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Items

2565 of 2565 entries · Showing 1901–1950

Ruidium Blowgun

Type

Ranged Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

1

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Proficiency: martial, blowgun

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1

Damage Type

Piercing

Properties

M,A,LD

Range

25/100

Ruidium Breastplate

Type

Medium Armor

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

20

Description

This magic armor has a dull, rusty color or has veins of ruidium running through it. While you wear this armor, you gain the following benefits:

• You have resistance to psychic damage.

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Corruption. When you roll a 1 on a saving throw while wearing this armor, you must make a DC 15 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and ruidium armor becomes +1 armor.

Source: Critical Role: Call of the Netherdeep p. 215

Armor Class

14

Ruidium Chain Mail

Type

Heavy Armor

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

55

Description

This magic armor has a dull, rusty color or has veins of ruidium running through it. While you wear this armor, you gain the following benefits:

• You have resistance to psychic damage.

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Corruption. When you roll a 1 on a saving throw while wearing this armor, you must make a DC 15 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and ruidium armor becomes +1 armor.

Source: Critical Role: Call of the Netherdeep p. 215

Armor Class

16

Strength

13

Stealth

1

Ruidium Chain Shirt

Type

Medium Armor

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

20

Description

This magic armor has a dull, rusty color or has veins of ruidium running through it. While you wear this armor, you gain the following benefits:

• You have resistance to psychic damage.

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Corruption. When you roll a 1 on a saving throw while wearing this armor, you must make a DC 15 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and ruidium armor becomes +1 armor.

Source: Critical Role: Call of the Netherdeep p. 215

Armor Class

13

Ruidium Club

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

2

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Proficiency: simple, club

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d4

Damage Type

Bludgeoning

Properties

L

Ruidium Dagger

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

1

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Proficiency: simple, dagger

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d4

Damage Type

Piercing

Properties

F,L,T

Range

20/60

Ruidium Dart

Type

Ranged Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

0.25

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Proficiency: simple, dart

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d4

Damage Type

Piercing

Properties

F,T

Range

20/60

Ruidium Flail

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

2

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Proficiency: martial, flail

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d8

Damage Type

Bludgeoning

Properties

M

Ruidium Glaive

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

6

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, glaive

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d10

Damage Type

Slashing

Properties

M,H,R,2H

Ruidium Greataxe

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

7

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, greataxe

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d12

Damage Type

Slashing

Properties

M,H,2H

Ruidium Greatclub

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

10

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: simple, greatclub

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d8

Damage Type

Bludgeoning

Properties

2H

Ruidium Greatsword

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

6

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, greatsword

Source: Critical Role: Call of the Netherdeep p. 216

Damage

2d6

Damage Type

Slashing

Properties

M,H,2H

Ruidium Halberd

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

6

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, halberd

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d10

Damage Type

Slashing

Properties

M,H,R,2H

Ruidium Half Plate Armor

Type

Medium Armor

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

40

Description

This magic armor has a dull, rusty color or has veins of ruidium running through it. While you wear this armor, you gain the following benefits:

• You have resistance to psychic damage.

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Corruption. When you roll a 1 on a saving throw while wearing this armor, you must make a DC 15 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and ruidium armor becomes +1 armor.

Source: Critical Role: Call of the Netherdeep p. 215

Armor Class

15

Stealth

1

Ruidium Hand Crossbow

Type

Ranged Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

3

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Proficiency: martial, hand crossbow

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d6

Damage Type

Piercing

Properties

M,A,L,LD

Range

30/120

Ruidium Handaxe

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

2

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Proficiency: simple, handaxe

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d6

Damage Type

Slashing

Properties

L,T

Range

20/60

Ruidium Heavy Crossbow

Type

Ranged Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

18

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, heavy crossbow

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d10

Damage Type

Piercing

Properties

M,A,H,LD,2H

Range

100/400

Ruidium Javelin

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

2

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Proficiency: simple, javelin

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d6

Damage Type

Piercing

Properties

T

Range

30/120

Ruidium Lance

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

6

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Proficiency: martial, lance

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d12

Damage Type

Piercing

Properties

M,R,S

Ruidium Light Crossbow

Type

Ranged Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

5

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: simple, light crossbow

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d8

Damage Type

Piercing

Properties

A,LD,2H

Range

80/320

Ruidium Light Hammer

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

2

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Proficiency: simple, light hammer

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d4

Damage Type

Bludgeoning

Properties

L,T

Range

20/60

Ruidium Longbow

Type

Ranged Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

2

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, longbow

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d8

Damage Type

Piercing

Properties

M,A,H,2H

Range

150/600

Ruidium Longsword

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

3

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Proficiency: martial, longsword

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Ruidium Mace

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

4

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Proficiency: simple, mace

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d6

Damage Type

Bludgeoning

Ruidium Maul

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

10

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, maul

Source: Critical Role: Call of the Netherdeep p. 216

Damage

2d6

Damage Type

Bludgeoning

Properties

M,H,2H

Ruidium Morningstar

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

4

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Proficiency: martial, morningstar

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d8

Damage Type

Piercing

Properties

M

Ruidium Net

Type

Ranged Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

3

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Special. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Proficiency: martial, net

Source: Critical Role: Call of the Netherdeep p. 216

Properties

M,S,T

Range

5/15

Ruidium Pike

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

18

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, pike

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d10

Damage Type

Piercing

Properties

M,H,R,2H

Ruidium Plate Armor

Type

Heavy Armor

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

65

Description

This magic armor has a dull, rusty color or has veins of ruidium running through it. While you wear this armor, you gain the following benefits:

• You have resistance to psychic damage.

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Corruption. When you roll a 1 on a saving throw while wearing this armor, you must make a DC 15 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and ruidium armor becomes +1 armor.

Source: Critical Role: Call of the Netherdeep p. 215

Armor Class

18

Strength

15

Stealth

1

Ruidium Quarterstaff

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

4

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Proficiency: simple, quarterstaff

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d6

Two-handed Damage

1d8

Damage Type

Bludgeoning

Properties

V

Ruidium Rapier

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

2

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Proficiency: martial, rapier

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d8

Damage Type

Piercing

Properties

M,F

Ruidium Ring Mail

Type

Heavy Armor

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

40

Description

This magic armor has a dull, rusty color or has veins of ruidium running through it. While you wear this armor, you gain the following benefits:

• You have resistance to psychic damage.

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Corruption. When you roll a 1 on a saving throw while wearing this armor, you must make a DC 15 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and ruidium armor becomes +1 armor.

Source: Critical Role: Call of the Netherdeep p. 215

Armor Class

14

Stealth

1

Ruidium Scale Mail

Type

Medium Armor

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

45

Description

This magic armor has a dull, rusty color or has veins of ruidium running through it. While you wear this armor, you gain the following benefits:

• You have resistance to psychic damage.

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Corruption. When you roll a 1 on a saving throw while wearing this armor, you must make a DC 15 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and ruidium armor becomes +1 armor.

Source: Critical Role: Call of the Netherdeep p. 215

Armor Class

14

Stealth

1

Ruidium Scimitar

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

3

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Proficiency: martial, scimitar

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d6

Damage Type

Slashing

Properties

M,F,L

Ruidium Shield

Type

Shield

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

6

Description

Tendrils of ruidium extend across the metal surface of this shield. While this shield is on your person, you gain the following benefits:

• You have resistance to psychic damage.

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Psychic Reflection. When you take psychic damage while holding the shield, you can use your reaction to choose another creature you can see within 30 feet of you. That creature takes the psychic damage you would have taken.

Ruidium Corruption. When you use the shield's Psychic Reflection property, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium shield becomes a +2 shield.

Source: Critical Role: Call of the Netherdeep p. 215

Armor Class

2

Ruidium Shortbow

Type

Ranged Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

2

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: simple, shortbow

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d6

Damage Type

Piercing

Properties

A,2H

Range

80/320

Ruidium Shortsword

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

2

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Proficiency: martial, shortsword

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Ruidium Sickle

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

2

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Proficiency: simple, sickle

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d4

Damage Type

Slashing

Properties

L

Ruidium Sling

Type

Ranged Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

Proficiency: simple, sling

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d4

Damage Type

Bludgeoning

Properties

A

Range

30/120

Ruidium Spear

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

3

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Proficiency: simple, spear

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Properties

T,V

Range

20/60

Ruidium Splint Armor

Type

Heavy Armor

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

60

Description

This magic armor has a dull, rusty color or has veins of ruidium running through it. While you wear this armor, you gain the following benefits:

• You have resistance to psychic damage.

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Corruption. When you roll a 1 on a saving throw while wearing this armor, you must make a DC 15 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and ruidium armor becomes +1 armor.

Source: Critical Role: Call of the Netherdeep p. 215

Armor Class

17

Strength

15

Stealth

1

Ruidium Trident

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

4

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Proficiency: martial, trident

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Properties

M,T,V

Range

20/60

Ruidium War Pick

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

2

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Proficiency: martial, war pick

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d8

Damage Type

Piercing

Properties

M

Ruidium Warhammer

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

2

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Proficiency: martial, warhammer

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d8

Two-handed Damage

1d10

Damage Type

Bludgeoning

Properties

M,V

Ruidium Whip

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

3

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Proficiency: martial, whip

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d4

Damage Type

Slashing

Properties

M,F,R

Ruidium Yklwa

Type

Melee Weapon

Magic

Yes

Details

Very Rare (Requires Attunement)

Weight

3

Description

This magic weapon has a dull, rusty color or has veins of ruidium running through it. While this weapon is on your person, you gain the following benefits:

• You can breathe water.

• You gain a swimming speed equal to your walking speed.

Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.

Ruidium Corruption. When you roll a 1 on an attack roll made with this weapon, you must make a DC 20 Charisma saving throw. On a failed save, you gain 1 level of exhaustion. If you are not already suffering from ruidium corruption, you become corrupted when you fail this save.

If Ruidium Is Destroyed. If the Apotheon is killed or redeemed, all the ruidium in Exandria is destroyed instantly, and a ruidium weapon becomes a +2 weapon.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Proficiency: simple, yklwa

Source: Critical Role: Call of the Netherdeep p. 216

Damage

1d8

Damage Type

Piercing

Properties

T

Range

10/30

Ruin's Wake

Type

Melee Weapon

Magic

Yes

Details

artifact (requires attunement)

Weight

3

Value

1.0

Properties

T,V

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Range

20/60

Description

This spear is made from the ivory bone of an ancient gold dragon and carved with an Orc hymn to Gruumsh.

Sentience: Ruin's Wake is a sentient chaotic evil weapon with an Intelligence of 20, a Wisdom of 16, and a Charisma of 22. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Orc.

Personality: A slaughter-loving balor named Yarrowish lives within Ruin's Wake. The weapon desires only to draw blood and pushes its wielder to solve problems with violence.

Dormant: The spear grants the following benefits in its dormant state:

• You can speak, read, and write Abyssal and Orc.

• You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d8 piercing damage to any target it hits. Immediately after you make a ranged attack with this weapon, it flies back to your hand.

• As a reaction when you are hit by a melee attack, you can make a melee attack with Ruin's Wake with advantage against the attacker. You can't use this property again until you finish a short or long rest.

Awakened: When the spear reaches an awakened state, it gains the following properties:

• The weapon's bonus to attack and damage rolls increases to +2, and the extra piercing damage dealt by the weapon increases to 2d8.

• When you hurl the spear and speak a command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a creature you can see within 120 feet of you. Each creature in the line, excluding you, must make a DC 15 Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one. Ruin's Wake then returns to your hand. This property can't be used again until the next dawn.

Exalted: When the spear reaches an exalted state, it gains the following properties:

• The weapon's bonus to attack and damage rolls increases to +3.

• While holding the spear, you can let out a battle cry as a bonus action. Each creature you choose within 30 feet of you gains advantage on attack rolls until the start of your next turn. This property can't be used again until the next dawn.

• When you reduce a creature to 0 hit points with an attack from the spear, you can regain hit points equal to the damage you dealt with the attack. This property can't be used again until the next dawn.

Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.

Source: Explorer's Guide to Wildemount p. 277

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Dice Rolls

1d8

2d8

8d6

Ruinblade

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

6

Description

Ruinblade is a unique weapon possessed by Moghadam, the architect of the Tomb of Horrors. A symbol of his authority, Moghadam carries the weapon during the time frame of the adventure to intimidate the tomb's workers. (In later years, after Acererak trapped Moghadam in the completed tomb as an undead archwraith, Moghadam was able to use the weapon as his own phylactery.)

A small jade version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The blade always appears ruined and rusting, and causes its surroundings to appear reflected in the blade as if in a state of decay.

You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with it, the attack deals an extra 1d8 force damage.

In addition, the weapon has the following properties:

Blighted Ruin. You can cast the blight spell from the weapon (DC 15). Once used, this property of the weapon can't be used until the next dawn.

Destructive Ruin. You can cast the disintegrate spell from the weapon, but can target only a nonmagical object or a creation of magical force. Once used, this property of the weapon can't be used until dawn seven days later.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.

The weapon must take direct part in the destruction of 1,000 gp worth of materials and objects every seven days, or a conflict arises between you and the weapon at the end of the seventh day.

Sentience. Ruinblade is a sentient lawful evil weapon with an Intelligence of 15, a Wisdom of 8, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is a rough, ruined echo. While you are attuned to it, Ruinblade also understands every language you know.

Personality. Ruinblade speaks either with a dolorous or frenetic tone, depending on its mood. That mood improves when the sword is actively engaged in acts of destruction, but worsens if the blade is left inactive too long.

The weapon's purpose is to ruin and unmake existing objects, so that its owner can rebuild the world from a blank slate. It thus encourages its wielder to engage in constant destruction, claiming that this will allow the creation of a more superior vision from the ruin of what came before.

Source: Infernal Machine Rebuild p. 95

Modifier

melee attacks +2

Category

bonus

melee damage +2

Category

bonus

Damage

2d6

Damage Type

Slashing

Properties

M,H,2H

Ruinous Flail

Type

Melee Weapon

Magic

Yes

Weight

2

Details

rare (requires attunement)

Description

This ash-gray flail is cold to the touch. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals double damage to objects and structures.

Additionally, when you hit a creature with this weapon, you can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature has the poisoned condition for 1 minute. The poisoned creature takes 2d4 necrotic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property is used in this way, it can't be used again until the next dawn.

Source: The Book of Many Things p. 37

Damage

1d8

Damage Type

Bludgeoning

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

Sack

Type

Adventuring Gear

Weight

0.5

Description

A sack can hold up to 1 cubic foot or 30 pounds of gear.

Source: Player's Handbook p. 153

Value

0.01