Want the perfect magic item to help your Villainous Options playtest character feel a little more, well, villainous? Try one of these.
Look, there’s no shame in being just a little bit edgy. Especially since WotC recently released a whole Unearthed Arcana full of “Villainous Options” that include everything from a literal Hell Knight to a Sorcerer corrupted by the chaotic evil magic of the Abyss. And if you’re taking one of those new subclasses for a playtest, you miiiight just want to have some accessories that lean into that fantasy a little bit.
Fortunately, there are plenty of magic items that are on-theme (and also pretty powerful on any character). Items like…
Nine Lives Stealer
You know, any item that has “lives stealer” in the name has got to feel just a little bit villainous. You certainly don’t read too many stories where the heroes go around draining the life force of their enemies. And the Nine Lives Stealer is a powerful weapon charged with energy that is inimical to all living things. Specifically, it comes with 1d8 + 1 charges – and whenever you roll a natural 20, while attacking a creature with under 100 hit points, they have to save or be instantly slain as the sword “tears its life force from its body.”
You know, evil sword. Perfect for a Hell Knight or Death Knight or what have you.
Executioner’s Axe
Along the same lines, but both more and less dramatic (more dramatic because of looks, less dramatic because of in-game mechanics) is the Executioner’s Axe. This is a Greataxe that is designed for executions, which immediately conjures a spooky vibe (though not necessarily inherently villainous). Where the villainy element comes in is that any time you hit a human target with this axe, they take 2d6 extra damage, and you gain that many temporary hit points as you drain the life force from their body.
Talisman of Ultimate Evil
Now we’re talking. This one has “ultimate evil” right in the name. As far as magic items go? It’s pretty villainous. It symbolizes “unrepentant evil,” and in the game, only Fiends and Undead can hold it – fortunately, the new playtest offers two different paths to change your creature type to Undead (Path of the Lich and Path of the Death Knight). While wielding it, you get a +2 to any spell attack rolls, and you also can spend one of its six charges to create a flaming fissure beneath the target that instantly destroys whoever falls into it, unless they save, in which case they only take 4d6 Psychic Damage.
Sword of Vengeance
This sword is cursed. Which makes it perfect for a wannabe villain who wields a cursed magic sword but fights on despite it. It’s only a +1 sword, and whenever you get hit by a creature you have to save or be compelled to attack the creature that damaged you until it or you are dead. Not powerful, but it’s perfect if you’re playing a villainous option character at only, say, 3rd level.
Mace of Terror
This mace sounds like a metal band name, so you know it’s leaning a bit villainous. And it’s pretty handy for the right kind of character because you can spend a charge from this Mace to release a wave of pure terror that gives any creature of your choice within 30 feet of you the Frightened condition for 1 minute (unless they make a save). And while they’re frightened, they can only move away from you and can only take the Dash action or try to Dodge if they can’t get away from you. So they cower in terror while you cut them down. Or bash them down, because this is a Mace.
What do you pick if you’re going to be a Stealth machine?
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