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Published by archangel777, 2023-02-05 17:38:52

Menagerie of Magic

Menagerie of Magic

Peace taker Weapon (longsword), rare (requires attunement) "Are you taking the peace?" Attack and damage rolls made with this weapon receieve a +1 bonus. Every attack that lands from this weapon removes a small part of the targets essence. When the sword has landed 10 attacks, the next attack deals maximum damage. Plate armor of blast protection Armor (plate), very rare (requires attunement) Whie you are attuned to this armor you gain a +2 bonus to your AC. Additionally this armor grants immunity to force damage. Regeneration amulet Amulet, very rare (requires attunement) While you are attuned to this amulet and it sits around your neck, you regain 3 HP per hour. If you are a life Cleric, you regain 5 HP per hour. Rod of worship Rod, rare (requires attunement) This small unassuming rod can be used to create a restful area for worship and prayer. By standing the rod on its edge, or by placing it into the ground and speaking the command word, a solid translucent bubble surrounds the area in a 30ft sphere. The sphere passes through solid objects but does not cause damage to them. All creatures on the outside of the orb are unable to pass through the bubble. Likewise all creatures inside are unable to leave. The bubble is completely impervious and has enough breatheable air to last 8 creatures up to 24 hours. The command word can be spoken at any point to disable the bubble, but it disapears after 24 hours regardless. Once used, you must wait at least 12 hours before using this again. 49


Shield of Divine Intervention Armor (Shield), rare (requires attunement) This shield grants +1 to you AC. This is in addition to the benefits of a standard shield. As a reaction when an ally is subject to an attack, you may speak the command word. A bolt of energy shoots down from the sky and envelops a creature within 150 ft of you. This energy will protect the creature from the attack. You may do this a number of times equal to your wisdom modifier (min 1 ). Strombjor Weapon (mace), very rare (requires attunement) You gain +1 to your attack and damage rolls made using this weapon. Attacks made from this weapon deal an additional 1d4 Holy damage. Strombjor has 9 charges. You may use these charges to cast spells. Shield (1 charge), Knock (2 charges), Blink (3 charges), Major Image (3 charges). Strombjor regainst all spent charges at dawn. If all charges are used, roll a d20. On a 1, the weapon crumbles to ash and floats away in the wind. Talisman of extended power Wondrous item, rare (requires attunement) While you have this token in your posession, all of your spells have their range doubled. Additionally, your spells with a range of (touch) now have a 15ft range. 50


Druid Magic Items T he following items are restricted and can only be used by Druids. Preservers or nature and the balance of everything natural in the world. Getting their power directly from nature or from nature deities, most of the otems here will be of similar theme. Amulet of Aromatherapy Amulet, rare (requires attunement) This dull metallic disk is threaded onto a simple string and sits around the neck. While you are in danger it begins to leak scented vapor which rise and fills your nostrils. The amulet seems to know exactly what you are in need of and restores your health. The first time each day you are subject to a condition, the amulet will act to remove it. Brooch of fallen leaves Wondrous item, rare This brooch has been created in the shape and image of a leaf. The leaf is green when you are healthy but will turn brown if you are suffering from a curse, red if you are suffering from poison effect and black if you are dead. Cloak of saving grace Wondrous item, rare (requires attunement) Any time you make a saving throw, you can roll an additional d4 and add the result to your total. Elis'llana's Whip Weapon (whip), uncommon (requires attunement) This whip is made up of several strong vines that have been braided together to form a point. You gain +1 to your attack and damage rolls made using this weapon. In addition, you can grapple at range using this whip. 51


Goodberry orb Wondrous item, rare (requires attunement) This orb resembles a much larger than usual version of a goodberry. If you cast the spell Goodberry while this orb is in your hand, the berries produced will restore four hit points instead of one. Horn of Hasjorth Wondrous item, rare (requires attunement) This horn has been fashioned into an instrument that can call upon local wildlife to aid you. Once per day you may use the horn to cast the Conjure Animals spell. This variant of the spell does not require you to concentrate on it. Pin of feral traversal Wondrous item (rare) As an action you may speak the command word and increase your movement speed to four times your standard speed. This speed increase lasts one minute and can be done once per day. Ring of shield of thorns Ring, rare (requires attunement) An aura of thorns surrounds your flesh. Whenever a creature moves within melee range of you, they take 1d6 piercing damage. If they begin their turn in melee range of you, they take 1d4 piercing damage. Sandman's pouch Wondrous item, uncommon This small linen sack contains a dark purple powder. As an action, you can throw a handful of powder into a creature's face. The creature must make a DC 15 Wisdom Saving throw or fall asleep. If used in combat and the creature makes the save, they instead fall to the end of the initiative order. 52


Scaled leather armor. Armor (scale mail), uncommon This scale mail armor has been manufactured without adding any metal to the body of it. This allows druids who follow the true values of nature the ability to increase their armor and protection. Stick of Truth Weapon (quarterstaff), very rare (requires attunement) The truth is everyone could do with some help and this staff has plenty of it. While you are attuned to this weapon you gain +3 to your attack and damage rolls, Spell attack modifier, spell save DC and all Saving throws. Succubus Thorn Weapon (Dagger), rare (requires attunement) This weapon is a very small pointed dagger carved from a very strong, marbled wood. Attacks made with this weapon deal an additional 1d4 poison damage. You regain hit points equal to the poison damage dealt. When you are attuned to this item, you may cast the Lesser restoration spell a number of times equal to your Wisdom modifier (minimum 1). You must finish a long rest before doing so again. 53


Tome of beasts Wondrous item, uncommon This book has no magical properties but is an in depth textbook full of anatomical research notes on up to 5 different animals. The information in the book is enough to allow you to transform into one of these animals without actually seeing one yourself. Toxic Spikes Wondrous item, uncommon These thorns are taken from a variety of poisonous plants. When you throw them, they cover a 15ft by 15ft area. Any creature that steps onto a square containing these thorns take 1d6 poison damage. Every time they step into a square containing the thorns they take another 1d6 poison damage. Wilderness cap Wondrous item, very rare (requires attunement) While you are attuned to this item, your hit point maximum increases by 8, you gain +1 AC and if you cast the Conjure Animals spell, you summon double the standard amount of animals. 54


Fighter Magic Items T he following items are restricted and can only be used by Fighters. Fighters do one thing above all else well.They fight. Most of the items used by fighters are combat based and allow them to hit harder and take more of a beating. Amulet of the bull Amulet, very rare As part of your attack action you can charge to the enemy. You can leap up to your full movement speed and land in melee range of your target. If you do this, you do not need to follow a path to the target. You can literally jump from one point to another. Belt of Revenge Wondrous item, rare (requires attunement) This belt is attuned to your very being. It feels what you feel. When you are subject to a critical hit, the belt pushes its magic through you to empower your next attack. When attacking after being subject to a critical hit, you roll double damage dice. Boots of withdrawal Wondrous item, rare (requires attunement) If you attack a creature on this turn, you can move out of its reach without provoking an attack of opportunity. Brawlers vigor Wondrous item, uncommon (requires attunement) This small gemstone is quite unique in its function. During a rest, you may focus on the stone for at least 10 minutes. By doing so, the mysterious magic inside of the gemstone can take effect, altering your attributes. The alteration lasts until the next dawn. Roll a d6 and take the result from the following table. Once you have done this, the item cannot be used until the next dawn. Brawlers Vigor Table d6 result Effect 1 -2 Wisdom 2 -2 Intelligence 3 -2 Charisma 4 +2 Dexterity 5 +2 Constitution 6 +2 Strength 55


Combat medic's diary Wondrous item, uncommon This small worn book is the personal diary of a soldier who specialised in medical care. The book is full of small bits of information that will help you survive in the wilderness. Between medical tips on how to properly bandage a wound and when a wound is infected, to different wild plants that may be poisonous. Grand finale Ring, very rare (requires attunement) This ring can empower your next attack to incredible levels. As an action you can activate the ring. Your next attack will deal damage equal to half of your current hit points. However, if this attack misses, the ring extracts the cost from your body. You instantly fall to 0 hit points and automatically receive one failed death saving throw. Once you have used this item, you must finish a long rest before doing so again. Iron head Weapon (maul), rare (requires attunement) This brutish looking hammer head sits atop a roughly forged pole. It is not the prettiest looking weapon by any stretch, but it is certainly capable of causing damage and distress. When you are attuned to this item, your strength score increases by +2. Additionally, all attacks made with this maul have a chance to cause the target to flinch. After a successful attack, roll a d10. On a 10, the target cannot act until the end of your next turn. Medics drape Wondrous item, unommon While you are attuned to this cloak, you gain an additional charge of Second wind. 56


Orb of combat prowess Wondrous item, rare (requires attunement) While you are attuned to this item you can select an additional fighting style. You can't take the same fighting style more than once. Perpetual motion bands Wondrous item, rare (requires attunement) If you speak the command word, your strength and dexterity scores increase by +2 for 1 minute. However, during the active period you must attack at every available opportunity and you must attack the same target the entire time. If the target dies before the minute passes, you must then move onto thenext closest target. Rank climber Weapon (shortsword), very rare (requires attunement) Each time you land an attack with this sword, it deals more and more damage. It's almost like it can sense it is in battle and relishes it. After you land an attack, progress to the next row of the table and use the new damage roll. Once you reach the borrom of the table, continue using this amount until the combat encounter is over. This table resets at the end of an encounter. Rank Climber Attack Damage die 1st 1d4 2nd 1d6 3rd 1d8 4th 2d4 5th 1d10 6th 1d12 7th 2d6 8th 1d20 9th 2d10 10th 5d4 57


Shieldbreaker Weapon (mace), rare If you are attacking a creature that is using a shield and your attack misses but would have landed if it wasn't using the shield, your attack lands against the shield and destroys it. Surging armor Armor (any type), uncommon (requires attunement) While you are attuned to this armor, you gain an additional charge of Action surge. Talisman of joy Wondrous item, very rare (requires attunement) While you are attuned to this item you can select an ability score that you do not have saving throw proficiency with and become proficient in that chosen skill. Wall of prolonged pressure Armor (shield), rare As an action you may attempt to shove a creature by making a standard attack roll. If this is successful, the creature falls to the ground. As part of the same action, you can place the shield on top of the fallen foe, trapping them underneath. The creature suffers from the restrained condition. 58


Monk Magic Items T he following items are restricted and can only be used by Monks. Monks harness ki to maximise their natural talents and skills. Most monks will rely solely on their own bodies and minimal additional items. Here you may find a few things that they find suitable. Amulet of inner peace Amulet, rare (requires attunement) Monks have no need for material possessions, which is why this amulet is all purpose and no flash. It is made from a simple piece of stone, carved with a few relics. When you are attuned to this amulet, your maximum ki points increase by an amount equal to your proficiency modifier. Balboa's gloves Wondrous item, very rare (requires attunement) These gloves once belonged to a great natural fighter, a true underdog. While you are attuned to these gloves, your unarmed attack and damage rolls gain a bonus of +2. Charm of Self discovery Wondrous item, uncommon (requires attunement) A small token you have had since you were a child.This could be a small toy, figurine, piece of jewellery, anything that has sentimental meaning to you. Your bond and history with this item can inspire you with many happy memories and allow you to increase your health when needed. In times of great peril, you may inspire yourself with this item to help heal yourself in a pinch. You may spend ki points to heal yourself at any time. The cost of this heal is 2 ki points for 1d8+ wisdom modifier of heaing. 59


Feral Nunchaku Weapon (club), uncommon This monastic weapon consists of two wooden clubs attached at their ends via a chain, allowing the wielder to swing and spin the clubs at great speed. This weapon takes an incredible amount of hand eye coordination to master. When you are using this weapon, you may use your reaction to attempt to deflect an attack aimed at you. Roll a d20, on a 15 or above the attack fails. Jade necklace of time Amulet, rare (requires attunement) This amulet contains one charge of the haste spell. You may use an action to cast this spell on yourself, You must wait 24 hours before doing so again while the necklace regains power. Ki-bending ring Ring, uncommon (requires attunement) When you find yourself full of life, yet short of energy, you may transfer 8 hit points from yourself and convert this into 1 ki point. You may do this a number of times equal to your wisdom modifier. You must finish a long rest before doing so again. Phoenix orb Wondrous item, very rare (requires attunement) Many monks believe in reincarnation, but there are several theories as to how it works. Whether it is a boon gifted by a higher power, a talent one can learn and practice over the years or some kid of wizardry. Any of those are possible, but the phoenix orb is a clear sphere that performs the wonder. When you are attuned to this item and are brought to 0 hit points your body is engulfed in flames and instantly vanishes. Choose a spot within 30 ft of where you fell. You reappear in this spot with full hit points and ki points. Once the Phoenix orb has performed this act 3 times, it loses all magical properties. 60


Rod of torrent flow Rod, rare This rod is simple as far as rods go. If placed in a flowing body of water, it can be charged by the kinetic forces from the water. It fully charges in one hour and holds 3 charges. Any time you roll less than 10 on an ability check or saving throw, you can spend a charge to have the energy flow through you and make the attempt again.You must use this new roll. Robes of the whispers Wondrous item, rare (requires attunement) This light linen robe is soft and light allowing the wearer to move just as freely as they would with no armor. While the robes offer no protection whatsoever, they move and flow in such a way that they can confuse the opponent into not knowing where your flesh is. While you are attuned to these robes, your AC increases by +2 while you are not wearing armor. Silencing Geta Wondrous item, uncommon These traditional wooden sandals are usually favoured by those in the east. When worn by a monk they grant advantage on stealth checks related to moving quietly. Silent Kasaya Wondrous item, uncommon These robes are tradionally worn by monks who have taken a vow of silence. This robe acts as a vessel for your verbal components of spells to manifest. The robes can read your thoughts almost as quickly as you think them. It puts the energy of the spoken word into the air, allowing you to cast spells this way. Striped tigers cloak Wondrous item, uncommon (requires attunement) Tigers are known for their agility and feline grace. The effects of this cloak are similar. While you are attuned to this item, when you use your reaction to reduce your fall speed, the amount of damage you take is reduced by 8 times your monk level, instead of the usual 4. 61


Stunning fingerlets Ring, rare (requires attunement) While you are attuned to this ring, any time you make a Stunning strike against a target, they make their Constitution saving throw with disadvantage. Windwalkers band Ring, very rare (requires attunement) This ring constantly transfers motion energy through your body which circulates from your hand throughout the whole body. While you are attuned to this ring, your Step of the wind ability no longer costs a Ki point to use. Windwraps Wondrous item, rare (requires attunement) The cloth used to fashion these wristwraps are made from a frictionless material, resulting in quicker movements and easier actions. While you are attuned to these wristwraps, your Dexterity score increases by +1 and you may add an additional attack when using flurry of blows. 62


Paladin Magic Items T he following items are restricted and can only be used by Paladins. After spending years in training with basic equipment, a paladin looks forward to something a little bit special after they have taken their oath. Here you will find some items for just that. Armor of the Paladin Armor (any type), rare (requires attunement) This armor is gifted to a paladin upon them completing their training and making their vows. While wearing this armor, the Paladin gains +1 to all saving throws and all ability checks. Additionally, when attacking an undead foe, you can make an additional attack. Bubble hearth Wondrous item, rare (requires attunement) This small gemstone is bound to you when you attune to it. When you heal yourself using hit points from your lay on hands pool, the amount you heal is doubled, but the hit point pool is depleted by the original amount. Excalibur Weapon (longsword), very rare (requires attunement) Attack and damage rolls made with this weapon gain a +3 bonus. This sword of mythical folklore lives up to its legend as it empowers you in practically all ways. Increase all ability scores by +1, and you gain 3 1st level spell slots. Gauntlet of the king Wondrous item, very rare (requires attunement) The bearer may double the maximum amount of hit points available in their Lay on hands pool. 63


Gauntlets of thunderous wrath Wondrous item, rare (requires attunement) These steel gauntlets are detailed with golden accents. Any smite attack made while attuned to these gauntlets deal an additional 1d8 damage. Glyph of might Wondrous item, uncommon A small metallic relief that is usually pinned to the lapell of a jacket or on the front of armor, this symbol fills its Paladin with great confidence. Whenever you make a smite attack, you ay reroll all 1s and 2s. You must use the new rolls. Hand of the king Wondrous item, uncommon (requires attunement) The bearer may increase the amount of hit points available in their Lay on Hands hit point pool by 5. Heavy steel boots Wondrous item, uncommon These standard issue boots are given to all paladins upon taking their oath. While wearing them you recover 1 hit point for every hour you are awake. Mithril chestpiece of hope Armor (breastplate) rare (requires attunement) This armor grants a +1 bonus to AC. Any time you make an attack roll, saving throw or ability check you may reroll the result with disadvantage. You must take the lower result of the new rolls. 64


Orb of purity Wondrous item, rare This clear sphere is roughly fist sized. When placed into food or liquid it can detect poison or impurities. If the subject is safe to consume, the orb will remain clear. If it is unsafe to consume, the orb will fill with a green fog. Shaun's bat of undead Weapon (mace) very rare (requires attunement) This wooden bat is flat on one side and bevelled on the other with a rubber wrapping around the handle for grip. This bat is stained with blood and no matter how hard you try, you cannot clean it. Attack and damage rolls made with this weapon receive a +2 bonus. Attack and damage rolls made against undead foes receive a +4 bonus. Attacks made with this bat seem to cause blood to fly much further and splatter in a wider area than you'd expect. When using this item be prepared to be told "You've got red on you" . Shield of Justice Shield, very rare (requires attunement) This round buckler style shield grants a +1 bonus to AC and can be used as a weapon as well as armor. It can be used to bash, or as a thrown weapon. Bash attacks are a standard melee attack. Make an attack roll against the target. Successful attacks deal 2d8 bludgeoning damage. The target must also succeed on a DC 13 Dexterity saving throw or be knocked prone. Thrown shield attacks are a standard ranged attack with a range of 60ft. Make an attack roll against the target. Successful attacks deal 2d8 bludgeoning damage and the shield returns to your hand. If the attack roll is 5 or more short of the targets AC, the shield flies past the target and you must pick it up again. 65


Smite of undead Ring, very rare (requires attunement) This golden band is imbued with holy power. Smite attacks made against undead or fiend targets deal maximum damage. Stormbreaker Weapon (handaxe), very rare (requires attunement) With a hammer face on the back of the axehead, this is an imposing weapon indeed. An extremely sharp blade mounted onto a heavy wooden handle. Attack and damage rolls made with this weapon gain a +2 bonus and ranged attack rolls made using this weapon can use strength rather than dexterity. Tabard of truth Wondrous item, uncommon This cloth tabard is worn over the armor. It can be any color of your choice but must have a symbol embroidered into it to show you are a Paladin. While wearing this tabard,you gain an additional spell slot that must be used to smite. 66


Ranger Magic Items T he following items are restricted and can only be used by Rangers. Specialising in hunting beasts in the wilderness that threaten the lives of local people, most Rangers strike from distance without ever breaking a sweat. The enemy is usually dead before they reach a Ranger. Arrowhead whetstone Tools (unique), rare A skilled ranger who has trained with bows and/or crossbows for years knows how to get the most of their tools. Using this kit you can spend 1 minute of downtime to sharpen the tips of arrows or bolts. This will grant them a +1 bonus on damage rolls. Bottomless quiver Wondrous item, rare (requires attunement) Much like a bag of holding, this quiver can store an incredible number of arrows or bolts. The maximum number has not been discovered but it is in excess of 10,000 pieces of ammunition. Bowman gloves Wondrous item, uncommon (requires attunement) These gloves are designed to be comfortable yet highly functional, leaving the fingertips free and strapping over the wrists. While you are attuned to these gloves you ignore the loading property on weapons. Bowstring of elemental wrath Wondrous item, rare Fastening this string to your bow will imbue your arrows with elemental energy, altering the damage typing from piercing to an element. Roll on the following table, your bowstring will be empowered with that element for 24 hours. You cannot attempt to replace the elemental typing until after the 24 hours are up. Bowstring Element d6 Roll Damage Type 1 Fire 2 Acid 3 Lightning 4 Cold 5 Poison 6 Thunder 67


Dagger of the hunt Weapon (dagger) rare (requires attunement) This small dagger has been enchanted to make the task of skinning and butchering a dead animal easy. Simply stab the dagger into the corpse of a slain beast, and over the next ten minutes the dagger will magically skin the beast and remove any valuable meat from the corpse. Ferocity Weapon (shortbow), legendary (requires attunement) When you attune to this Bow, you instantly feel more in tune with your surroundings, more reflexive, more feral. Your Dexterity score increases by +4 up to a maximum of 24. Attack and damage rolls made with this weapon receieve a bonus of +3. Goggles of tracking Wondrous item, rare These goggles amplify the tracks and trails made through any and all terrain by any creature or humanoid. If a being you are looking for has been in the area within the last 24 hours, you will be able to identify its track and trace it down. Helm of Archers Wondrous item, uncommon (requires attunement) While you are attuned to this item you gain a +2 bonus to your attack rolls made with crossbows, shortbows and longbows. 68


Hunter's tracking boots Wondrous item, uncommon (requires attunement) Some creatures are just flat out faster than others. Deer move faster than rabbits. Eagles move faster than Deer. While you are attuned to these boots your movement speed increases by 10ft, additionally you can use your bonus action to dash. Insightful orb Wondrous item, uncommon (requires attunement) This round sphere clears your mind and lets you remember things from your past. It lets you remember how certain creatures move, how they build shelter, how they hunt. While you are attuned to this item, during a long rest you can change your favoured enemy to another type. Jack's armor Armor (studded leather), very rare (requires attunement) This armor was designed specifically for combatants who specialise in multiple aspects of combat. You gain a +1 bonus to your AC and you may select an additional fighting style. You can't take a fighting style more than once. On target hoop Ring, very rare (requires attunement) Sometimes its just harder to miss an attack than it is to land one. While you are attuned to this ring, your ranged attacks do not impose disadvantage when attacking from the longer range. Additionally ranged attacks made in melee range to not impose disadvantage. Potion of eagles sight Consumable, very rare This clear green liquid moves around the vial like water. Incredibly thin and still. Nothing about this looks particularly special, apart from the color. Drinking this potion allows you to take in more information than you ever thought possible in such a short space of time. You see everything, where every creature is, was, and will be. You gain advantage on all attacks and your attack rolls gain a +3 bonus. This effect lasts for 1 minute. 69


Stryker, hunter's delight Weapon (longbow), rare (requires attunement) Attack and damage rolls made with this weapon gain a +1 bonus. When you are attacking an animal (including were creatures) your attacks deal double damage. Sword of imposition Weapon (shortsword) uncommon If the combat encounter you are facing has any animals (including were creatures) involved on either side. You gain advantage on the initiative roll. 70


Rogue Magic items T he following items are restricted and can be used only by rogues. They are magical antiquities from the shady underworld that rogues frequent. Rarely even heard of let alone seen, even the most well versed of rogues might not have heard of some of them. Boots of the whispering winds Wondrous item, very rare (requires attunement) Hand crafted centuries ago by the celebrated cobbler “Grinkoff Cazeghoth” , these magical boots were made using the scales and leather from an Ancient Black Dragon. Oversized upon first inspection, they magically shrink to fit the wearer once placed on the feet. The boots are enchanted to receive several benefits. They are always immaculately clean. They produce no sound regardless of the surface you walk on. Grants advantage on all stealth checks. Cloak of obscurity Wondrous item, uncommon While wearing this cloak with the hood pulled over your head, it makes it harder to identify you, even those who know what you're wearing may struggle. Any creature attempting to locate you while you are hooded suffers a -2 penalty to their investigation and perception checks. Cloak of shadowy figures Wondrous item, uncommon (requires attunement) This cloak looks scruffy, torn and worthless to the untrained eye. But to those who know the true value of this cloak know of its true powers. This cloak has 3 charges. You can spend a charge to automatically succeed on a stealth check made in darkness. This cloak regains all charges at dawn, however, if all charges are spent, then it loses all magical properties permanently. Dagger of warping Weapon (dagger) rare (requires attunement) Attack and damage rolls made with this dagger gain a +1 bonus. The blade is enchanted to return to the creature that is attuned to it. Once thrown it magically teleports to the thrower’s belt after it comes to a stop. The belt that holds the dagger has enough slots for a few more daggers which seems odd to you. If the dagger comes straight back why would you need to hold more than one? 71


Hardened thieves tools Wondrous item, uncommon These thieves' tools are made from hardened metals, forged using a special alloy and heated using dragon's fire. No one you speak to recognises the metals used, but you can tell they’re rare, strong and valuable. The craftsman who made them stamped his mark into them; a small mindflayer head. They allow the user to have advantage on checks made to pick locks. Loaded Bone Dice set Wondrous item, rare This dice set is carved from the rib bones of a sorcerer. They are inherently magic and allow the user to control the numbers they land on purely by thought. You are not sure how they work as you don’t feel like you have any connection or bond to them. They just seem to obey. The number 1 side of each of the dice has the pip replaced with a mindflayer head. Mask of a thousand faces Wondrous item, very rare (requires attunement) This magical mask is enchanted with an illusion spell that allows the wearer to instantly change the face of the mask to anyone they have seen before as an action. The mask is form fitting and cannot be detected unless a creature uses detect magic or succeeds on a DC20 Investigation check. Razor's Edge Weapon (shortsword),very rare (requires attunement) Attack and damage rolls made with this weapon gain a +2 bonus. Once per day you may cast the Darkness spell using the sword. This darkness does not affect you however. You may see through it as if it was ordinary light. . 72


Periapt of augmentation Amulet, uncommon (requires attunement) Any time you deal sneak attack damage you gain temporary hit points equal to your proficiency modifier. Resolute retraining sphere Wondrous item, rare This small clear ball, roughly the size of an apple, allows the user to change one ability they are expertised in. You must spend one hour gazing into the ball. During this time you have waves of knowledge forced into your mind. You take 3d8 psychic damage. This can only be done once per day and the ability resets at dawn. Ring of opportunity Ring, rare (requires attunement) If you miss with a weapon attack, you can instead choose to land it. You can only do this once per day. The magic in the ring recharges at dawn. Once you have done this you must finish a long rest before being able to do so again. Sheath of potency Wondrous item, very rare (requires attunement) This sheath for a dagger attaches to your belt. The inside is coated with poison. While storing your dagger inside the sheath, the poison is applied to the weapon. Choose one poison type at dawn, your sheath is coated with this poison until the next dawn when you may choose again. Crippling poison Successful attacks have a chance to apply the poison, the creature must succeed on a DC 15 Constitution check. On a failed save, the creatures movement is slowed by half for 3 rounds. Disorienting poison Successful attacks have a chance to apply the poison, the creature must succeed on a DC 15 Constitution check. On a failed save, the target has disadvantage on attack rolls until the start of your next turn. Lethal Poison Successful attacks deal an extra 1d4 poison damage. 73


Shortbow of hidden fates Weapon (shortbow), rare (requires attunement) Attacks made using this bow, do not reveal your location to the enemy if you miss an attack. The arrow is fired with such force, it disintegrates on impact with the ground or a wall. The increased force from this bow gives your attack and damage rolls a +1 bonus. Threepwood’s Curved blade of Might Weapon (dagger), legendary (requires attunement) This Dagger once belonged to a Mighty Pirate. It is said to have seen many adventures on seas and islands no longer known. The hilt is wrapped in the finest crcodile scale leather and the blade curves at the perfect angle to deal maximum damage when penetrating flesh. With gold detailing and an emerald embedded in the blade, this dagger is valuable to both assassins and vendors alike. When attuned by a rogue, it gives the user several benefits. You can increase you Dexterity score by +2 up to a maximum of 22. The Dagger acts as a +3 Dagger and deals Magical damage. An attack roll of 19 is treated as a critical hit. Vanishing powder Wondrous item, uncommon This small pouch is filled with tiny pellets of tremendously light yet thick powder. When a pellet is thrown to the ground the surrounding area of a 15ft radius is cast into the darkness. The darkness is not magical in any way, it is simply obscured. 74


Sorcerer Magic items T he following items are restricted and can only be used by Sorcerers. Magic is in the blood of every Sorcerer. Born with the innate ability to wield magic and cast spells, they consider themselves superior to most other casters. But that doesn't mean they shouldn't have toys like everyone else. Amulet of dueling Amulet, uncommon While you are attuned to this item, any time you are entering a combat situation in which the amount of combatants on both sides of the conflict are equal, you are automatically first in the initiative order. Blurring robes Wondrous item, rare (requires attunement) These robes are infused with the power of time and space manipulation. This item has 3 charges, you can expend a charge to cast the blur spell on yourself or any target within 30ft of you while wearing these robes. The charges replenish at dawn. Circlet of expanded minds Wondrous item, rare (requires attunement) While you are attuned to this item, your maximum sorcery points are increased by an amount equal to your proficiency modifier. Cloak of empowered blood Wondrous item, rare (requires attunement) While you are attuned to these robes, your ability scores can be increased to a maximum of 22. The robes do not however increase any of your scores. 75


Cloak of mana restoration Cloak, very rare (requires attunement) When you find this cloak it contains 1d10 charges. As an action you may spend up to 4 charges to restore sorcery points at a cost of 1 charge per point. The cloak reagins 1d4 charges at dawn. If you spend all charges, the cloak loses all magical properties. Coin of telepathy Wondrous item, uncommon This coin is sentient, but in the most minimal of ways. It cannot move, or communicate on its own. All it can do is listen. As a sorcerer, your innate ability to use magic allows you to tune into the coin and hear what the coin hears. As long as you are within 300ft of the coin you can listen into the surrounding area of it. Mana syringe Wondrous item, very rare (requires attunement) As an action you may extract up to 5 sorcery points using this syringe and place them into a vial. An ally can drink this and gain 1st level spell slots equal to the amount of sorcery points extracted. They cast the spells using your spell casting ability modifier and they choose the spells to cast from your prepared spell pool. These spell slots last 8 hours. You cannot extract sorcery points in this way more than once per 24 hour period. Pendant of powerful mystica Amulet, very rare (requires attunement) You can choose one first level spell from your prepared spell list. During a long rest you can meditate and push your magic into the pendant. You may cast this spell at will like a cantrip without spending a spell slot. You can change the spell that is inside the amulet during a long rest. 76


Prologue cane Weapon (quarterstaff), very rare (requires attunement) This staff grants you a very minimal amount of precognition. You know when creatures are going to attack and how. While you are attuned to this staff, your spell attack mofidier gains a +2 bonus. After rolling for initiatve you may cast a spell before the initiative leader acts providing you are not surprised. Ring of arcane protection Ring, uncommon (requires attunement) While you are attuned to this ring, you gain resistance to one type of magical damage. During a long rest, select one of the following damage types; Acid, fire, frost, lightning, poison or thunder. You gain resistance to this type of damage until you change the damage type during a long rest. Robes of increased focus Wondrous item, rare (requires attunement) These robes are imbued with magical focus that allows you to be very aware of your surroundings. While you are attuned to these robes, you gain advantage on concentration checks and your saving throws all increase by +1. Sage boots Wondrous item, uncommon (requires attunement) It takes a long time to learn everything, but why invest that time when you can get an item that does that for you? While you are attuned to these boots, you gain proficiency in all Intelligence based skills. 77


Sorcery bank ring Ring, very rare (requires attunement) You have figued out how to reduce the amount of arcane energy you spend while casting spells. This rings acts as a conduit for this magic. Any time you cast a spell or spend a sorcery point roll a d10. On a 10, you gain the benefit without extracting the cost. Traveller's dagger of time blur Weapon (dagger), very rare (requires attunement) Time and speed are finite. There is only so much you can do in an alotted time. But what if you figured out a way to speed certain things up and slow others down? While you are attuned to this dagger, your spell save DC and spell modifier increase by +1. Additionally you gain the ability to cast the Haste spell and Slow spell once per day. Casting these using the Dagger in this way does not cost you any spell slots but you must concentrate on the spells as you usually would. Wand of transmutation Wand, rare Many alchemists have tried to turn random items to gold over the years and no one has succeeded (that we know of). This wand allows you turn transmute stone into gold temporarily. The gold effect wears off after 12 hours. 78


Warlock Magic items T he following items are restricted and can only be used by Warlocks. Warlocks are used to taking things that don't belong to them. After all thats how they gained their power. Some of these items most likely belonged to another Warlock at some point before it was taken. Amulet of accuracy Amulet, uncommon (requires attunement) Any warlock will tell you they don't care, but you can tell they're jealous of Wizards who can cast Magic missiles. The worry of aiming taken away from the cast. While you are attuned to this item, your spells that require an attack roll ignore all cover. Armor of shadows Armor (leather), very rare (requires attunememt) While you are attuned to this armor, you gain a +1 bonus to your AC. Additionally, whenever you are concealed entirely in shadows you can use an action to teleport to any other spot that is part of the same shadow. Blasting bangle Ring, rare (requires attunement) This bracelet reinforces the wrist to remove backlash when casting. While you are attuned to this ring, you may reroll any 1s and 2s you roll for damage when casting Eldritch blast. You must use these new rolls. Clawed gloves Wondrous item, uncommon Wearing these gloves provides a protective barrier between your flesh and the darker elements. You gain resistance to necrotic damage. 79


Dark pact Weapon (dagger), rare (requires attunement) Using this weapon to cut your palm, you take 1d4 necromatic damage and let some of the blood pool on the ground. This will allow you to summon a fiend or fey from another plane of existence. Any time you do this you can summon a creature using the Find familiar spell, but their appearance must be fiend or fey. There is no limit to the number of times you do this. Defiant tribute Amulet, uncommon (requires attunement) During a long rest, if you have an unused spell slot you may store it inside the pendant. The pendant can only store one spell slot and it lasts 8 hours. If you keep it stored for longer than this, the pendant will explode and be destroyed. Devilwarped branch Weapon (quarterstaff), very rare (requires attunement) Whenever you cast a spell, the staff gains charges equal to the spell slot used. Once you gain 20 charges, you can spend them to automatically roll a 20 on a d20 roll. You cannot gain more charges once you reach 20 until you spend the charges already gained. Fire-touched tome Wondrous item, uncommon (requires attunement) During a long rest you can spend a couple of hours reading from this book and alter your invocations. You may change one of your selected invocations to another during this time. Invocation expansion ring Ring, rare (requires attunement) While you are attuned to this item, you can gain an additional Eldritch invocation tobring your maximum to 1 above the total you should have for your level. 80


Life siphon Wondrous item, uncommon (requires attunement) This gemstone can be used to share life force between the Warlock and a willing participant. If the two hold the gemstone between their hands it can move hit points from one participant to the other. You can transfer up to 10 hit points in this way and it can only function once per hour. Necromastery robe Wondrous item, very rare (requires attunement) Warlocks and dark magic go hand in hand. But most warlocks do not practice necromancy. Some do not want the burden of strike a pact with such a Paron, while others do not want to go through the messy aftermath of practicing such abilities. While you are attuned to this item the following spells are added to your list of prepared spells; Chill touch, Spare the dying, inflict wounds, bestow curse, vampiric touch. They do not count against the number of spells you can usually prepare. Ravens beak potion Consumable, rare This thick black liquid could pass for tar if you didn't know what it actually was. It sticks to the side of the potion vial even when turned upside down so you need to eat it rather than drink it. After consuming this potion your attack and damage rolls on all spells (not cantrips) gain a +2 bonus for 24 hours. 81


Soul splitting gloves Wondrous item, rare (requires attunement) This pair of gloves functions in a rather unique way, in that if the Warlock wears both gloves, nothing happens. If someone else is wearing one glove while you are wearing the other, any damage dealt to you is split with the other wearer. You take half of the damage and they take half of the damage. Stone of petrification Wondrous item, rare As an action you can choose one target within 30ft of you and force a terrifying image into their mind. The target must succeed on a DC15 Wisdom saving throw or become frightened for 1 minute. You can use this stone a number of times equal to your proficiency bonus. Once you have consumed all charges the stone will begin to replenish its power. This takes 24 hours. Undead mantle Wondrous item, very rare (requires attunement) These shoulderguards were created using the skeletal remains of some kind of beast from another plane of existence. The skeleton is like nothing of this plane. While you are attuned to these shoudlerpads, you gain a +2 bonus to your concentration checks, additionally you gain advantage on death saving throws. 82


Wizard Magic items T he following items are restricted and can only be used by Wizards. Spending years in their studies trying to master a grasp on the arcane arts, most Wizards will have read tales of powerful magical items and dreamed one day of having one of their own. Arcane quill and inkwell Wondrous item, rare Scribing spells into your spellbook in a manner that allows you to cast them is an arduous task. Painstakingly copying each and every rune and symbol in the perfect way can be infuriating and costly. Whenever you use this quill and ink to scribe spells into your spellbook, the time and cost to do so is halved for any and all spells. Cartogropher's eyes Wondrous item, uncommon These two brilliant blue gemstones hover above and circle your head. Whenever you enter a new building or cave, the gemstones create a makeshift map of the area. In order to reveal the map, just speak the command word and the gemstones will fly across a piece of parchment and carve a copy of the map. Convergence stone Wondrous item, very rare (requires attunement) While you are attuned to this item, you can use an action to summon a duplicate copy of yourself. The copy acts on your initiative and can take full actions in the same way you can. The duplicate has one quarter the total hit points that you have and only lasts for ten minutes before disintegrating. You may do this once per day. 83


Dagger of Travel Weapon (dagger) rare (requires attunement) Attack and damage rolls made with this weapon are made with a +1 bonus. While you are attuned to this weapon you gain an interesting ability. The dagger can be thrown like any other dagger, but when it hits an object, providing it is securely lodged into something, you can teleport directly to the dagger. Dual-mind ring of concentration Ring, very rare (requires attunement) While you are attuned to this ring, you may concentrate on 2 spells at the same time. If you fail a concentration check, you lose concentration on both spells. Goggles of truesight Wondrous item, rare (requires attunement) These goggles grant the wearer truesight. If you scribe spells into your spellbook while wearing the goggles, it takes half as long. Invisibility cloak Wondrous item, uncommon (requires attunement) While you are attuned to this claok, you may cast the Invisibility spell at will. However, if you move, cast or attempt to do anything other than stay still, the invisibility effect fades. Marlon's Mansion of madness Wondrous item, very rare (requires attunement) During a rest, you may speak the command word. Your mind is transported to Marlon's mansion. A gigantic, luxurious home that does not exist on the material plane. Here you can relax and soothe your problems for as long as you want. Here, time stands still. While your body remains in place, you gain the benefits of a long rest but in reality, no time has passed at all. 84


Penetrative goggles Wondrous item, uncommon (requires attunement) These goggles act in such a way that they only recognise certain materials and types of objects. While you are attuned to these goggles, you can use them to look through most materials that make up clothing such as silks, leathers and steels. Reinforced spellbook Wondrous item, rare (requires attunement) This spellbook can be used as a standard spellbook, however it has one additional property. If you slide a spell scroll between the pages of the book and keel it closed for the duration of a long rest, the spell scroll is absorbed into the book allowing you to cast the spell yourself, even if the spell is not part of your spell list. Rejuvination amulet Wondrous item, very rare (requires attunement) When using your arcane recovery ability, the spell slots you recover now equal your maximum wizard level, instead of only half your wizard level. Robes of Life Support Wondrous item, rare (requires attunement) While attuned to this item, you do not need to eat, drink, breathe or sleep for as many days as your Wizard level. Rod of illusions Rod, uncommon(requires attunement) __ This rod allows you to cast multiple instances of the Minor Illusion cantrip. You can have up to 5 illusions active at any one time. 85


Rod of rituals Rod, rare (requires attunement) WHile you are attuned to this rod and hold it in your hand, you can cast rituals much faster. They now take only 1 minute instead of 10 minutes. Wand of unstable affliction Weapon (wand), rare (requires attunement) As an action you may use the wand to cast a spell from the following table. Not all spells will be beneficial in all situations, however any spell that usually requires the expenditure of a spell slot, does not in this circumstance. Unstable affliction table d12 roll Spell 1 Light 2 Poison spray 3 Cure wounds 4 Minor illusion 5 Hex 6 True strike 7 Entangle 8 Feather fall 9 Sleep 10 Firebolt 11 Chill touch 12 Haste Any spells cast in this way uses your regular spell casting modifier. 86


Artificer magic items T he following items are restricted and can only be used by Artificers. Most Artificers pride themselves on making something for their own personal use that is better than anything anyone else could make. The following items are just a selection of creations the Artificer is capable of creating. Adreneline injection kit Tools, unique, rare During a rest you may spend at least 4 hours of downtime brewing a solution that can be injected into you and your allies. You can make 4 doses that lose their potency after 24 hours. When this liquid is in the bloodstream, your proficiency modifier increases by 1. This benefit lasts up to 4 hours and only one dose can be taken at a time. Armor of Activation Armor (any type) legendary (requires attunement) While you are attuned to this armor you gain a +3 bonus to your AC and +1 to all saving throws. While you were crafting this armor you figured out a method of causing nearby items to activate and trigger with a command. You can speak a command word and all magical items in a 50ft radius of you activate. This method can not pick and choose which items activate, every single one does. This could cause wands to fire from within robes, magical shields to surround creatures, immovable rods to stop in place etc. GM's discretion on how far this goes and how beneficial or ill the effects are. Drill tunneller Wondrous item, very rare This large disc looks like a shield, but when placed flat onto the ground it begins to spin and a burrow directly downwards. It continues to spin until it reaches a depth of 10ft.This item can burrow through very tough stone to create small nooks for safety or can be used to make your way through the roof of a particularly strong compound. 87


Elemental whetstone Wondrous item, uncommon You can spend 10 minutes using this whetstone to treat the blade of a melee weapon or the heads of ten arrows. Choose an elemental damage type; Acid, fire, frost, lightning, poison or thunder, the treated weapons now deal an additional 1d4 damage of the chosen type. This benefit lasts for 24 hours. There is no limit to the number of weapons you can treat in this way. Helm of detection Wondrous item, rare (requires attunement) This rather large helmet has a clear visor that completely separates you from the elements. The helmet is fitted with many types of scanners and has a HUD on the inside of the visor displaying information to you. Including local time, temperature, co-ordinates, your heart rate, the heart rates of nearby creatures and the location of any creatures within 100ft of you. Holographic message distributor Wondrous item, rare Not every item created by an Artificer is overtly mechanical or clearly manufactured. This Item looks remarkable like a Raven, even under close scrutiny. In reality it is a mechanical creature with a recording scanner inside of it. This Holographic message distributor can record a video message of up to 3 minutes. It will then fly off to find the recipient of the message before displaying it for them from a projector located within its mouth. Ice bomb Weapon (grenade), rare This small metallic capsule is cold to the touch and has condensed water on the outside. This bomb has a range of 30ft(60ft) and has an area of effect of a 20ft radius. Any creature caught in this area takes 1d6 cold damage. The creature must also succeed on a DC 15 Dexterity saving throw or be trapped in the ice. Their movement becomes 0 for 3 rounds while the ice thaws. 88


Kraken mask Wondrous item, rare (requires attunement) While you are attuned to this item and are wearing it, you gain the ability to breathe underwater and you also gain truesight. Lock breaker Wondrous item, rare This alchemical compound should be used as a last resort when trying to pick a lock. This gel is placed into the lock hole, after a couple of minutes it begins to expand around the tumblers within the lock. After a couple more minutes of expansion the tumblers snap and the lock pops open. Warning: this is VERY loud. Magical diffusion rod Rod, very rare (requires attunement) Once per long rest you can slam the rod into the ground and hit the activation button on the end of it. All non attuned magical items in a 300ft radius lose all of their magical properties for 5 minutes. Mechanical pet kit Tools, unique, rare Using scrap metal and random parts you find lying around, you may create a small creature that will accompany you on your travels. Using this item you may cast the Find Familiar spell. The only difference is the mechanical appearance of the companion. Ring of impervious penetration Ring, very rare (requires attunement) While you are attuned to this ring you are protected by a constantly pulsing shield that is invisible. This shield reduces all damage you take by 1d4. Additionally it has 3 charges of the shield spell. These charges replenish at dawn. 89


Rocket boots Wondrous item, very rare (requires attunement) While you are attuned to these boots, your movement speed increases by 15ft, your jump distance is increased by 10ft and you can now dash as a bonus action. Trackers Wondrous item, rare You create four small round devices that look like buttons that would be sewn onto a garment. These are actually tracking devices that relay their location information back to a reading unit. As long as you are within 20 miles of the trackers, you can locate them. Underwater boot propellers Wondrous item, uncommon These small fans clip onto your ankles and push you through the water. Your swim speed becomes 120ft and if you swim with speed to break the plane of the water you can propel yourself up to 20ft above the water's surface. 90


Unrestricted magic items T he magic items in this section are not restricted to any particular race or class. If an item has a restriction it will be a stat score restriction and will be stated in the item type line. Adamant Scale vest Armor (scale mail) very rare, (requires attunement) This gleaming armor is fashioned from leather and decorated with the scales from hundreds of baby drakes. Once per day, you may pass an Intelligence saving throw you otherwise would have failed. Also once per day, you may grant yourself advantage on a Constitution saving throw. When you are the target of an attack roll, roll a d10. On a result of a 7 or higher, the attack misses. While using this armor, you cannot comfortable use a shield. Aged armor Armor (plate), uncommon (requires attunement) While you are attuned to this armor you gain a +1 bonus to your AC. The armor has clearly seen better days and plenty of battles, it as many a ding and crack. Curse: as long as you are attuned to this item, you are also cursed. You are vulnerable to all non magical attacks. Alchemist's Amulet Amulet, rare (requires attunement) This silver amulet is held on a twisted leather rope, its face is embossed with the emblem of a leaf. While attuned to this item it grants immunity to the Poisoned condition and your Dexterity ability score is increased by +2. Alluring perfume Wondrous item, rare With this perfume on your body, those around you find you much more appealing and trustworthy due to the pheramones used in the scent. Anyone who has this sprayed on them gains a +2 bonus to all Charisma based skill checks. Additionally any skill checks made with charisma based skills you have proficiency in can be made with advantage. 92


Amulet of protection Amulet, Legendary (requires attunement) You gain a + 2 bonus to your AC while wearing this item. You also gain +2 to all saving throws and have advantage on concentration checks. While this amulet is nothing special to look at, as soon as you are attuned to it and wearing it you feel a powerful aura surround you. You feel safe. ___ Amulet of rejuvination Amulet, rare (requires attunement) Any time you deal the killing blow against a creature, this amulet absorbs the last fleeting part of their essence and transfers it into you. You regain 2d4+4 hit points. Amulet of the Student Amulet, uncommon This small, bronze amulet feels slightly warm at all times. While wearing this item, your Wisdom ability score is increased by +1. Amulet of disposition Amulet, uncommon This amulet is on the larger side. It is carved from stone rather than the traditional metal. While wearing this item, your Constitution ability score is increased by +1. Ancient ones inner demon Wondrous item, rare (requires attunement) You find a small decorative octopus. It has bejewelled eyes and a black metallic body. The first night you sleep after gaining the item, it animates, crawls down your throat and settles there. From now on, when grappling a creature you can use a bonus action to lash at your target with forceful tentacles that lurch from your mouth. The tentacle deals 2d8 bludgeoning damage and uses your strength modifier for its attack and damage rolls. 93


Anxious Toadstool Consumable, uncommon When consumed, this mushroom hightens the senses of the user. You gain a +2 bonus to your perception, insight, survival and stealth scores. This benefit lasts for 4 hours. Arachnid ring Ring, rare (requires attunement) As an action you may speak the command word to activate the effect of the ring. You shapeshift into a half breed of your race and some kind of spider/scorption. You gain a climbing speed equal to your walking speed, your unarmed attacks deal 1d6 bludgeoning damage and an additional 1d4 poison damage and you can no longer speak any languages. You can spend up to 4 hours in this state in any 24 hour period. If you exceed this time you run the risk of permanentlty transforming. Arcane gateway tome Wondrous item, Legendary (requires attunement) Using this tome as part of the components needed to cast the spell found within, you may create a portal to a familiar place. This portal can be used by up to 10 creatures and will last for 10 minutes after being summoned. You can also close the portal early with a command. ___ Armament of the isles Armor (splint), rare (requires attunement) While you are attuned to this item you have advantage on any skill check that relies on sailing. Whether it be a small canoe or a frigate. Additionally, due to your long hours at sea, you always know which way is north and how far from the ocean you are. Aromatic animal trap Wondrous item, rare This trap can be used to catch small animals when you are in a situation without food. Providing animals live in the area, the beautifully smelling trap is guaranteed to trap a small animal within 5 minutes. Roll a d12, on a 1 something much, much larger is attracted by the odor and may attack. 94


Ascimilator Rod, rare (requires attunement) If you place the rod against a metallic object you can use an action to cause it to melt. Different metals take different lengths of time to melt. (GM's discretion) Band of dreams Ring, uncommon (requires attunement) While you are attuned to this ring you may place your hand on the head of a sleeping creature and cause them to dream a particular thought. Band of unearned resistance Ring, uncommon While you are wearing this ring, you gain resistance to either piercing, bludgeoning or slashing damage. Battler's Amulet Amulet, rare (requires attunement) This amulet lost its chain long ago and was never replaced. It is essentially a large coin. While attuned to this item, you gain a +2 bonus to maintain your concentration on a spell and your Strength ability score is increased by +2. Blue figurine of many eyes Wondrous item, uncommon Small statuette of a creature carved from marble. The large eye in the centre is carved from an unknown gemstone that glows like a flame. It can start a campfire when placed against paper or small sticks. 95


Blizzard crown Wondrous item, rare (requires attunement) This item has 3 charges. While you are attuned to this item you gain resistance to cold damage. Additionally, while you are outsidea you may summon a blizzard as an action. Choose a spot and the area with a 30ft radius of that spot is now affected. Creatures in this area suffer from the blindness condition and take 1d4 cold damage for each turn they start in the blizzard. The crown regains spent charges at dawn. Bloodlust ring Ring, very rare (requires attunement) This golden banded ring holds a beautiful red gemstone sphere. You are unfamiliar with what the gemstone actually is. If you are first in the initiative order and are not surprised, you may take an additional action during the first round of combat. Bog armor Armor (plate), rare (requires attunement) While you are attuned to this armor you gain a +2 bonus to your AC. This armor was found in a sunken bog. It almost seemed like it was moving around by itself. But surely your mind is just playing tricks on you... Bold tunic of the Hero Armor (ring mail), rare You gain a +1 bonus to your AC while wearing this ring mail. It has 1d4 charges of heroism. These charges do not replenish. The armour also increases the wearers Constitution score by +1. ___ Bonepike Weapon (spear) uncommon This long spear has been carved from the femur of a dragon. It deals an additional 1d4 damage to dragons and dragonkin. 96


Boots of amplified haste Wondrous item, very rare (requires attunement) While you are attuned to this item, you and your adventuring party will always beat your enemies in the initiative order. From now on, your party and the enemies roll into separate pools for initiative. Settle your order, then settle the enemies initiative order. Regardless of how well the enemies roll, they will always begin their turns after the lowset initiative roll of your party. Captains hat of the Sea Wondrous item, uncommon This hat is a typical looking pirate hat, black with a white skull motif. The hat floats on water or other liquids and cannot sink. Its wearer has advantage on Strength (Athletics) checks to swim. Camp in plain sight Wondrous item, very rare A small tent and sleeping rolls for 4 medium humanoids. When resting inside the tent, it is hidden to everyone unless they succeed on a DC 25 Investigation check. Chef's ladle Wondrous item, uncommon (requires attunement) Using this ladle to stir the pot you cook your food in seems to be enough to infuse it with immense flavour. You and your party will never have a bland, upsetting meal again while you have this ladle. Curse: as long as you are attuned to this item, you are also cursed. Your senses of smell and taste vanish as soon as you attune. Your party insist the food tastes wonderful, but you cannot tell. Chisel Weapon (dagger), rare (requires attunement) This dagger gains a +1 bonus to attack and damage rolls. While you are attuned to it you can use it to cut through solid stone like it was butter. 97


Climber's claws Wondrous item, uncommon (requires attunement) These gloves have small needle like hooks on the ends of the fingers that latch into most materials apart from metals. While you are attuned to this item, you gain a climbing speed equal to your walking speed when climbing non metallic objects. Cloak of cover Wondrous item, uncommon (requires attunement) This cloak is waterproof and windproof and will help you remain comfortable in terrible weather. Exhaustion no longer affects you. Curse: as long as you are attuned to this item, you are also cursed. You are followed constantly by storm clouds. ___ Cloak of obscurity Wondrous item, uncommon This long billowy cloak is a very dark grey and flows down to your ankles. You have advantage on checks to avoid detection in darkness providing you are standing still. Cloak of Strength Wondrous item, uncommon This cloak is red, torn and very short. It doesn't even come down past your back. Its more of a long hood than a cloak. Once per day, you may pass a Strength saving throw you otherwise would have failed. Also increase your Strength score by +1. Clockwork music box Wondrous item, rare A small wooden music box that winds with a copper key. When the key is removed it plays the most beautiful melody that causes any willing creature to fall asleep after listening to the music for 30 seconds. An unwilling creature must succeed on a DC 16 wisdom saving thrown or become unconscious. 98


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