Posts

Showing posts with the label Magic Item

Prentice Wand

Wondrous item, uncommon (requires attunement) This carved wooden wand has 1-3 charges when found. As an action the bearer can expend spell slots with total level 3 or more to return one charge to the wand. The bearer may also, as an action, expend one charge to regain one first level spell slot. The wand may hold a maximum of 3 charges.

Living Shield

Armor (shield), uncommon (requires attunement) This shield appears to made from wood and leather. Upon attunement it merges with the arm of the bearer, and can move of its own will. The bearer can benefit from the armor bonus of the shield even when using a two-handed weapon.

Holy Thunderforce

Warhammer, uncommon (requires attunement by a cleric of the tempest domain) This warhammer is a magic weapon made of shining steel. Whenever you roll minimum damage with it, it gains a charge. It can only have one charge at a time. When you hit a creature with this weapon you may expend a charge to smite the target. Your attack deals an additional 2d6 thunder damage, and the target is knocked prone.

Still Staff

Weapon (quarterstaff), uncommon This is, to all forms of examination, a plain hickory staff. The bearer can hold the staff upright while resting it on the ground and make a mental command (an action), and the staff becomes immobile and unbreakable. The bearer can touch the staff and mentally will it to become movable again (an action).

The Eleventh Eye

Ring, uncommon (requires attunement) This brass ring requires the bearer to look through it at a scene for one minute to become attuned to it. Thereafter, looking through the ring shows the bearer a view of that scene as it currently looks.

Diamondpoint

Weapon (rapier), very rare This weapon seems incredibly thin, but is hard and durable enough to serve as a weapon. You have resistance to lightning damage. This rapier is a magic weapon that grants a +2 bonus to attack and damage rolls made with it. You can ignore resistance and immunity to this weapon’s damage.

Loraq’s Loquacious Lenses

Wondrous item, uncommon (requires attunement) These lenses appear as common spectacles that a scholar might wear. When a creature you can see speaks in a language you do not understand, the lenses cause a written translation to scroll past your eyes. The text is visible only to you, and provides a literal translation as per the spell comprehend languages .

Cloak of Insanity

Wondrous item, uncommon (requires attunement) This cloak appears to be made of swirling mist, which draws the eye of all who meet the bearer. You can use a bonus action to give a creature within 30ft that you can see disadvantage on their next attack against you.

Boots of the High Plains

Wondrous item, rare (requires attunement) These well worn leather boots are plain and unadorned, but sturdy. The bearer has advantage on saving throws caused by a forced march. After twenty four hours spent wearing the boots the bearer removes one level of exhaustion. The bearer can use an action to determine which way is north.

Periapt of Pain

Wondrous item, uncommon (requires attunement) This functions as a periapt of wound closure. Curse . This item is cursed. When the bearer suffers a critical hit from a bludgeoning, piercing, or slashing weapon attack, the curse is activated. They are immediately wracked with intense pain, falling prone and are incapacitated. They remain incapacitated until they receive healing. Thereafter, whenever the bearer takes bludgeoning, piercing, or slashing damage from a critical hit from a weapon attack, they must make a constitution saving throw, DC 15, or become incapacitated until they receive healing. It cannot be removed unless a remove curse spell is used.

Hat of Horror

Wondrous item, uncommon (requires attunement) This hat is plain but stylish, and seems to suit any occasion. If the bearer ever suffers from the frightened condition, they can use a bonus action to toss the hat at the source of the fear, and the frightened condition ends.

Ring of Misfortune

Ring, uncommon (requires attunement) This ring is made of heavy gold with gaudy jewels. The ring has 3 charges. Once per round, the bearer may expend one charge to add a d6 to a saving throw made by a creature within 30’. You can do so after seeing the initial roll but before any of the roll's effects occur. The ring regains 1 expended charge whenever you fail a saving throw.

Mantle of Temperate Climes

Wondrous item, uncommon (requires attunement) This light robe causes a continuous fresh breeze to blow around the bearer, keeping them relatively cool in hot weather and warm in cold weather. You have advantage on saving throws against fire and cold based effects, such as a red dragon’s breath weapon, or a cone of cold spell .

Scholar’s Lenses

Wondrous item, uncommon (requires attunement) When worn these spectacles allow the bearer to read any written language. Only the literal meaning is revealed, similar to the spell comprehend languages .

Tasha’s Shroud

Wondrous item, uncommon This cape appears to be made from the skin of a lizard or other scaly beast. While worn, it causes the wearer to appear to transform into a draconic humanoid in battle. Attacks with slashing weapons appear to be claw attacks, piercing attacks appear as bites, and bludgeoning attacks as tail slams. A spell such as burning hands appears as dragon breath. Depending on the viewer, this may grant advantage on Charisma (intimidate) checks, at the DM’s discretion.

Daoud's Armor

Armor (plate), rare This magic armor is fashioned from many turtle shells, and is sized to fit an extremely fat human. It functions as mariner’s armor , and in addition does not impose disadvantage on Dexterity (stealth) checks.

Classy Case

Wondrous item, uncommon This case appears to be made of black glass. When touched to an arcane focus, it covers it completely, leaving it looking slightly thicker, and shiny black. It can still be used as normal, and grants the bearer +1 on spell attack rolls.

Liddel’s Almanac

Wondrous item, uncommon This well used book of facts may be used to cast the augury spell if it is consulted for ten minutes. After use, this ability cannot be used again until the following dawn.

Badge of Honour

Wondrous item, uncommon (requires attunement) This symbol is usually of religious or civic significance. When presented to citizens of the issuing authority (a bonus action), the bearer has advantage on all Charisma checks and Wisdom checks related to those citizens. If the bearer or their allies attack, cast a spell, or damage those citizens then the effect ends.

Skeleton Key

Wondrous item, uncommon This key appears to be made from a single bone. It grants a +5 bonus on checks to unlock doors.