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Published by TCR, 2023-07-25 21:30:52

Masterwork v11

26/01/24

Enchantments - Defence Break ID Sockets(-) Effect Description Encahnting Recipie Can Barter ? (Yes晦/No械) DB1 2 Slashing Defence Break: Attacks with this item ignore Slashing Resistance. This item is enchanted to phase through a creature and its armor, bypassing Slashing Resistance when you land an attack. [☪] Bead of Phasing (500 GP) [⚝] A Wizard 晦 DB2 2 Bludgeoning Defence Break: Attacks with this item ignore Bludgeoning Resistance. This item is enchanted to phase through a creature and its armor, bypassing Bludgeoning Resistance when you land an attack. [☪] Bead of Phasing (500 GP) [⚝] A Wizard 晦 DB3 2 Piercing Defence Break: Attacks with this item ignore Piercing Resistance. This item is enchanted to phase through a creature and its armor, bypassing Piercing Resistance when you land an attack. [☪] Bead of Phasing (500 GP) [⚝] A Wizard 晦 Enchantments - Defence Nullification ID Sockets(-) Effect Description Encahnting Recipie Can Barter ? (Yes晦/No械) DN1 4 Slashing Defence Nullification: Attacks with this item ignore Slashing immunity. This item is enchanted to phase through reality and directly land an attack on the creature’s soul, bypassing Slashing immunity. [☪] Bead of Void (1,000 GP) [⚝] A Wizard 晦 DN2 4 Bludgeoning Defence Nullification: Attacks with this item ignore Bludgeoning immunity. This item is enchanted to phase through reality and directly land an attack on the creature’s soul, bypassing Bludgeoning immunity. [☪] Bead of Void (1,000 GP) [⚝] A Wizard 晦 DN3 4 Piercing Defence Nullification: Attacks with this item ignore Piercing immunity. This item is enchanted to phase through reality and directly land an attack on the creature’s soul, bypassing Piercing immunity. [☪] Bead of Void (1,000 GP) [⚝] A Wizard 晦 51


X LIST ENCHANTS u n c l a s s i f i e d E n c h a n t s 52


Enchantments - _X_ List : Page 1 ID Sockets(-) Effect Description Encahnting Recipie Can Barter ? (Yes晦/No械) 1 4 Retribution: When a creature you can see within 60 feet of you damages you while you are holding this item, you can use your reaction to expend 1 of the item’s charges to force the creature to make a DC 13 Dexterity saving throw. The creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one. [☪] 晦 2 2 Obsidian: You gain resistance to poison damage while you are attuned to this item. In addition, you gain advantage on ability checks and saving throws made to avoid or end the grappled condition on yourself. This item is imbued with Obsidian taken from “The Molten One’s” Core, granting you these protective properties. [☪] Core of the Molten One (750GP) [⚝] Attunment 晦 3 2 Vicious: When you roll an attack with this item and Crit; if your hit the target; after resolving Critical Damage the target takes an extra 2d6 Necrotic damage. While enchanting this item, prayers and offerings of gold are made to the god of Death, who sends his blessing in return to imbue your item with the soul of a shade. [☪] Soul Stone containing a Fiend, Devil, or shade (100Gp x CR of the soul) [⚝] Attunment 晦 4 3 Brimstone & Fire: While Equipped and Attuned, you gain resistance to fire and lightning damage. By imbuing your item with the power of the Lightning and Volcano Gods themselves, you are able to enchant it to resonate against their properties: fire and lightning. [☪] Lightning in a bottle (75 GP) [☪] Jar of Lava (100 GP) [⚝] Attunment 晦 53


Enchantments - _X_ List : Page 2 ID Sockets(-) Effect Description Encahnting Recipie Can Barter ? (Yes晦/No械) 6 2 Safety Protocol: While Equipped and Attuned, you gain a swimming speed equal to your walking speed. As a reaction, you can designate a member of your party (maximum one; a new designation overrides the old one) who can order the item to perform actions when you are at 0 HP and unconscious. If you are unconscious, this item can move you up to 60 ft in any direction by facilitating swimming or walking. Your chosen party member can order your item to do this as a bonus action on their turn. The item will not move you into a situation that puts you in harm’s way or forces you to take damage if it can avoid it. Your item becomes a parasitic symbiote that possesses a degree of self-awareness, akin to a puppy. [☪] Golem Core (1000 GP) [⚝] Attunment 晦 7 3 Kritzkrieg: When you make an attack with this item and Crit, if you hit; The target takes additional damage for each point over the target’s Natural AC (no armor). For example, if the target has a Natural AC of 13 and you roll a total of 20, it takes an additional 7 damage (of the weapon’s type). To enchant the item to deal extra damage to creatures with low natural defenses, you squash the eyes of a mythical creature and coat the item with their essence. [☪] Eye of a Beholder or Gorgon (1000 GP) [⚝] Attunment 晦 8 3 Ghost: While attuned, you can concentrate to no longer leave tracks or make sound when moving, unless you speak. You have an advantage on stealth checks involving sound. (Ask your GM if other advantages apply in the situation.) This enchantment shrouds you in an eerie veil of silence and invisibility. It allows you to move stealthily, becoming an elusive phantom on the battlefield. [☪] Essence of Shadows (500Gp) [⚝] Attunement 晦 10 2 War Cry: Once per short rest as a bonus action while this item is equipped, it gives you and all allies within 30 ft temporary HP equal to your Proficiency Bonus + Charisma Modifier. This weapon resonates with the spirit of a valiant leader, allowing you to issue a rallying war cry in the heat of battle. The cry not only boosts your morale but also shields you and your allies. [☪] Dragon’s Heart Crystal (800Gp) 晦 54


Enchantments - _X_ List : Page 3 ID Sockets(-) Effect Description Encahnting Recipie Can Barter ? (Yes晦/No械) 11 2 Wind Cutter: Increase the reach of the item by 5 ft, and this item deals an additional 1 Force damage. Infused with the power of the tempest, this weapon can cut through the air with the force of a hurricane. The slicing winds extend its reach and cause additional damage to your foes. [☪] Essence of the Gale (600Gp) 晦 12 2 Tsunami Cutter: Increase the reach of the item by 5 ft, and this item deals an additional 2 Force damage. The item now harnesses the might of the raging ocean and the fury of the storm. It can cleave through enemies like a tsunami, extending its reach even further and delivering devastating blows. [☪] Core of the Tempest (1,200Gp) [⚝] Attunement [⚝] “Wind Cutter” Enchantment 晦 13 4 Molten: This item transforms into a pile of molten slime, exhibiting a rudimentary form of intelligence. When the slime touches a creature without fire resistance, it inflicts 1 fire damage and burns the target. As a bonus action, you can command it to Transform, returning to its original form as the item. You can also will it to become a slime again at will. (Movement Speed: 30, Stats: 8 in all, HP: 1, AC: 11) This item can be equipped under any circumstances without impeding bodily functions. Once worn, it can’t be removed unless you choose to do so. While attuned to the item, you gain resistance to fire damage, and it doesn’t impose disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. This item possesses the extraordinary ability to morph between a molten slime form and its original solid state, granting it a fluid-like appearance. [☪] Heart of the Molten One (2,500 GP) 晦 14 3 Dragonguard: While attuned and equipped, you gain advantage on saving throws against area of effect (AOE) attacks such as breath weapons and spells like fireball. When facing AOE attacks, this armor envelops you in a protective golden barrier adorned with a striking gold dragon motif. It was originally crafted for a renowned hero named Sully by the skilled artificer Mizzy. [☪] Scales from a Gold Dragon (3,000 GP) [⚝] Attunement 晦 55


Enchantments - _X_ List : Page 4 ID Sockets(-) Effect Description Encahnting Recipie Can Barter ? (Yes晦/No械) 15 2 Returning: If you have thrown this item, you can use a bonus action to summon it back to your hand. If there is anything obstructing the item’s path back to you, you can make a weapon attack with the item, using your Wisdom modifier. If the attack misses, the item lands in the same square as the intended target and does not return to your hand. This item bears the divine blessing of Loyalty, allowing it to return to its owner’s grasp even when flung to a distance. To activate this mystical property, an offering of a companion who truly cherishes their friendship with you must be made to the god of Loyalty. [☪] You must sacrafice a loyal compantion, and roleplay what you do in Role play chat, the Parts of your companion will be used in the rutual. [⚝] Attunement 械 16 2 Bhal’s Five Finger Deal: This item has X charges. When you hit a creature with an attack and that creature doesn’t have all its hit points, you can use a reaction to expend 1 charge and deal an extra 1d10 necrotic damage to the target. The item regains 2 expended charges during a long rest, up to a maximum of X charges. Infused with the dark power of the God of Necrosis and Death, Bhal, this item hungers for painful demise. To unleash its devastating might, a gruesome offering of one of your fingers must be made as a symbol of your dedication to Bhal. The number of fingers sacrificed determines the maximum number of charges it can hold. [☪] A gruesome sacrifice of X of your own fingers [⚝] Attunement [⚝] Chaotic Alignment 械 17 2 Walloping: This item delivers powerful blows. A creature struck by this item must succeed on a DC 10 Strength saving throw or be knocked prone. Infused with the unstoppable force of a rampaging rhinoceros, this item packs a punch like no other. Its strikes send foes sprawling, often toppling them over with its incredible strength. [☪] The horn of a rampaging rhinoceros (500Gp) 晦 18 2 Sturdy: This item, weighing 1 lb or less, becomes exceptionally durable and cannot be broken except by a magical item. Through meticulous craftsmanship and the infusion of mystical energy, this item achieves a remarkable level of resilience, making it virtually indestructible by non-magical means. [☪] Reinforced Adamantine Inlay (500Gp) [⚝] Non-Living item [⚝] item must be 1lbs or less 晦 19 4 Formidable: This item becomes extraordinarily tough, impervious to damage except by a magical item. Forged through a combination of masterful blacksmithing and enchantment, this item attains unparalleled sturdiness, rendering it immune to harm from non-magical sources. [☪] Aether-forged Steel Reinforcements (1,000Gp) [⚝] Non-Living item 晦 20 6 Unbreakable: This item attains a state of absolute invulnerability, except when subjected to its creator or a legendary+ magical item. Any consumable properties of the item are forfeited in exchange for this unbreakable resilience. Through a pact with Chronos, the Beholder who watches over time and space, this item gains an eternal immunity to damage, transcending the very concept of decay. [☪] A vial containing the sands of time (2,000Gp) [⚝] Non-Living item 晦 56


Enchantments - _X_ List : Page 5 ID Sockets(-) Effect Description Encahnting Recipie Can Barter ? (Yes晦/No械) 21 2 Survival Mantle: A creature wearing this item can breathe normally in any environment (including a vacuum) and has advantage on saving throws against harmful gases (such as those created by a cloudkill spell, a stinking cloud spell, inhaled poisons, and the breath weapons of some dragons). This item now emanates a protective field around the wearer, creating a life-sustaining bubble. It filters harmful gases and produces oxygen, ensuring the wearer’s survival in any environment. [☪] Air Elemental’s Core (1,500 GP) [⚝] (Attunement) 晦 22 3 Certain Death: When you damage a creature with an attack using this magic item, the target can’t regain hit points until the start of your next turn. Coated with venom from Jörmungandr, the World Serpent, this item carries a deadly sting. It not only prevents natural wound closure but also disrupts magical and time-reversal healing, leaving its victims in a state of unending agony. [☪] Venom from Jörmungandr (1,000 GP) 晦 23 2 Dark Blessing: While attuned to this item, if you remain motionless, you can channel all your movement to enhance the radius of the next spell you cast (within the next 30 seconds) with a circular template, increasing it by 10 feet (up to a maximum of 30 feet). Bound by dark roots that dig into your body, this item grants you enhanced magical power in exchange for your immobility. As you stand rooted to the spot, your spells become farreaching and more devastating. [☪] Roots of a Corpse Tree (2,000Gp) [⚝] “Evil” Alignment 晦 24 4 Warning: While the item is on your person, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The item magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. Imbued with the trapped spirit of a wailing wraith, this item shrieks with a piercing voice to warn you of imminent danger. Its highpitched wail reverberates through the air, ensuring that you and your companions are never caught off guard. [☪] A Filled Soul Stone (3,000 GP) [⚝] Attunement 晦 57


Enchantments - _X_ List : Page 6 ID Sockets(-) Effect Description Encahnting Recipie Can Barter ? (Yes晦/No械) 25 3 Dancing: While attuned, you can use a bonus action to toss this magic item into the air and speak the command words “Dance Eternal.” When you do so, the item begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The item uses your attack roll and ability score modifier for damage rolls. While the item hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering item attacks four times, it flies up to 30 feet and attempts to return to your hand. If you have no hand free, it falls to the ground at your feet. If the item has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. If this item has any other effects that would normally be applied to you, you can use a reaction to apply them, such as +1 AC. When attuned, this enchanted item seems to come alive. It hovers gracefully in the air, defying gravity’s pull and allowing you to control its movements. It can strike your chosen target with precision, benefiting from your combat skills. The item retains its hovering state until you decide otherwise. [☪] One of the Eternal songs found in Bethmorn’s Collection: The Demon of Serenades [⚝] Attunement 械 26 2 Holy Blessing: While held, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have an advantage on saving throws against spells and other magical effects. If you have 10 or more levels in the paladin class, the radius of the aura increases to 30 feet. You and all allies feel the hands of fate guiding you within the aura radius. Whatever benevolent being has blessed this item seems to be watching over you. [☪] Swear in the name of your family that the enchanted item will not be used for evil. (If this Vow is broken The item will become mundane and loose all Enchantments, Curses and effects.) [⚝] “Good” Alignment, Attunement 械 27 3 Life Stealing: While attuned and equipped, When you make an attack with item if your Crit and Hit, that target takes an extra 3d4 necrotic damage if it isn’t a construct or an undead. You also gain 3d4 temporary hit points. Vampires are thirsty even after death. By imbuing the item with the soul of a dead vampire, using its heart as a catalyst, we can infuse that blood-hungry nature into the item. [☪] Heart of a High-ranking vampire [⚝] “Evil” Alignment [⚝] Must know or Be a Vampire, Attunement 械 58


Enchantments - _X_ List : Page 7 ID Sockets(-) Effect Description Encahnting Recipie Can Barter ? (Yes晦/No械) 28 4 Sharpness: When you attack a creature with this item and [Crit], that target takes an extra 4d4 slashing damage. Then roll another d20. If you roll a NAT 20, you lop off one of the target’s limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. This blade’s edge has become the sharpest, honed by magic to have an impossibly sharp edge that is able to instantly lop off body parts of even gargantuan creatures in the right hands. [☪] Oil of Sharpness (400 GP) [⚝] A Melee Weapon, [⚝] A Magical Grinding station 晦 29 6 Striking Prey: When you make an attack with this item, your if you hit; the target must make a DC14 Saving throw or be poisoned (gain poison Condition) for 1d6 + [Your Con mod] turns. At the begining of there next turn they must make a DC12 Saving throw or be paralized. They may make consecutive attempts at the beginning of each of there turns to attempt to remove the paralized condition. [☪] Stinnger of a Death Scorpion (400 GP) 械 30 2 Immovable: This item has a key phrase that must be spoken audibly to activate its toggle on/off its continuous ability, which is “immobile.” When spoken with intent as a bonus action, it causes the effect to activate and the item to become magically fixed in place. Until you or another creature speaks the command word again as an action, the item doesn’t move, even if it is defying gravity. The item can hold up to 8,000 pounds of weight. More weight causes the item to deactivate and fall. A creature can use an action to make a DC 25 Strength check, moving the fixed item up to 10 feet on a success. This item is enchanted with the power of immovability. When the key phrase “immobile” is spoken with intent, the item becomes magically fixed in place. It can hold a significant amount of weight and is useful for securing objects or creating barriers. [☪] The Core of Gravatos, material (250Gp) [⚝] item must be 2 lbs or less 械 31 2 Demonic Nature: While attuned and equipped, all natural weapons (including unarmed strikes) become more deadly as this item enhances them, changing and modifying your body. For these attack add an extra damage die. The lord of nature has blessed this item. Black ooze shoots out of the item as you equip it and coats your natural weapons on your body. [☪] Demon’s Heart (500 GP) [⚝] Attunment 晦 32 4 Dragon’s Bane: You can focus your senses as an action to magically discern the distance and direction to the closest Dragon within 50 miles of you (if you know the true name of the dragon, you can know their rough whereabouts to an estimation of 1000ft). You can roll a DC 25 Arcana check. On a success, you are able to tell the age category of the dragon and know one attribute about it as chosen by the GM. This special action can’t be used again until the next dawn. This item is imbued with the power of Dragon’s Bane. It allows you to sense the presence of dragons within a significant range and gain insights into their characteristics. You can focus your senses to reveal the location and some details about the closest dragon. [☪] A coin of gold bathed in dragon’s blood (800 GP) 晦 59


Enchantments - _X_ List : Page 8 ID Sockets(-) Effect Description Encahnting Recipie Can Barter ? (Yes晦/No械) 33 2 Venom: Once per long rest, you can use an action to cause thick, black poison to coat the item. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. This weapon is infused with venomous power. Once per long rest, you can activate its venomous coating, making your attacks poisonous. Thick, black poison coats the weapon and affects creatures struck by it, potentially poisoning them. [☪] Giant Spider Poison Sac (350 GP) [⚝] Slashing or Piercing Weapon 晦 34 2 Ram: A creature hit by the item must succeed on a Strength saving throw (DC = 8 + Prof + StrMod) or be pushed back 5 feet. This item is enchanted with the force of a Ram. When you strike a creature with it, the sheer power behind the blow can push the target back. Creatures with a strong physical presence are less likely to be affected by this force. [☪] Any Living Creature with a STR score of 16+ 械 35 2 Martial eliment: When making a melee attack with this item you may count it as your unarmed strike. This means you roll an unarmed strike and add the item bonuses. Any Living Creature with a STR score of 16+ [☪] Spend 1 week Meditating (1 DTP) [⚝] Item dose not have “Hevey” or “Special” Property 械 36 2 Life Drinker: When you land an attack on a creature with this item add 2 Temp Hp As you Slash at your target you steal its life energy [☪] Heart of a Vampire 械 37 3 Repair: As A reaction you can Spend 2 Charages (page:4) on this item to Repair it from a Broken State (This dose not repair from a destroyed state, there must be atlest half the item left to repair it) You can channel the items energy into its self to force it to remember its own shape and by guiding it you can repair it. [☪] Heart of a CR 13 Construct 械 38 9 Spell Turning: While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. — NOT AVAILABLE 械 60


Enchantments - _X_ List : Page 9 ID Sockets(-) Effect Description Enchanting Recipe Can Barter ? (Yes晦/No械) 40 3 Inspiring: You can use a bonus action to inspire one creature you can see that is within 60 feet of you and that can see or hear you. Once before the end of your next turn, the inspired creature can roll a d6 and add the number rolled to one ability check, attack roll, or saving throw it makes. This uses 1 charge from the crown. It has 3 charges, and it regains 1d3 expended charges daily at dawn. — NOT AVAILABLE 械 41 3 Dragon Kin: While you are wearing this item, you gain a flying speed equal to your walking speed and can hover. While you are flying using this speed, spectral dragon wings appear on your back. — NOT AVAILABLE 械 42 9 Invisibility: While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. — NOT AVAILABLE 械 43 6 We Are OK! : You can’t be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself. — NOT AVAILABLE 械 44 5 Invoking the Rune: When a creature you can see within 60 feet of you is reduced to 0 hit points as a result of taking damage, you can use your reaction to invoke the item’s rune, causing the pendant to flash with pale light. The creature then instead drops to 1 hit point. Once the rune has been invoked, it can’t be invoked again until after a long rest. — NOT AVAILABLE 械 45 6 Telekinesis Rune: While this item is equipped, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. — NOT AVAILABLE 械 46 4 Shooting Stars: You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the item at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. — NOT AVAILABLE 械 47 4 Regeneration: While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. — NOT AVAILABLE 械 48 3 Fast Recovery: If you are not incapacitated or unconscious at the end of each of your turns (every 6 seconds), you regain 1 HP. — NOT AVAILABLE 械 49 5 Winged: Whilst equipped you have a flying speed of 60 feet. — NOT AVAILABLE 械 50 2 Wind Step: As an action, you fly up to 20 feet. If you don’t land at the end of this flight, you fall unless you have another means of staying aloft. — NOT AVAILABLE 械 51 2 Magic Resonance: You have advantage on saving throws against spells and other magical effects. — NOT AVAILABLE 械 52 2 Unarmored Defense: If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier. — NOT AVAILABLE 械 53 2 Leyline Conversion: Your spell save DC and spell attack bonus each increase by 2. — NOT AVAILABLE 械 61


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CURSE ENCHANTMENTS P a i n B e c o m e s p o w e r 63


Enchantments - Attunment Curses (Max Sockets 2:2) ID Sockets Gained Flavour Score Effect Description Encahnting Recipie Can Barter ? (Yes晦/No械) C1 0 0 Base Attunement: This item is granted the property of Attunement; you can attune to the item, and it will take up 1 attunement slot. You become one with your item by channeling your focus and magic into it. [☪] A small offering to a mischiviouse being of great power. (10Gp) 晦 C2 1 0 Tortoise: While the item is attuned, you gain -10ft to your movement speed. When you start attuning to your item, you feel a heavy weight pulling you down to the ground, making you more sluggish in your movement. [☪] The shell of a Turtle or similer creature 晦 C3 2 2 Drunken Dizzy: While the item is attuned, you gain -1 to attacks and hits. You also gain Disadvantage on Dex Checks & Saves. When becoming attuned to this item, you are filled with the feeling of being drunk at all times and are therefore thrown off balance. [☪] Any Alcohal 晦 C4 0 1 Truth: You must always tell the truth while the item is in your possession, to the best of your ability; this is involuntary. While attuned to this item, you feel the overwhelming urge to tell the truth, no matter how silly or outrageous it is. Lying becomes disgusting to you in every sense, and it turns your stomach to do so. [☪] The Tounge of a Lawful Good creature 械 C5 1 1 Dead Man’s Curse: If you die with this item, you maintain all attunements and curses, and your body becomes a “Zombie” with a CR equal to your level that will be controlled by the GM. The Zombie attacks indiscriminately and uses your stats and abilities; it is hostile to all around it. You make a contract for power with Bhal, who will offer this power in exchange for ownership of your corpse and the possessions on it after death. He will use your body to kill more and expand his domain. [☪] Spine of a necromancer 晦 64


Enchantments - Attunment Curses (2) (Max Sockets 2:2) ID Sockets Gained Flavour Score Effect Description Encahnting Recipie Can Barter ? (Yes晦/No械) C6 1 1 Demon Phobia: While having the item on your person, you have disadvantage on attack rolls against Fiends and on saving throws against their spells and special abilities. You also have the “Fear” condition while in their presence. You are deathly afraid of Fiends, to the point that you sweat and run away when they are within sight. You feel dizzy and sick and find it hard to speak in their presence, as if you see your death before you. [☪] Finger of a deamon 械 C7 0 2 Curse of Gambling: While this item is in your possession, you must gamble at every opportunity. You often think about gambling as you become addicted to it; Gambling is love, gambling is life. Nothing fulfills you more than gambling. [☪] choose odds or evens then roll a dice if you chose correctly then you can encahnt this curse if you did not then feed the item 1Gp and try again 械 C8 1 1 Curse of Nicities: While this item is in your possession, treat all NPC’s as if they are telling you the truth. You become inherently trusting of those around you, unable to doubt their words or intentions, even when caution might be wise. [⚝] lawfull Good 械 C9 1 2 Curse of Grinch: While this item is in your possession, you take every opportunity, when you are allowed and not within sight of people you know, to steal. You will not steal things that would purposely put your objective or mission in jeopardy. If this were to happen, you must roll a DC 12 Wisdom saving throw. If you fail, gain 1 level of exhaustion. No one shall have that which you do not; Does Timmy have a lollipop? You want it, when he and your party aren’t looking; YOU TAKE IT!. [⚝] lawfull Evil 械 65


Enchantments - Attunment Curses (3) (Max Sockets 2:2) ID Sockets Gained Flavour Score Effect Description Encahnting Recipie Can Barter ? (Yes晦/No械) C10 1 1 Curse of Open Mind: You say everything that is surface thoughts; your mind is an open book to anyone who wishes to converse with you. Chirp, chirp the bird likes to sing; they also likes to tell you how fat your mom is. [☪] The corpse of a Mindflayer or intelect devourer 械 C11 1 1 Curse of Team: Whenever a party member takes damage, you will take 1 psychic damage. You become emotionally co-dependent on your party to such a degree that whenever a party member takes damage so do you Owww, I felt that, sun drop on your… it was hot… [☪] Band of Loyalty 械 C12 1 2 Curse of Autism: While the item is in your possession, you have disadvantage on all Charisma checks & Saves. You seem shy and timid among people. Social interactions become challenging as you find it difficult to express yourself convincingly, leading to potential misunderstandings and awkward moments. [☪] The Brain of a Beast. 晦 C13 2 1 Curse of Feeble body: While you are attuned to this item, your hit point maximum reduced by 5 x [1/2 Your Level] (Rounded down). [☪] Purple Wyrm Poison 晦 C14 1 1 Sacraficial Goad: If you are visible and not uncontiouse all enimies that are hostile and incombat with you and your party target you as highest piority for attacks, if there inteligance is below 6. The first attack it makes must be against you, after that it can choose weather it wants to attack you or another target it can see. When you carry an item cursed with the Sacrificial Goad, you radiate an aura of vulnerability that draws the attention of your enemies in combat. They sense your weakness and instinctively target you as their primary threat, especially if they lack higher intelligence. It’s as if you become a magnet for their aggression, making you the center of their focus during battles. [☪] Bones of a creature CR6+ 械 66


Enchantments - Attunment Curses (4) (Max Sockets 2:2) ID Sockets Gained Flavour Score Effect Description Encahnting Recipie Can Barter ? (Yes晦/No械) C15 — — — — — 械 C16 2 0 Loyalty: if your go to 0 HP with this item equiped you instantly die without doing death saves. You are bound by loyalty to a master which only needs one thing, your life. [☪] A vow made that if you fall you will give up. 械 C17 1 1 Symbiotic Nature: The item can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the item ends, and it detaches from you. — NOT AVALIBLE 械 67


Enchantments - Attunment Curses (GM ONLY) Only Dungeon Masters may add these curses to items for the purposes of the games they run. These are usualy added to items handed out as powerfull quest rewards so the GM can add additional enchantmetns to there items. (Max Sockets 3:2) ID Sockets Gained Flavour Score Effect Description Encahnting Recipie Can Barter ? (Yes晦/No械) GM:C1 3 1 Objective Vamparism: When attuned to the item your blood is constantly drained to full the items enchantments, your Max HP is reduced by [ 3x your Level ], and each time you attack with the item you take 1d6 Necrotic Damage. This item hngers for blood, if you become its sorce of sustinance it will grant you power far beyond that normaly achivable. [☪] A vial containing the blood of a vampire lord CR 19+ 晦 GM:C2 2 2 Yandere: If anyone attempts to use “detect thoughts” or telepathy on this item, tries to take or pry the item from you, or insults the item, this item will become jealous and attempt to make you kill yourself after trying to force you to kill that person. You must make a Wisdom saving throw (DC equal to the item’s rarity) on a failure. If you fail, you must use your attack action on the creature that caused the curse to activate on each of your turns until they are dead. Afterward, you must then use your attack action on yourself during each turn. You may make a Wisdom saving throw at the end of each of your turns to end this effect (DC = DC of the item). A malevolent curse, this item’s grip on your mind and soul is unrelenting, compelling you to unspeakable acts of violence and self-harm. It revels in your torment, feeding on the chaos it creates, and it is unyielding in its torment. [☪] A soul gem containing a Previouse lover. 械 68


MINOR ENCHANTMENTS W e a k b u t U s e f u l l 69


Enchantments - Minor Benificial (1) There are two methods to add Minor Beneficial Enchantments: 1. You can pay the costs, just like any normal enchantment, and follow the procedures to add it. 2. If you add a curse, you can include a number of Minor Beneficial Enchantments equal to the “Flavor Score” without the need to pay their costs. You must still perform the necessary enchantment rituals and rolls, but you may ignore the material costs. ID Sockets(-) Effect Description Encahnting Recipie Can Barter ? (Yes晦/No械) MB1 1 Casting Focus: When equipped, this item can be used as a spellcasting focus. Most items are hard to channel magic through, but cores from elementals conduct and store energy in a way that makes casting easier. [☪] Core of an Elemental (200 gp) 晦 MB3 1 Acheron: While the item is on your person, you are immune to effects that turn undead. This item gives off a curious black shine, almost as if it’s reacting to the open air. The alloy woven through the item imbues it with great power. [☪] Fallen Star Alloy (500 gp) 晦 MB4 1 Frost Brand: When you draw this item, you can extinguish all non-magical flames within 60 feet of you. This property can be used no more than once per hour. The item is imbued with the essence of frost, and as you draw it, an icy aura surrounds you, snuffing out mundane flames. [☪] Essence of Frost (300 gp) 晦 MB5 1 Cast-Off: You can doff this armor as a bonus action. This item becomes intimately connected to your body, allowing you to swiftly shed it in combat with minimal effort. [☪] Gears, Springs, and a chunk of Magnetite ore, totaling pounds equal to the item’s weight (150 gp) (Armor) 晦 MB6 1 Smoldering: Wisps of harmless, odorless smoke rise from this item while equipped, giving you a +1 to intimidation rolls. The item is imbued with the essence of smoldering embers, and wisps of smoke trail from it, enhancing your aura of intimidation. [☪] Smoldering Embers (100 gp) 晦 MB7 1 Moon-Touched: In darkness, the item sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. Shining with the light of the moon, the item emits a soft, silvery glow in the dark, revealing hidden details in the night. [☪] 1 pound of Moon rocks (250 gp) 晦 70


Enchantments - Minor Benificial(2) ID Sockets(-) Effect Description Encahnting Recipie Can Barter ? (Yes晦/No械) MB8 1 Did they insult me?: Once Per long rest, you can use a reaction while holding this item to translate one sentence spoken by a creature you can hear. This item takes vibrations in the air and converts them into magical data, which is then transmitted into your mind in your most natural language. [☪] sEar of Sphinx (500 gp) [⚝] Linguist Feat 晦 MB9 1 Translator: After a long rest, choose 1 Language. Until you take your next long rest, while this item is in your possession and equipped, you can understand the chosen language when it is spoken to you. This item takes vibrations in the air and converts them into magical data, which is then transmitted into your mind in your most natural language. [☪] Ear of Sphinx (500 gp) [⚝] Observant Feat 晦 MB10 1 Transcriber: After a long rest, choose 2 Languages. Until you take your next long rest, while this item is in your possession and equipped, you can understand the chosen languages when they are written. This item takes words on paper and converts them into magical data, which is then transmitted into your mind in your most natural language. (Comprehend Languages spell) [☪] Eye of Sphinx (750 gp) 晦 MB11 1 Egal’s Blessing: While holding this item, you can see up to 10,000ft straight in front of you clearly, unless something blocks your vision, and you gain advantage on checks involving seeing things at a distance. By giving a sacrifice to the Egal god and vowing to hunt with pride, you are able to harness the power of the Egal deity. This act blesses the one item of your choice, giving its wielder enhanced combat senses. [☪] A Live Bunny (10 gp) 晦 MB12 1 Blood Lust: When this item kills a creature, it drains all of their blood into itself. [☪] A vat of Demon Blood equal in weight to the item (2,000 GP) 晦 MB13 1 Molten Jesus: While Attuned, you can stand on and walk across molten rock as if it were solid ground. Molten rock (Lava) seems to become solid under your feet as you walk on it. [☪] Core of “The Molten One” (250 GP) 晦 71


Enchantments - Minor Benificial(3) ID Sockets(-) Effect Description Encahnting Recipie Can Barter ? (Yes晦/No械) MB14 1 Abyssal Eyes: While you have this item equipped, you gain darkvision with a range of up to 120 feet, seeing through the item’s perspective. This item transforms into an eerie, allseeing sentinel with eyes adorning its surface. When wielded, it grants you the ability to perceive the world through its myriad eyes, providing you with unhindered vision up to 120 feet away. [☪] 10 Devil Eyeballs (1,000 GP) 晦 MB15 1 Elven: You are considered proficient with this item even if you lack proficiency with the type of item. This item holds the essence of Elven proficiency. When you wield it, you gain a natural understanding of how to use it effectively, even if you lack formal training. A fragment of shared Elven memory flashes into your mind, providing guidance on its usage. [☪] Ingot of Gold blessed by a Dryad (300 GP) 晦 MB16 1 Giant’s Push: When you land an attack on a creature, you can use the shove action as a bonus action on that creature. The item is redesigned in such a way that it becomes natural to push the target while attacking by putting your full weight and strength behind it. [☪] Bottled Cloud (30 GP) 晦 MB17 1 Dwarven: If an effect moves you against your will, you can use your reaction to reduce the distance you are moved by up to 20 feet. This item bears the resilience of Dwarven craftsmanship. It allows you to brace yourself against involuntary movement, making it difficult for external forces to displace you. Whether it’s due to your sturdy footing or your impressive beard, you stand your ground. [☪] Block of Dwarven Stone (150 GP) 晦 MB18 1 Glamoured: While equipped to this item, you can use a bonus action to speak the item’s command word, “Glam,” and cause the item to assume the appearance of a normal set of clothing or some other kind of item. You decide what it looks like, including color, style, and accessories, but the item retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the item. This enchanted item conceals itself in plain sight by morphing into various forms of attire or objects, camouflaging its true essence. [☪] A vial of Enchanted Pixie Dust (100 GP) 晦 72


Enchantments - Minor Benificial(4) ID Sockets(-) Effect Description Encahnting Recipie Can Barter ? (Yes晦/No械) MB19 1 Sanctifier: When you hit an undead creature with an attack using this item, the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. By coating the object in holy water and infusing it with essence, you are able to nullify part of the undead’s powers. [☪] Holy Water (25 GP) [⚝] “Good” Alignment 晦 MB20 1 Fine Line: The item gains the “Finesse” property, allowing for precise and agile handling. This item transcends the constraints of air resistance, moving through the atmosphere as effortlessly as a thin, feathered object. It becomes incredibly maneuverable, making it an ideal choice for those who seek agility and precision in their movements. [☪] Heart of the “Roc” Creature (1,500 GP) [⚝] “Light” Property 晦 MB21 1 Scaring Effigy: When you land an attack, this item deals 1 psychic damage. You also gain a +1d4 bonus to intimidation while brandishing this item. This item bears the malevolent essence of a fallen warrior, and it inflicts mental anguish on those you strike. The presence of this spectral warrior at your side enhances your ability to intimidate your foes. [☪] Blood of a Vengeful Spirit (400 GP) 晦 MB22 1 Combat Reddiness: This item provides you +1 bonus to your inititive, Per level of rarity (Common = 1, Legendary = 5) so long as your are not incapacitated. The Oils from the Scorpoin act as a stimulent to keep you aware in battle. [☪] Chittan of a Death Scorpian(400 GP) 晦 MB23 1 Heat sink: The item doesn’t impose disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide) The carripice of the scorpion provies good shade and refleacts and disapates heat. mamking it ideal for traversing deserts. [☪] Chittan of a Death Scorpian(400 GP) 晦 MB24 1 Last Stand: If you die while attuned to this item, it is destroyed, and each celestial, fey, and fiend of your choice within 30 feet of you must succeed on a Charisma saving throw (DC 10 + your Charisma Modifier) or be banished to its home plane of existence, unless it is already there. Upon your demise, this item absorbs your life essence, triggering a cataclysmic explosion. A radiant pillar of light erupts, expanding to a width of 30 feet. The luminous pillar reaches up to 1,000 feet into the heavens, piercing through obstacles in its path. [☪] A Fragment of the Fallen Star’s Core (1,000 GP) [⚝] Attunment 晦 MB25 1 Dragon Kin: While you are wearing this item, you remain aware of your surroundings even while you’re asleep. — — 械 73


Enchantments - Minor Benificial(5) ID Sockets(-) Effect Description Encahnting Recipie Can Barter ? (Yes晦/No械) MB26 1 combat ready: While you are wearing this item, you have advantage on initiative rolls. — — 械 MB27 1 Comforting Wind: You can’t suffocate. — — 械 MB28 1 Winds Grasp: As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this property, you can’t use it again until you finish a short or long rest. — — 械 MB29 1 Concealed Carry: While Attuned to this item, you can choose a limb or body part to which the item will become inseparable, unless dispel magic or a similar magical effect or a force (DC 20 Strength) is used to remove it, causing permanent damage. The item has two modes: 1) Stowed, hidden inside your chosen limb or body part, undetectable by magic or the naked eye, except for any distinct features you add to it. Most people will remain unaware of such an item and will typically require a DC 18 investigation or perception check to notice that something is amiss with that limb or body part. It can be drawn at will. 2) Drawn, where the item is partially attached to your limb or body part and can be stowed at will. This item falls off when you un-attune from it. Modifications to the body are normally painful and gruesome, but with this enchantment, the process becomes seamless as the new mechanical body part temporarily replaces your current one until it’s removed. [☪] Mithral Clockwork parts (1000 GP) [⚝] Attunment 晦 74


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LEGENDARY ENCHANTS R e l e a s e L i m i t e r s 76


Special Legendary Effects A Legendary item may have one of the following effects enchanted onto it.. without using any Sockets. However you must still do the enchanting process and recipie. Enchant ID Attunement PreRequisite Effect/Description Recipe Can Barter? (Yes晦/No械) SP1 Con Score 20+ Hellfire Slam: As an action, you can spend one charge; the user smashes the item into the ground, creating a devastating shockwave of force and fire. All creatures within 20ft of the user must make a Dexterity saving throw or take 2d10 Force, 2d10 Fire damage, and be knocked prone. On a successful save, they take half damage and are not knocked prone. The DC for this effect is equal to 8 + Proficiency + Strength Modifier of the character using the item. This ability can be used a number of times equal to the user’s Strength Modifier per long rest. [☪] Dip the item in Lava [⛏] Smith’s tools [⚝] Legendary Masterwork [⚝] Attunment 械 SP2 Wis Score 20+ Medusa: As an action, you can call upon the power within this item; snakes sprout out of it in various coiling directions, towards your target within 15ft. Make an attack with this item; if it hits, then the creature must make a DC 15 Constitution saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. A creature is immune to this effect if it is immune to damage of the item’s type, does not have a body made of flesh, or has legendary actions. [☪] Snakes hair from a medusa [⚝] Knowledge of Medusa anatomy [⛏] Enchanting tools [⚝] Legendary Masterwork [⚝] Attunment 械 SP3 Int Score 20+ Absorption: While attuned to this item, you can use your reaction and spend 2 charges; to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell’s effect is canceled, and the spell’s energy—not the spell itself—is stored in the item. The energy has the same level as the spell when it was cast. The item can absorb and store up to 50 levels of energy over the course of its existence. Once the item absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the item can’t store, the item has no effect on that spell. When you become attuned to the item, you know how many levels of energy the item has absorbed over the course of its existence and how many levels of spell energy it currently has stored. If you are a spellcaster and have the item equipped, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly created item has 1d10 levels of spell energy stored in it already. An item that can no longer absorb spell energy and has no energy remaining loses this enchantment. [☪] Eye of a beholder of spell storing [⚝] Proficient in spellcasting [⛏] Enchanting tools [⚝] Legendary Masterwork [⚝] Attunment 械 SP4 STR Score 20+ Vorpal: When you attack a creature that has at least one head with this item and roll a NAT 20 on the attack roll, you can spend one charge on this item; you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this item. Such a creature instead takes an extra 6d8 slashing damage from the hit. [⚝] Proficient in blacksmithing [⛏] Smithing tools [⚝] Legendary Masterwork [⚝] Attunment 械 77


Special Legendary Effects A Legendary item may have one of the following effects enchanted onto it.. without using any Sockets. However you must still do the enchanting process and recipie. Enchant ID Attunement Pre-Requisite Effect/Description Recipe Can Barter? (Yes晦/No械) SP5 WIS Score 20+ Restraining: While holding the item, you can use an action and spend 4 charges; to target a creature within 15ft; make 3 attacks against that creature using this item, as tentacles or roots sprout out of the weapon reaching towards and attacking the creature. If you hit a target with all three attacks, it must make a DC 15 Constitution saving throw. On a failure, the creature’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. [⚝] Knowledge of magical flora and fauna [⛏] Enchanting tools [⚝] Legendary Masterwork [⚝] Attunment 械 SP6 WIS Score 20+ Astral Star: While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. [⚝] Knowledge of magical flora and fauna [⛏] Enchanting tools [⚝] Legendary Masterwork [⚝] Attunment 械 78


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----------------- UNAVALIBLE ------------------ D50 Sockets Used Effect 1 1 Curse of conelment: This item is cursed, a fact that is revealed only when an identify spell is cast on the item or you attune to it. 3 2 Curse of Mirage: While attuned to this item, you have disadvantage on attack rolls made with anything other than the cursed item. 4 2 Curse of Greed: you are unwilling to part with any of your items, keeping it on your person at all times, this will often lead to your charcter becoming overincombered, and can only be releaved by putting the items in a safe place for storage (your bank). 5 3 Curse of Transferance: Becoming attuned to the cursed item extends the curse to you. Even if you unattune or detroy the item the curse will remain on you, until you die or until a remove curse spell is used on you. (no other spell will work) 6 2 Curse of Life Binding: When equipped you cannot unequip this item until you die even with remove curse or similar magic or anti-magic field. 8 2 Curse of vengeance: The item becomes cursed and possessed by a vengeful spirit. while the item is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual way. 9 2 Curse of Beserk: You have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the item is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the item. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you have felled your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. 10 2 **Curse of Gambling:**Whilst this item is in your posession you must gamble at every opportunity, you often think about gambling as you become addicted to it and you must challenge anyone who wants to gamble. 11 2 curse of dancing: whilst equipped you are forced to dance for all eternity until you die, this gives you disadvantage on all Stealth and Dex checks and saves as well as all acrobatic checks. additionally anyone within 100ft can hear you dancing. 12 2 Curse of the Sparrow: whilst in your posestion you must sing anytime you wish to talk or converse or use verbal componets in spells. 13 2 Curse of Harbinger: the item shout profanities at you and makes rude comments to whoever you are talking to at random, Curse of everyone one can understand item aditionaly it has the personality of a failed actor that drinks a lot. 14 1 Curse of Mortality: Every time you damage someone with this item or an item that has touched this item,item you lose 1 day of your lifespan. If the total exceeds your race’s maximum natural lifespan you die and age rapidly all at once, so keep track (because the dm surely does). 15 1 Curse of the Fool: Whils tis item item is in your possesion you must lie about all information, if this item would be removed from your possesion then you take 1d10 necrotic damge. 16 1 Curse of Santa: Whilst this item is in your possesion you must Give a free gift to every NPC you meet that is nice to you, You also perceive every person as lawful good no matter how evil they are. If this item would be removed from your possesion then you take 2d10 Cold damage and hear “HO! HO! HO!” ringing in your ears for 1 hour. 17 1 Curse of Grinch: Whilst this item is in your posession you must Rolls a DC 10 + Your level Wisdom Save or steal from every NPC you meet, if this item is removed from your possesion you take 1d10 Thunder damage. 18 2 curse of Madness: Every time you miss with this item on a “to hit” roll then you roll and obtain 1 effect from the short term madness table https://roll20.net/compendium/dnd5e/Madness#content 19 2 Curse of Fear When picking up this item you become auto attuned and cannot let go of it until you are in a quiet room with no one else. All intimidation checks against you automatically succeed and you will do the bidding of the creature which you made the check against and whatever it asks within reason, you cannot be made to harm yourself or go against your Alingment’s moral code, but you view the intimidator as your superior. 20 2 Curse of Symbiotic Nature: The item can’t be removed from you while you are attuned to it, and you can’t voluntarily end your attunement to it. If you are targeted by a spell that ends a curse, your attunement to the item ends, and it detaches from you. The item requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the item (round up) or take 1 level of exhaustion. 21 2 Curse of Vulnerability: While cursed you have vulnerability to bludgeoning and slashing damage. 22 2 Curse of the Scorpion: Whenever you Equip or Unequip it, you must make a DC 15 Constitution saving throw, taking 100 ( 10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. 23 2 Curse of the Monster: while you have item equped, you gain the following properties: Aversion to Fire: If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn. Berserk: Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check. 24 2 Curse of Medusa: Whenever you attack a creature with this item and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified for 1 Hour. 25 2 Truth Curse: You must always tell the truth whilst the item is in you posestion or take 1d100 radiant damge. Additionaly if anyone tells a lie to you and you know it is a lie; you will into a blood rage and attack them. 26 2 Grave Walker: Whilst you have this item attuned you feel so cold that watter freezs on your skin covering it in a thin layer of frost, also when you move more than 20ft in one turn make a con save of DC10+your level or drop your weapons on the ground. 27 2 Spell Magnet: Spells have advantage againt you. 28 4 Sacrificial Goad: All enimies prioritise you as the attack taget. 29 2 Fucking TIMMY!!!: This item annoys you at the most inconviniant moments. Once per long rest the GM can choose to impose disadvantage on you as the item makes its best attempt to annoy you. 30 3 This item looks like junk and it seems to be falling apart. When it is used, its grip frays, its blade chips, and it flakes rust. If you get a Nat 1 or Nat 20 on an attack roll while wielding this weapon, it breaks, becomes nonmagical, and disintigrates into dust. You cannot use re-rolls on attacks with this weapon 31 2 This item loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. (you can pass this off as just a +1 bonus to other players with a suficient Deception check)


W.I.P. / I don’t know how to impliment yet! Alertness: While holding the item, you have advantage on Wisdom (Perception) checks and on rolls for initiative. Protective Aura: As an action, you can plant the haft end of the item in the ground, whereupon the item’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. The rod’s head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn. Mind Carapace: Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition. Gambler’s: Once per longrest Choose a bonus of +1, +2, or +3; untill your next longrest this item gains that bonus to its attack and damage rolls. For each point of bonus you choose for the item, you take a corresponding penalty (−1 to −3) to your death saving throws. howard’s Helping hands: The item’s animated straps can assist with the drawing and sheathing of the weapon as well as the donning and doffing of armour, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. Howard’s Pockets This item also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The item always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the item’s pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the item requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top. Placing the item inside an extradimensional space created by a bag of holding, a Heward’s handy haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. Arrow of Elemental Havoc: As a bonus action while wearing the helm, you can launch a bolt of searing elemental energy toward a creature you can see within 90 feet of yourself. The target must make a DC 20 Dexterity saving throw. On a failed save, the creature takes 4d6 acid, cold, fire, lightning, or thunder damage (your choice). On a successful save, the creature takes half as much damage. Force Sculpture: By focusing and channeling the bracelet’s magic for 1 minute, you can create a spectral copy of a Large or smaller nonmagical object. The copy appears in an unoccupied space within 10 feet of you, and it is made of tangible but translucent force that mimics the size, weight, and other properties of the object it’s copying. The copy must appear on a surface or liquid that can support it. Creatures can touch and interact with the copy as if it were a nonmagical object. The copy is immune to all damage and can’t be dispelled, but a disintegrate spell destroys it immediately. Otherwise, the copy disappears after 8 hours or when you dismiss it as an action. The bracelet can create up to three copies and regains all expended uses at dawn. If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier. You have advantage on saving throws against spell and other magical effects. Your spell save DC and spell attack bonus each increase by 2.


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