiend; Prerequisite The relic is a weapon.
Activate ReactionReaction command; Trigger Your Strike with your relic deals damage to a creature within 60 feet; Effect The evil within your relic curses an enemy’s wound to ensure they won’t heal. The triggering creature must attempt a Will save or be unable to restore the Hit Points lost by damage from the triggering Strike until its next daily preparations. If you use Curse Wound on a creature already affected by your Curse Wound, your previous application expires.

Fiendish DefianceMinor Gift

Abjuration
Source Gamemastery Guide pg. 100
Aspect fiend; Prerequisite The relic is a worn item.
The fiendish power of your relic offers you more protection against celestials and allows you to ignore harm. While wearing the relic, you gain a +1 status bonus to AC against attacks by celestials and resistance to an energy type corresponding to the relic’s fiendish origin (such as fire resistance from a devil). The resistance is equal to half the relic’s level (minimum 1).

Little HelperMinor Gift

DivinationEvil
Source Gamemastery Guide pg. 100
Aspect fiend
Your relic awakens to sapience, developing a personality (usually one that clashes with your own). Your relic has an alignment corresponding to the type of fiend associated with the item, precise vision and imprecise hearing each out to 30 feet, the ability to understand and speak one language you know, and Intelligence, Wisdom, and Charisma modifiers of +0. Your item’s total Perception and Will modifiers are equal to your proficiency modifiers in Perception and Will, respectively. It is trained in the Lore associated with its fiend type (such as Demon Lore), for a total modifier of 2 + the relic’s level. Unlike most intelligent items, the relic has no actions or reactions and can’t use any of its own activations.

Fiendish BargainMajor Gift

DivinationEvil
Source Gamemastery Guide pg. 100
Aspect fiend
Activate Single ActionSingle Action command; Frequency once per hour; Effect You bargain with the evil force empowering your relic for a boon, though you must trade something in return. Select one of the following benefits to gain.
  • Your relic attempts to counteract a harmful condition affecting you.
  • You regain 3d8+16 Hit Points. This is a healing effect.
  • You gain a +2 status bonus to attack rolls for 1 minute.
One of the following randomly determined effects occurs to you in payment, after applying the benefit.
  • You are stupefied 1 for 1 minute.
  • You are clumsy 1 for 1 minute.
  • You lose 1d8 Hit Points.
  • You take a –1 penalty to damage rolls for 1 minute.

Profane FervorMajor Gift

EvilEvocation
Source Gamemastery Guide pg. 100
Aspect fiend
Activate Two ActionsTwo Actions command, Interact; Frequency once per day; Effect Profane energies twist your weapons, filling them with rage toward everything good. For 1 minute, your weapons and unarmed attacks gain the unholy weapon rune while you hold them. If a weapon is at its limit on property runes, you can choose one property rune on the weapon to go dormant while the unholy rune takes effect. In addition, successful Strikes your allies make while they’re within 30 feet of you deal 1 additional evil damage.

Command LegionGrand Gift

Conjuration
Source Gamemastery Guide pg. 100
Aspect fiend
Activate Three ActionsThree Actions command, envision; Frequency once per day; Effect Your relic opens a gate within itself, overwhelming your enemies with fiends. You cast 6th-level summon fiend, but summon two fiends instead of one, and you can command them both with 1 action to Sustain a Spell. If the relic has the profane fervor gift, this activation grants the effects of that gift as well, without expending its daily use. For the next minute, you can use the following activation.

Activate Free ActionFree Action envision; Trigger One of the fiends summoned by command legion is banished; Effect You summon that same fiend again in an adjacent space. The fiend returns at full Hit Points and all conditions, spells, and other effects on it end before you summon it again. However, it does not recover any limited-use abilities it used before, such as innate spells or abilities with a Frequency entry.