One unit warlord from your army may choose a magic item.
The Kingdoms
Crown of Command The bearer’s Moment of Courage range increases from 3" to 6".
Shield of Helios Once per round, change one failed armour roll made by the bearer into a successful roll.
Hammer of the Mountain The bearer’s melee attacks gain +1 Pierce. Against Siege and Fortification units, they also gain +1 Damage.
Angel-Forged Armour Attacks against the bearer cannot have better than -2 Pierce.
Radiant Spell Tome The bearer knows Beam of Light. If already known, it receives +1 to cast it instead.
Griffon-Feather Cloak The bearer ignores damage from Crash and Burn, dangerous terrain and dispersed objects. It may also move through friendly units.
Da Orcs
Boss’s Iron Jaw The first time the bearer would be destroyed, roll a D6. On a 3+, it remains in play with 1 Health.
Axe of Excessive Choppin’ Each unmodified hit roll of 6 generates one additional melee attack. Additional attacks cannot generate more attacks.
Lucky Goblin Skull Once per round, the bearer may reroll one D6. If the new result is a 1, the bearer suffers 1 damage.
Boots of Stompin’ After the bearer charges, select one enemy model in base contact. It immediately suffers one attack with -1 Pierce and D3 Damage.
Witch’s Shrunken Head Once per round, the bearer may add or subtract 1 from one casting or dispel roll after seeing the result.
Red Warpaint The bearer gains +2" Speed and adds +2" to its charge rolls.
The Undead
Crown of the Restless At the beginning of the bearer’s turn, heal it 1 Health for every friendly Dispelable unit within 3", to a maximum of 2 Health.
Blade of the Last Breath Whenever the bearer destroys an enemy model in melee, it heals 1 Health, to a maximum of 3 Health per round.
Grimoire of Endless Graves Once per game, the bearer may cast Raise Dead without making a casting roll.
Armour of Bound Souls When the bearer suffers damage, roll one D6 for each point of damage. Each roll of 6 ignores one point of damage.
Lantern of Lost Spirits The bearer gains Fear. If it already has Fear, increase its Fear range from 3" to 6".
Shroud of the Wraith Once per game, at the beginning of any phase, the bearer becomes Ethereal until the end of that phase.
The Elves
Moonbow of the Hunt The bearer’s ranged attacks ignore Hard to Hit and penalties caused by cover or terrain.
Glaive of the Demon Hunter The bearer’s melee weapons gain Envenomed Weapon. Against Demons and Dispelable units, they also gain +1 Damage. Envenomed Weapon: For each attack that damages a unit, place a poison counter beside that unit. At the end of its controlling player's move phase, it takes 1 additional damage per poison counter. Each counter also reduces its move, advance, charge and Nimble movement by 1 inch. Treants and units with Dispelable cannot be poisoned.
Cloak of Autumn Leaves Ranged attacks against the bearer suffer -1 to hit. This does not stack with Hard to Hit.
Heartwood Staff Once per round, the bearer may heal itself or a friendly Treant or Wisp within 3" for D3 Health. It cannot return destroyed models.
Charm of the Swift Stag The bearer gains +2" Speed and may make a 3" move after making ranged attacks. It cannot enter combat with this movement.
Circlet of the Archdruid Once per round, the bearer may reroll one casting or dispel roll. If both results fail, it suffers 1 damage.