The Elves abandoned Midgard for other realms many ages ago. However, many of their mysterious, epic enchantments remained behind. Their unique artifacts and puissant magic items are still hidden deep in ancient forests and in timeless ruins for the intrepid (or foolhardy) adventurer to discover and claim.
Armours of the Cavalier
Armor, very rare, requires attunement
This +2 silvered plate mail is immune to all types of rust and magical rust attacks and spells. While wearing the armor, the character gains double proficiency on all riding-related checks and gains advantage on all attack rolls while charging on a mount.
Crystal Ship of the Aerie Courts
Wondrous item, legendary, requires attunement
This crystalline sailing ship is technically an elven construct but functions as a magic item, and it requires attunement. It weighs 100 pounds and is self-propelled. Once attuned and onboard, the owner can command the ship to move up to 60 feet per round while concentrating. The crystal ship can travel full speed against strong currents and winds, even safely navigate up vertical waterfalls. The ship can carry up to 6 Medium sized passengers or up to 2,400 pounds of cargo. Each passenger reduces the cargo capacity by 400 pounds. The crystal ship has a weak dome of force energy over its body that protects passengers and cargo from inclement non-magical weather and winds, which also grants disadvantage to non-magical ranged attacks against the passengers (arrows, crossbow bolts, and such). The ship is AC 23 and has 100 hit points. With the successful use of a legend lore spell or similarly powerful magic, characters can recover the rituals and command words to make the ship fly at 30 feet per round, enabling them to visit far Cathay, Hyperborea, the far side of Midgard’s disc, or even the Cosmic Courts of the Star Elves, far beyond Midgard’s watery rim.
Sword, very rare, requires attunement
This thin, curved mithril blade has a bell guard shaped like a curled, golden leaf. It gains advantage on attack rolls when used in melee against aberrations and constructs. Three times per day, the wielder can use an action and expend one charge to cast barkskin on themselves for ten rounds. It holds 3 charges and regains 1d3 charges daily at dawn.
Palimpsest of the Gentry
Wondrous Item, legendary, requires attunement by a spellcaster
This spellbook can be opened once per day, revealing a random spell from the spellcaster’s known spell list. The spell or ritual can be cast from the book without material or somatic components by being read aloud from the page, effectively giving the spellcaster one extra spell slot per day. Spells cannot be copied out of the palimpsest. If anyone tries, the page goes blank, the book slams shut and cannot be reopened until the dawn of the third day.
Psychopomp of the Elven Courts
Wondrous Item, legendary, requires attunement
This blue, glowing crystal is said to contain the arcane half of an ancient elf wizard’s soul. Any spellcaster that casts a legend lore spell while holding the psychopomp does not require any spell components, and gains twice as much detail as they would normally acquire from the spell.
Construct/Wondrous Item, very rare, requires attunement
This magic wagon is technically a construct, but functions as a magic item, and requires attunement. Constructed for ancient elf merchants by goblin and kobold smiths, walking carriages weigh 1200 pounds, have six mechanical legs made of cold iron, and are self-propelled (no draft animals required). Once attuned, the owner can command their carriage to move up to 30 feet per round indefinitely, so long as they remain within 30 feet of the carriage. Twice per day, the owner may command the carriage to “sprint” at double speed (60 feet per round) for up to 15 minutes. Afterward, the carriage can only move at half speed (15 feet per round) for 60 minutes. The carriage can mount any slope up to a 45-degree angle and ignores difficult terrain but cannot climb or surmount vertical walls or cliffs. Any creature trampled by the carriage takes 2d12 bludgeoning damage, 4d12 if the carriage is sprinting. If the owner moves more than 30 feet away from the carriage, it stops and remains where it is until the owner moves back within range or the carriage is reattuned to a new owner. The carriage can carry up to 8 Medium sized passengers, or up to 3,200 pounds of cargo. Each passenger reduces the cargo capacity by 400 pounds. The carriage has a weak dome of force energy over the body of the carriage that protects passengers and cargo from inclement non-magical weather and winds, which also grants disadvantage to non-magical ranged attacks against the passengers (arrows, crossbow bolts, and such). The carriage is AC 19 and has 50 hit points.