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Published by goroiamanuci, 2023-03-08 18:45:58

Magic Items of Xotamen _ GM Binder

Magic Items of Xotamen _ GM Binder

While attuned, as long as you are conscious you are aware when a creature capable of thought carries ill will against you within one mile of you. You do not know the number of creatures nor their location, but the feeling is unshakable. In addition, you automatically detect the exact location of any creature with an Intelligence score of 6 or higher within 15 feet of you. These creatures gain no benefit for being lightly obscured, heavily obscured, or invisible, and they cannot be hidden from you. This special sense foils some illusions, such as blur or a major image in the form of an intelligent creature. Additionally, your Entropic Ward warlock feature allows you to invade the mind of the creature that targeted you. The target of your Entropic Ward is charmed by you for 1 minute. While charmed in this way, you may use a bonus action on your turn to force the target to make an Intelligence saving throw against your warlock spell save DC. On a failed save you force the target to use their reaction, if they have one remaining, to attack a creature of your choice. The target can move up to half its speed to reach the creature and will always take the safest route possible. The target will not move if they are at risk of taking an opportunity attack, and if they cannot get within range to attack the creature you chose they automatically succeed their saving throw. From Flail Snail's Mail on Ko-fi Watchful Dog Statuette Wondrous item, uncommon This statuette is about 3 pounds of cast iron fashioned into the likeness of a sitting terrier of some kind with its mouth open. When a piece of meat weighing at least a quarter pound is placed in the dog's mouth as an action, it consumes the meat and activates. When it activates, each creature within 10 feet is remembered by the statuette. Until the next sunrise or sunset, any time a creature larger than a mouse enters within 10 feet of the watchful dog statuette that is not remembered by it causes it to bark loudly, automatically waking up every sleeping creature within 30 feet. This item deactivates early if it is placed within a darkened container, such as a backpack, chest, or sack. Inspired by EmpedoclesTheWizard on reddit Weapon of Deflection Weapon (any melee), uncommon This weapon lunges into the path of incoming fire to protect its wielder. While wielding this weapon you gain a +1 bonus to AC against ranged weapon attacks. From Izunundara on reddit Weapon of the Sun-Eater Weapon (any non-slashing melee), uncommon This wooden weapon was named by a druid with a flair for the dramatic. While its wielder is in sunlight, attacks with this weapon gain a +1 bonus to attack and damage rolls. From frampfdoegud on reddit Weapon of Verdict Weapon (any melee), uncommon (requires attunement by a good-aligned creature) These polished wooden weapons are traditionally used by the clerics and paladins of Sidiar order to punish evildoers and aid the needy. Each of these magic weapons are blessed by a powerful priest or celestial. It has 3 charges and regains 1d3 charges daily at dawn. You can use these charges to create the following effects: Condemn. When you hit a creature with this weapon, you can expend 1 charge to deal an extra 1d8 fire damage to the target. Commend. As an action, you can expend 1 charge to touch a creature other than yourself with this weapon to restore 1d8+2 hit points to that creature. From griff-mac found on reddit Weaver of Dreams Wondrous item, very rare (requires attunement) A wicker mask interwoven with scraps of multicolored fabric. The mask gives off a soporfic aroma that induces deep sleep and lucid dreams in those who wear it. The weaver of dreams allows you to cast a number of spells called Dream Rituals. These spells take 6 hours to cast, require no components, and you must remain in uninterrupted sleep for the duration of the casting. These spells take effect immediately when you wake up, and you can only benefit from the effects of one Dream Ritual spell at a time. Insomnia (Duration: 16 hours). You cannot be put to sleep by any means. In addition, having 0 hit points does not knock you unconscious. You must still make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. If you have 0 hit points when the spell ends, you fall unconscious. Lucidity (Duration: Concentration, up to 8 hours). You gain a flying speed of 60 feet for the duration. If the spell ends and you are still aloft, you begin to gently descend at a rate of 60 feet per round. If you are still aloft after 1 minute, you begin to fall normally. Pavor Nocturnus (Duration: 24 hours). Your worst fears manifest as four nightmarish creatures under your control. They use the statistics of an imp, except any damage they inflict is psychic damage. Roll initiative for the creatures as a group, which take their own turn. The attack any hostile creatures, but otherwise simply become invisible and take no actions. The creatures disappear if they drop to 0 hit points or when the spell ends. Premonition (Duration: 24 hours). You receive shadowy visions of your immediate future. You cannot be surprised, have advantage on saving throws, and other creatures have disadvantage on attack rolls against you. Once you have benefited from this effect three times, the spell ends. Somniloquy (Duration: 16 hours). You can telepathically communicate to any creature you can see within 30 feet of you. You do not need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. From ImplausibleKnight on reddit 50 Return to Contents


Weavesink Scroll Scroll, very rare or legendary (requires attunement by a spellcaster) The margins of this long scroll of parchment are covered in tiny arcane runes and writings. Although flimsy, it is quite durable, resisting wear and tear, fire and water damage, and other negative mundane effects. While attuned, when you are targeted by a spell of 5th level or lower you may use a reaction to invoke this scroll and attempt to trap that spell within it. You cast counterspell at 3rd level, ignoring its normal range and without expending a spell slot, against a spell that is targeting you or including you in its area. If you successfully counter the spell, its magic is diverted and written onto the weavesink scroll. Once you attempt to trap a spell you cannot do so again until you finish a long rest. Spells written onto the scroll may be later cast, following the normal rules for a spell scroll except that the weavesink scroll does not crumble to dust when it has been used. If a spell written onto the scroll is not on your class's spell list it is intelligible to you, you understand its effects, and you know which classes can cast it, but still cannot cast it yourself. The scroll has enough room for 10 levels of spells, and if you successfully trap a spell that the scroll does not have the room to store the spell is still countered, but not written onto the scroll. When you finish a long rest, you may choose to remove any number of spells written on the weavesink scroll, returning the magical energy harmlessly into the environment. A legendary version of the weavesink scroll exists, which has the following changes: you may attempt to trap a spell of up to 7th level, and the scroll has enough room for 20 levels of spells. Created by DiceGolem Well of Radiance Wondrous item, rare (requires attunement by a celestial warlock) This simple clay bowl glows when its magic is active. When you use your Radiant Soul warlock feature to add your Charisma modifier to a radiant or fire damage roll, you may also choose one creature within 30 feet of you to gain temporary hit points equal to your Charisma modifier. Additionally, you may use an action when holding the bowl to cause the radiant power of your patron to flow from it. Every creature of your choice within 30 feet of you must make a Constitution saving throw against your spell save DC or take 1d8 radiant damage and be blinded until the start of your next turn. On a successful save, it takes half damage and is not blinded. You may expend a spell slot as part of this action to increase the radiant damage by 1d8 for each level. For example, expending a 3rd level spell slot increases the radiant damage by 3d8. Once you use this feature you cannot do so again until you finish a long rest. From Flail Snail's Mail on Ko-fi Wetstone Wondrous item, uncommon This smooth river stone has a laughing face painted on it. You may use an action to put this stone in liquid, causing the stone to absorb it at a rate of 10 gallons per minute. The stone can hold up to 36 gallons of liquid. As long as the stone holds any amount of liquid, you may use an action to squeeze the stone, causing the liquid to pour from it, up to 2 gallons per minute. It appears to emerge from the mouth of the painted face. If the stone absorbs a liquid while already containing one or more liquids of a different type, they mix. Whenever the stone contains at least 1 gallon of an alcoholic beverage, whenever it is put on a flat surface it starts rolling in a random direction. From Tavern of Trinkets on reddit Wildforming Leathers Armor (leather), rare (requires attunement by a druid) This comfortable armor grants a +1 bonus to AC while worn, and a +2 bonus to AC for all Wild Shape forms. All Wild Shape forms last for an additional hour, and when you revert to your normal form roll a d4. On a 4, you regain an expended use of Wild Shape. From Flail Snail's Mail on Ko-fi Wispy Sour Potion, common or uncommon This drink is smooth, sweet, and has a slight aftertaste of ash. A tiny, single light from the dancing lights spell is often cast within the drink when served. Due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage. The typical wispy sour, a common potion, is a specialty alcoholic beverage that causes you to float harmlessly off the floor. When you drink this potion, you gain a flying speed of 10 feet for 1 minute, but can only hover 1 foot above the ground when doing so. The following wispy sour is an uncommon variant with additional properties. It also tastes better. For 1 minute after drinking this potion, you can regain 1d8+2 hit points once on each of your turns when you reduce a hostile creature to 0 hit points. If the creature is a construct or undead, you don't regain any hit points in this way. This variant contains a harmless will-o'-wisp fragment. Hazy visions of lost souls occasionally drift though the drink's cheery liquid. From griff-mac found on reddit Wizard's Primer Wondrous Item, uncommon This normal looking book is a guide for new wizards. It details a few spells that, according to it, "every wizard must know," as well as where to purchase or find the material components necessary to cast them. It is resistant to water damage and normal wear and tear, requiring a Strength check DC 13 to rip out one of its pages. 51 Return to Contents


It contains three 1st level wizard spells of the DM's choosing that a wizard may copy into their spellbook. The most common and best selling version of a wizard's primer contains the spells detect magic, find familiar, and magic missile. Curse. Cursed versions of this informational book exist, although rare. In them, one of the spells listed is not what it seems. When that spell is copied into a spellbook and successfully cast, it creates a harmless sensory effect instead of the spell's usual effects. A caster may find themselves in the center of a foul smelling cloud, be subject to a piercing goat's scream at a loud volume, find the bottom of their trousers soiled, or have the phrase "DUM-DUM" appear upon their forehead. Pick an effect that can be duplicated by the prestidigitation spell as long as it is humiliating and worthy of an immature prank. Inspired by LonescomeCowboy32 on reddit Writ of Authority Wondrous item, uncommon This piece of arcane paper, when presented as proof of your right to exercise some minor authority, magically alters itself to appear as if a local ruler or superior has endorsed your behavior. You gain advantage on Persuasion checks made when presenting the writ to perform a task. You could convince guards you are allowed to be in an otherwise restricted area, or that you and your party have permission to escort a prisoner to another prison. Illusion magic of this sort only makes it more plausible that you have the authority you claim. If your behaviors are too suspicious or egregious the DM may rule you have disadvantage on the Persuasion check, or cannot make a check at all. For example, a writ of authority would not help when you get caught alone with the aristocrat's daughter. The writ has 5 charges that recharge at dawn, and you expend one of the charges when you present it to an individual or group. Inspired by Coalesced on reddit, and Dr. Who 52 Return to Contents


Artifact Descriptions Dreamcrystal Focus Wondrous Item, artifact (requires attunement by a spellcaster with a 9th level spell slot) At the dawn of the Material Plane's creation, powerful planar beings pulled dream-stuff from the crystal spheres of Ao and shaped it according to their desires. They created their own worlds and filled them with devoted celestials, cunning fiends, stoic constructs, and unfathomable aberrations. These ancient beings, now lost and forgotten, taught their most powerful and precious servants the methods of creation, who in turn taught their favored servants, and so on throughout time uncountable. The Dreamcrystal Focus is an artifact from this time, its last owner a deity now long forgotten and powerless. It resembles a sphere of translucent white crystal filled with a slow roiling mass of ever changing pastel energy. Shaking or moving the sphere does not upset the movement of this energy in any way. When a creature attunes to this artifact, it quickly shrinks or grows until it can be easily held by the creature's favored spellcasting appendage. Knowledge of Creation. When you attune to the Dreamcrystal Focus, your alignment shifts to True Neutral. For every one step of difference between True Neutral and your previous alignment, you take 8d10 psychic damage. If you later break your attunement, you slowly regain your original alignment over the course of one month. While attuned to the Dreamcrystal Focus, gain proficiency in Arcana, History, Nature, and Religion. If you already have proficiency with one of these skills, you instead gain expertise in that skill. Spellcasting Focus. While holding the Dreamcrystal Focus you may use it as a focus for your spells, regardless of your class or source of magic. You gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells, and gain advantage on Constitution saving throws to maintain concentration on a spell. Spellcasting Empowerment. While attuned to the Dreamcrystal Focus your spellcasting ability score increases by 2, to a maximum of 24. This spellcasting ability score must be from a class that grants you a 9th level spell slot. For example, a 17th level bard/3rd level wizard would increase their Charisma score, not Intelligence. In addition, whenever you cast a spell that consumes material components while using the Dreamcrystal Focus as a spellcasting focus, you may choose to not consume those material components. Destroying the Focus. The Dreamcrystal Focus cannot be destroyed by anything that has been created, making it invulnerable to all damage and immune to most effects and conditions. While attuned to the focus, casting a wish spell while tossing it into a sphere of annihilation shunts it from the multiverse for 1d100 years. Inspired by Catilus on reddit (203 + 73 Magic Items) 55 Return to Contents


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