Naughtily themed D&D 5e Items Rev. 1.2 Credits 2 Revisions 2 Preface 2 Magic Items 2 Accessory of the … 2 Amulet of Amiability 3 Armlet of Elasticity 3 Armor of the Feminine/Masculine Form 3 Beholder Pearl Necklace 4 Belt of the … 5 Belt of Growing 5 Belt of Shrinking 6 Bipedal Belt 6 Bustier of the lost Wizard 6 Boots of the Goat 6 Cat’s Chain Belt 6 Clothes of Holding 6 Crown of the Queen of Beasts 7 Dagger of Intrigue 7 Dark Idol 7 Devilish Boots of the Goat 8 Dullahan Choker 8 Earring of Captain Ackal Bargi 9 Feathered Ankle Chains 9 Glass Amulet of Peeking Protection 9 Jewelry of Holding 9 Lover's Embrace (Succubi's Embrace) 10 Merfolk Skirt 11 Necklace of the Enchanted Doe 11 Polymorph Cloak 11 Rear’s Belt 12 Ring of the Frog Prince 12 Ring of the Phoenix 12 Ring of the second Tongue 12 Ring of the shifting Tell 12 Ring of the ... Tongue 13
Ring of the tight Fit 13 Ritual Paint 13 Rod of Vibration 13 Silken Succubus Cloak 13 Silken Succubus Corset 14 Silken Succubus Gloves 14 Silken Succubus Stockings 14 Tip-Toe Boots 15 Warpaint 15 Wedding Ring of the Bride 15 Wedding Ring of the Groom 15 Wedding Ring of the Soulmates 16 Whip of Vitality 16 Credits ● N666 - https://twitter.com/n6six6 - Design and writing ● R4 - https://twitter.com/R4sdraws - Early review, general feedback, aid in spreading the word Revisions ● Rev. 1.0 - Initial release ● Rev. 1.1 - Updated Silken Succubus Stockings - Spell checking and grammar corrections ● Rev. 1.2 - Added Lover’s Embrace Preface The content of this module is aiming to provide a degree of sexual flavor to new magical items, while not impeding regular play or forcing the addition of rules for combat or character interaction. The provided items still require playtesting, feedback and adjustments. Magic Items Accessory of the … Wonderous item, uncommon (requires attunement) When attuned to this item, which can be a ring, necklaces, piercing or other, one of your ability scores is increased by one and a part of your body begins to resemble the appropriate
animal. The DM chooses the score or determines it randomly from the table below. You may choose which body part changes. d10 Animal Type Ability Score 1 Rodent (Mouse, Rat, Beaver, etc.) Dexterity +1 2 Bovine (Buffalo, Cow, Gazelle, etc.) Constitution +1 3 Canine (Dog, Wolf, Coyote, etc.) Wisdom +1 4 Equine (Horse, Zebra, etc.) Strength +1 5 Feline (Cat, Panther, Lion, etc.) Dexterity +1 6 Primate (Monkey, Gorilla, Ape, etc.) Intelligence +1 7 Reptile (Frog, Cobra, Krokodile, etc.) Strength +1 8 Fish (Carp, Shark, Lionfish, etc.) Constitution +1 9 Avian (Eagle, Dove, Pelican, etc.) Wisdom +1 10 Molluscs (Octopus, Snail, Clam, etc.) Charisma +1 Amulet of Amiability Wonderous Item, uncommon (requires attunement) An amulet with a large blackish opal. Upon donning the amulet, a character must make a DC 16 Charisma saving throw. On a failed save they immediately attune to the amulet (randomly breaking attunement with another item should the limit be exceeded) and become subject to the curse. On a successful save they are immune to this effect for 24h after which they must repeat the save should they still wear it. Cursed - Once you are attuned to this item, it can’t be removed unless you are targeted by a Remove Curse spell or similar magic. While wearing it, any command or suggested course of action has the effect of the Suggestion spell on you, the DC for this effect is 18 and will be at disadvantage once you have been attuned to this item for more than a week. Armlet of Elasticity Wonderous Item, rare (requires attunement) The wearer of this armlet gains resistance to bludgeoning damage and advantage on Dexterity (Acrobatics) checks made to escape grapples, squeeze through tight spaces or reach far away positions. They can also temporarily stretch their body parts up to two times of their original length, width or volume. This does not increase their reach or size.
Armor of the Feminine/Masculine Form Any kind of armor, uncommon You have advantage on Charisma (Deception) checks made to disguise as or pass off as other gender while wearing this armor. Beholder Pearl Necklace Wonderous Item, very rare (requires attunement) A necklace made from 10 crystalized beholder eyes. While wearing this necklace you gain proficiency in the Perception skill (or double it if you already are proficient in it). While attuned to this item, you can use your action to cast a random eye ray from it at a target within 120 ft. Roll a d10 to determine the effect, the item has 6 charges to perform this action, which it regains at dawn. 1. Charm Ray - The targeted creature must succeed on a DC 15 Wisdom saving throw or be charmed by the caster for 1 hour, or until the caster harms the creature. 2. Paralyzing Ray - The targeted creature must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Fear Ray - The targeted creature must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 4. Slowing Ray - The targeted creature must succeed on a DC 15 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions on its turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5. Wounding Ray - The target must make a DC 15 Constitution saving throw, taking 4d10 necrotic damage on a failed save, or half as much damage on a successful one. 6. Telekinetic Ray - If the target is a creature, it must succeed on a DC 15 Strength saving throw or the caster moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the caster's next turn or until the caster is incapacitated. If the target is an object weighing 250 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. 7. Sleep Ray - The targeted creature must succeed on a DC 15 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. 8. Confusion Ray - The target must succeed on a DC 15 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn. 9. Devour Magic Ray - The targeted creature must succeed on a DC 15 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the caster's next turn. If the object is a charged item, it also loses 1d3 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.
10. Frostfire Ray - The targeted creature must succeed on a DC 15 Dexterity saving throw or take 3d8 cold and 3d8 fire damage. Curse - Once you are attuned to this item, it can’t be removed unless you are targeted by a Remove Curse spell or similar magic. While wearing it, eyes open all over your body, granting you 360° vision but disadvantage on effects that can blind you. While functional as normal eyes, they are only as susceptible to damage as your skin. Belt of the … Wonderous Item, very rare When you attune to this belt, your lower body changes to resemble the named creature, also granting you certain benefits. The DM chooses the kind of benefit or determines it randomly from the table below. d8 Type Benefits 1 Merfolk (Fish) Breath in air and water, gain a swimming speed equal to your walking speed but reduce walking speed to 10ft. 2 Centaur (Equine) Your walking speed increases by 20ft. Dash as bonus action. You can be used as a mount. 3 Lamia (Feline) Resistance to falling damage. Double your jumping distance. Proficiency in Stealth skill. 4 Yuan-Ti (Snake) Action to restrain a grappled creature. Movement makes no noise. Gain swimming speed equal walking speed. 5 Drider (Spider) Climbing speed equal to your movement speed on any surface. Ignore movement restrictions by webbing. Advantage to resist being knocked prone. 6 Salamander (Snake) Resistance to fire damage. Attackers take 1d8 fire damage if hit. Ignore negative effects of extreme cold or heat. 7 Kraken (Octopus) Ignore difficult terrain. Gain swimming speed equal walking speed. Proficiency in Sleight of Hand skill. 8 Specter Move through solid objects, if you stop inside an object take 1 force damage for every foot you’ve traveled through it and be pushed to the nearest empty space. Your steps are weightless unless intended to apply pressure to the ground. Belt of Growing Wonderous Item, uncommon Wearing this belt allows you to speak a magical phrase as an action to affect you with the belt’s magic. While you are affected by this magic, your size doubles in all dimensions and
your weight is multiplied by four. It also increases your size category by one, if it is below Huge. You immediately revert to your normal size, should there not be enough space for your growth. Other items you wear also match your new size but revert should they leave your person. The growth lasts up to 8 hours, until you fall unconscious or until you use another action to return to your normal size. Belt of Shrinking Wonderous Item, uncommon Wearing this belt allows you to speak a magical phrase as an action to affect you with the belt's magic. While you are affected by this magic, your size halves in all dimensions and your weight is reduced by a factor of four. It also decreases your size category by one, if it is above Small. Other items you wear also match your new size but revert should they leave your person. The shrinking lasts up to 8 hours, until you fall unconscious or until you use another action to return to your normal size. Bipedal Belt Wonderous Item, uncommon Wearing this belt only affects creatures with more than four legs or other forms of locomotion like Centaurs or Merfolk. While doing so your lower body is replaced by two humanoid legs, strongly resembling the parts it replaced. Should your base movement speed be below or above 30ft then it changes to 30ft. At the DM’s discretion you may lose traits, flaws or innate abilities related to your lower body while gaining boons in other situations. Bustier of the lost Wizard Wonderous Item, uncommon (requires attunement) An old bustier made from velvet and silver but leather like hands holding one's bosom. While attuned to this piece of clothing, you can use a bonus action to cast a spell through it, even if you are restrained, paralyzed or gagged. Boots of the Goat Wonderous Item, uncommon Wearing these boots, which resemble the hooves of a goat and reach up to your knees, forces you to stand on your tiptoes. While doing so you can ignore difficult terrain common in mountains and your movement speed increases by 10ft. Cat’s Chain Belt Wonderous Item, uncommon Wearing this belt gives proficiency in the Dexterity (Acrobatic) skill and resistance to falling damage.
Clothes of Holding Wonderous Item, uncommon A set of clothes looking like common, costume, fine, traveler’s clothes or robes. These clothes always weigh twice as much as regular clothes but can stow up to 200 pounds of bodily mass or items in a temperate extraplanar space. Retrieving an item from the clothes requires an action. If the clothes are overloaded, utterly pierced, or torn, they rupture, and their contents are scattered in the Astral Plane if possible. The clothes can be repaired by a Mending spell or after 8 hour of work with the Weaver’s or Leatherworker’s Tools. If the clothes are turned inside out, their contents spill forth, unharmed, but the clothes must be put right before it can be used again. Breathing creatures inside the clothes can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing Clothes of Holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar item instantly spills the content contained in the clothes into the other items. Crown of the Queen of Beasts Wonderous Item, legendary (requires attunement) This gold crown is adorned with gemstones, claws, teeth and horns. While attuned to this item you gain more animalistic features such as sharp fingernails, and unusual amount of hair, your eye color and iris shape may change or other. You are considered to be permanently under the effect of the Sanctuary spell but only affecting Beasts and Monstrosities. Also while attuned to this crown you can cast the following spells at will: Animal Friendship, Beast Sense, Beast Bond and Suggestion with only Beasts and Monstrosities as target. You can also cast the Dominate Beast and Dominate Monster 3 times each between short rests. The spell save DC for all these spells is 20. Curse - Once you don this cursed crown it can’t be removed unless you are targeted by a Remove Curse spell or similar magic. While wearing this armor you are unwilling to part with it and gain the following Flaw: “Whether man or beast, all shall serve me!” Dagger of Intrigue Weapon (dagger), very rare (requires attunement) You gain a +3 to attack and damage rolls with this weapon. The Dagger has 20 charges and it regains 1d6+4 expended charges daily at dawn. Spells - While this dagger is on your person you can use an action to expend some of its charges to cast one of the following spells: Charm Monster (4 Charges), Charm Person (1 Charge), Compulsion (4 Charges), Enemies Abound (3 Charges), Mind Blank (8 Charges), Misty Step (2 Charges), Modify Memory (5 Charges), Sleep (1 Charge or more to increase the spell level) and Suggestion (2 Charges). The spell save DC for these spells is 17. False Clue - Should you use this dagger to kill a creature, a mundane dagger is left in the victim. The false dagger vanishes after 1d6 days.
Dark Idol Wonderous Item, legendary (requires attunement, can be attuned to 2 creatures) A rod shaped idol dedicated to an unknown entity. This item can be used as an arcane focus, holy symbol and druidic focus. While attuned to this item, you gain 120ft of darkvision which also pierces magical darkness. You also gain the ability to cast the Dancing Lights, Message and Produce Flame cantrips, your highest mental ability score is your spellcasting ability for all its spells. The idol also has 5 charges for each creature attuned to it, recharging after every ritual of worship. You can expend these charges to cast the following spells, expending charges equal to the spell level but no material components: Bane, Bless, Disguise Self, Hex, Sanctuary, Augury, Darkness, Mind Spike, Suggestion, Bestow Curse, Fear, Summon lesser Demons, Charm Monster, Evard’s Black Tentacles, Commune (only with your “master”). Cursed - This idol is cursed and becoming attuned to it extends the curse to you. As long as you remain cursed you are unwilling to part with it, keeping it on your person or another cursed being at all times. While attuned to this item, you must make a DC 16 charisma saving throw every time you begin a long rest. If you are Lawful or Good aligned you make the save at advantage. On a failed save, the idol demands an hour long ritual of worship during the rest. After 3 failings the saving throw is made at disadvantage (or as normal roll for said alignments) and you gain the following Flaw: “I must prepare for the master’s arrival and gather more loyal followers for them.” Over the following days, your body also changes, taking on a more fiendish appearance. When two creatures serve the idol, they can cast the Gate spell as a 24h ritual, expending all charges, summoning their master. To break the curse, all creatures attuned to the idol must be targeted by a Remove Curse spell or similar magic or it remains. Formerly affected creatures retain 60ft of regular Darkvision and any physical changes to their bodies. Devilish Boots of the Goat Wonderous Item, rare Wearing these boots, which resemble the hooves of a goat and reach up to your knees, forces you to stand on your tiptoes. While doing so you can ignore difficult terrain common in volcanic areas, you gain resistance to fire damage and your movement speed increases by 10ft. Dullahan Choker Wonderous Item, very rare (requires attunement) While attuned to and wearing this choker you can use an action to detach and reattach your head from your body. Roll initiative separately for it. While detached your head counts as a tiny creature with 5ft of movement and a base AC of 18. It shares its hit points, resistances and spell slots with your body. It can only perform verbal components for spells and use the dash and help action.
Your body acts normal but can only cast spells with somatic or material components. It has 10ft of blindsight unless your head can see for it and gains resistance to non-magical slashing, bludgeoning and piercing damage. Cursed - Once you don this choker it can’t be removed unless your head is attached to your body and you are targeted by a Remove Curse spell or similar magic. While your head and body aren’t connected they gain the following Flaws: Head - “I must consider every action.” Body - “I jump careless into action.” Earring of Captain Ackal Bargi Wonderous Item, rare (requires attunement) You always know where north is, you gain a swimming speed equal to your movement speed and you suffer no ill effects from traveling on maritime vehicles such as sea sickness while attuned to this earring. Curse - Once you attune to this item, it can’t be removed unless you are targeted by a Remove Curse spell or similar magic. While you’re affected by this curse, your body becomes more androgynous every day. Feathered Ankle Chains Wonderous Item, uncommon A silver chain adorned with feather shaped perlmutt pieces. While wearing these chains, the wearer can hover over the ground as if affected by the Levitate spell. They can move at their normal speed but not rise or sink lower than up to 5 ft above any surface. Glass Amulet of Peeking Protection Wonderous Item, uncommon A transparent amulet in the shape of a shield, made from transparent obsidian. While wearing this item, you gain a base AC of 18 + your Dexterity modifier (max.2) if you aren’t wearing any clothing that could cover your torso and lower body. Otherwise your base AC is 14. Jewelry of Holding Wonderous Item, rare (requires attunement) A piece of jewelry adorned with a black pearl. When attuned to this item, any orifice of the creature can be used by the wearer to access an extra dimensional space. Retrieving an item from the space takes an action. The space can hold up to 250 pounds, not exceeding a volume of 32 cubic feet. If the space is overloaded, all contents spill into the material plane and it can’t be accessed for 1d6 hours. Breathing creatures (should they fit in) can survive in that space for 5 minutes divided by the number of creatures (minimum of 1 minute) after which they begin to suffocate. Placing the Jewelry or its wearer inside of another extradimensional space created by 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. Lover's Embrace (Succubi's Embrace) Instrument, legendary (requires attunement by a bard or someone with proficiency in Performance and Persuasion) This instrument takes the form of a violin with the shape of two Succubi kissing and can be used as a bardic focus that grants a +2 bonus to spell attack rolls. The instrument has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn or 1d6 when performing for an hour in front of an audience of 50 or more and passing a DC 20 Performance and Persuasion skill check. If you expend the last charge, roll a d20. On a 20, the instrument regains 1d12 charges. Spell Absorption - While holding the instrument, you have advantage on saving throws against spells that deal thunder or psychic damage. In addition, you can use your reaction when another creature casts such a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the instrument activates its Summon Lovers (see below). Spells - While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: Cause Fear (1 charges), Charm Person (1 charges), Dissonant Whispers (1 charges) Calm Emotions (2 charges), Blindness/Deafness (Only Deafness, 2 charges), Enthrall (2 charges), Suggestion (2 charges) Sending (3 charges), Tongues (3 charges), Enemies Abound (3 charges) Charm Monster (4 charges), Mass Healing Word (4th-level version , 4 charges) Danse Macabre (5 charges), Legend Lore (5 charges), Synaptic Static (5 charges) Sleep (8th-level version, 6 charges), Otto's Irresistible Dance (6 charges) Mass Suggestion (7th-level version , 7 charges) You can also use an action to cast one of the following spells from the staff without using any charges: Minor Illusion, Thaumaturgy, Vicious Mockery, Alarm, Disguise Self, Heroism, Silence or Magic Mouth Summon Lovers - While holding the instrument, you can use your action to expend 10 charges to summon the Lovers. The lovers are two Succubi (using the standard template Monster Manual p. 285) with the addition that both possess the Performance skill at +9, they both possess the neutral chaotic alignment and that they are charmed by each other. The demons appear in an unoccupied space you can see within range, and the demons disappear when one of them drops to 0 hit points or when 1 hour has passed. Roll initiative for each demon, who have their own turns. When you summon them and on each of your turns thereafter, you can issue a verbal command to them (requiring no action on your part), telling them what they must do on their next turn. If you issue no command, they spend their turn attacking any creature within reach that has attacked them or they toy with one another.
Curse - The instrument is cursed and attuning to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the instrument, keeping it on or close to your person at all times. When you expend the last charge and roll a 1 on the d20, you must pass a DC 25 charisma saving throw. On a success nothing happens, on a failure the Lovers are summoned and the character is charmed by them till the next dawn, doing anything to please them. After that they vanish back into the instrument. When the character has summoned the Lovers (as described further up) and the hour has passed, the character must pass a DC 25 Persuasion, Deception or Performance skill test or Charisma saving throw or become charmed by them as just described. Merfolk Skirt Wonderous Item, uncommon A beautiful skirt, usually gifted to outsiders joining merfolk families. Should the wearer be covered in any kind of water, the skirt transforms their legs into a fin, allowing them to breath air and water and granting them a swimming speed of 40ft. Drying off oneselves removes these benefits. Necklace of the Enchanted Doe Wonderous Item, legendary (requires attunement by a good aligned creature) While attuned to this necklace made from amber you can use an action to speak the command word after which your lower body transform into the semblance of the doe and gain the following benefits: ● Your size becomes medium if it was smaller before. ● You ignore magical difficult terrain and your movement speed increases by 20ft. ● You suffer disadvantage on checks made to climb vertical surfaces. ● You can be mounted by a creature 1 size category smaller than you. ● You can speak with small beasts and plants. ● You can cast any druid cantrip using your highest mental ability score. ● You have a pool of points equal to your level. You can use an action to touch a creature and expend a number of these points to heal it for an equal amount of Hit Points. The pool refreshes after a short rest. The transformation lasts until you die, fall unconscious or use an action to repeat the command word. The necklace counts as Druidic Focus. Polymorph Cloak Wonderous item, rare (requires attunement) A cloak made from two fabrics, deeply intertwined. When attuning to the cloak, choose a race from the playable races list. You polymorph into a combination of your original race and your chosen race. Additionally you gain the traits of your chosen race with the exception of Ability Score Increases and higher values apply.
Rear’s Belt Wonderous Item, common While wearing this belt, your posterior becomes more voluptuous, allowing you to sit comfortably in almost any place. Ring of the Frog Prince Ring, rare (requires attunement) An emerald signet ring which allows you to cast the Jump spell on yourself at will while attuned to it. You gain a swimming speed equal to your walking speed and you can breathe in air and water. Additionally your tongue can magically expand to a length equal to your height while becoming more precise in its movements. Ring of the Phoenix Ring, very rare (requires attunement) A golden ring engraved with flames and feathers. While attuned to the ring the wearer has resistance to fire damage. Should the wearer die they and their equipment turn to ash. An hour later they will be affected by the Reincarnate spell. Should the spell not take effect, the character’s equipment reappears instead. The reincarnated character coloration will always be reminiscent of a phoenix, such as red hair, orange scales or the like. After the effect takes place, the ring becomes dormant for a month. Ring of the second Tongue Ring, rare(requires attunement) A simple garnet ring surrounded by a thin layer of gold. While attuning to the ring, choose an additional language or meaning of communication you do not know yet. You learn to read, write and speak this language. Curse - Once you attune to this item, it can’t be removed unless you are targeted by a Remove Curse spell or similar magic. While you’re affected by this curse, you grow an additional tongue somewhere on your body. The group or race you’ve chosen determines the look and characteristics of this tongue. Should you cast or concentrate on a spell with verbal components, you suffer disadvantage on concentration checks for its maintained duration. Ring of the shifting Tell Ring, uncommon (requires attunement) A simple ring made of different metals. The wearer can spend 10 minutes to change a body part of themselves as if under the Alter Self spell, such as horns, a tail, claws, vestigial wings or the like. The manifestation lasts until you use the ring’s magic again or lose attunement to the ring.
Ring of the ... Tongue Ring, rare (requires attunement) While wearing the ring your tongue changes and you gain the ability to read, write and speak the appropriate language and gain another benefit. The DM chooses the kind of benefit or determines it randomly from the table below. d6 Language Benefit 1 Bestial* Advantage on Perception checks related to smell and taste *) Permanent Speak with Beasts spell 2 Draconic Proficiency in Intimidation 3 Abyssal Proficiency in Deception 4 Infernal Proficiency in Persuasion 5 Deepspeech Allowed to cast the Mage Hand cantrip 6 Celestial Allowed to cast the Guidance cantrip Ring of the tight Fit Ring, common This ring allows you to lay more easily with your partner, despite vastly mismatching equipment. Ritual Paint Wonderous Item, uncommon A small set of clay containers bound together by leather straps containing magically infused colors. During a long rest, one creature can apply this warpaint to themselves, allowing them to use an action to take on a beastial form once, as described by the Wild Shape feature in the Druid Class. You can choose from beasts with a challenge rating equal to you character level divided by 3 rounded down, but must abide by the other limitations of the Beast Shape Table. The paint vanishes from the creature and the containers refill at the next dawn no matter if they transformed or not. Rod of Vibration Rod, common A plain looking stainless rod, that begins or stops to vibrate, when the command word is spoken. Silken Succubus Cloak Wonderous item, very rare (requires attunement)
A Cloak made from succubus hair and other materials. While wearing this cloak it’s appearance changes into a pair of bat-like wings as you gain a flying speed of 30ft and can glide safely to the ground without exertion. Curse - Should you wear more than one Silken Succubus item, they can’t be removed unless you are targeted by a Remove Curse spell or similar magic. While you’re affected by this curse and wear two or more Silken Succubus items, you can’t willingly part with them, double your Charisma Modifier for Persuasion and Deception skill checks should it be positive and gain the Flaw “I crave for pleasures”. Silken Succubus Corset Armor, very rare (studded leather, requires attunement) A corset made from succubus hair and other materials. While wearing this armor you gain +2 AC and it grants you the ability to dodge out certain area effects. If you are subject to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage on a successful and half damage on a failed roll. Curse - Should you wear more than one Silken Succubus item, they can’t be removed unless you are targeted by a Remove Curse spell or similar magic. While you’re affected by this curse and wear two or more Silken Succubus items, you can’t willingly part with them, double your Charisma Modifier for Persuasion and Deception skill checks should it be positive and gain the Flaw “I crave for pleasures”. Silken Succubus Gloves Wonderous item, rare (requires attunement) These gloves made from succubus hair are barely visible when worn. They grant the wearer’s arms and hands an unearthly beauty but manifests perfect but sharp fingernails on each hand. The gloves grant you proficiency with unarmed strikes, temporarily turning your hands into claws. Your claws deal 1d8 slashing damage before modifiers and count as magical for overcoming resistances and immunities. You can use your Dexterity or Charisma when using these unarmed strikes. Curse - Should you wear more than one Silken Succubus item, they can’t be removed unless you are targeted by a Remove Curse spell or similar magic. While you’re affected by this curse and wear two or more Silken Succubus items, you can’t willingly part with them, double your Charisma Modifier for Persuasion and Deception skill checks should it be positive and gain the Flaw “I crave for pleasures”. Silken Succubus Stockings Wonderous Item, rare (requires attunement) These stockings made from succubus hair are barely visible when worn. They grant the wearer’s feet and legs an unearthly beauty but manifests a bone like protrusion at the base of each heel. The stockings allow you to cast Etherealness at its base level once between long rests. Curse - Should you wear more than one Silken Succubus item, they can’t be removed unless you are targeted by a Remove Curse spell or similar magic. While you’re
affected by this curse and wear two or more Silken Succubus items, you can’t willingly part with them, double your Charisma Modifier for Persuasion and Deception skill checks should it be positive and gain the Flaw “I crave for pleasures”. Tip-Toe Boots Wonderous Item, uncommon (requires attunement) A pair of tightly fitting boots with heels, forcing the wearer to always stand on their toes.While wearing these boots you gain a +5 to Stealth skill checks and your movement speed increases by 10. Curse - Once you attune to this item, it can’t be removed unless you are targeted by a Remove Curse spell or similar magic. While you’re affected by this curse, you must make a DC 12 Dexterity saving throw whenever you spend your movement to stand up from the prone condition. On a failed save you immediately fall prone again, on a successful one you can continue your turn. Warpaint Wonderous Item, uncommon A small set of clay containers bound together by leather straps containing magically infused colors. During a long rest, one creature can apply this warpaint to themselves, allowing them to enter a Rage as bonus action once, as described in the Barbarian Class Features. Bonus to rolls or damage are made based on the character’s level. This rage doesn’t end prematurely if the creature doesn’t deal or take damage. The paint vanishes from the creature and the containers refill at the next dawn no matter if the rage was used or not. Wedding Ring of the Bride Wonderous Item, very rare (requires attunement) The simple ring of a bride who befell an unfortunate fate on her wedding day. When attuned the wearer gains proficiency in Wisdom (Insight) checks or doubles its proficiency bonus in this skill should they already be proficient. You also know when you hear a lie. Additionally you can cast the Guidance, Prestidigitation and Mage Hand cantrips at will and the Skill Empowerment spell once per short rest. Should you be attuned to both Wedding Rings they form the Wedding Ring of Soulmates until the attunement ends. When it ends, one ring vanishes to a random location on the material plane. Wedding Ring of the Groom Wonderous Item, very rare (requires attunement) The simple ring of a groom who befell an unfortunate fate on his wedding day. When attuned the wearer gains proficiency in Intelligence(History) checks or doubles its proficiency bonus in this skill should they already be proficient. You also know the value of any good you examine (with a maximum deviation of 10%).
Additionally you can cast the Guidance, Thaumaturgy and Control Flames cantrips at will and the Creation spell once per short rest. Should you be attuned to both Wedding Rings they form the Wedding Ring of Soulmates until the attunement ends. When it ends, one ring vanishes to a random location on the material plane. Wedding Ring of the Soulmates Wonderous Item, legendary (requires attunement) An intertwined ring formed from two wedding rings. When attuned the wearer gains proficiency in Intelligence(History) and Wisdom (Insight) checks or doubles its proficiency bonus in these skills should they already be proficient. The wearer also gains the following benefits: ● You also know when you hear a lie. ● You also know the value of any good you examine (with a maximum deviation of 10%). ● You can cast the Guidance, Thaumaturgy, Prestidigitation, Mage Hand and Control Flames cantrips at will. ● You can cast the Creation and Skill Empowerment spell once per short rest. Additionally upon creation the ring gains 1d4 charges which the wearer can expend to cast the Wish spell. It regains a charge for every 25 years that pass and can hold up to 5 charges. Whip of Vitality Weapon (whip), very rare (requires attunement) This whip can be wielded as a magic whip that grants a +2 bonus to attack and damage rolls made with it. The whip has 10 charges, regaining 1d6 daily at dawn. Upon damaging a creature you can choose to expend 1 charge, granting the creature Temporary Hit Point equal to twice the damage you’ve dealt. Alternatively you can expend 8 charges to grant the creature the effect of the Regenerate spell.