This reinforced metal shield has a crystal orb embedded in its center. On the left side there is a slot, through which you can see it is obviously hollow, and just underneath it is a phrase inscribed in gnomish.
If you insert a weapon with the properties light and thrown into the slot the crystal begins to glow and a distinct whirring can be heard from the shield. As an action you can point the shield at a target and speak the command word expelling the weapon violently. Make a ranged attack (range 80/320) against the target, with proficiency if you have proficiency with shields. On a hit you deal 2d6 damage of the weapon’s damage type.
After one minute, or if you insert another weapon into the slot during this time, the weapon(s) shatter and the whirring stops.
This leather glove has armored knuckle joints and looks as if it would come up to your elbow. When you turn it over it clearly has the visage of an eye tooled into its palm.
While wearing the gauntlet, as an action once per short rest you can open your palm in front of you and activate the gauntlet. When you do so the eye appears to snap open and survey the space in front of it. The air in front of the eye quivers in a 1 foot wide and 15 feet long beam. Any hostile creature within 5 feet of this beam takes 1d4+1 Force damage as an ethereal dart manifests from the beam and passes through cover and armor to strike them. If the beam intersects with a creature the first creature it intersects with must make a DC 15 Wisdom saving throw or take 3d6 Psychic damage.
Additionally, once per long rest you can mentally activate the gauntlet. For the next 10 minutes if you are within 120 feet of the gauntlet you have Truesight to a range of 5 feet originating from the gauntlet and you are able to see everything within that radius as if you were there. During this time if you target a creature with the spell Scrying the target creature makes their saving throw with disadvantage.
This quarterstaff still has its bark on it except for where a long oriental dragon twists around it, carefully carved, sanded, and oiled to a sheen.
As an action you can attempt to shove a large or smaller creature within 30 feet of you with a swipe of this weapon. As you do so they feel a strong warm wind suddenly buffet them. If you succeed they are pushed 10 feet directly away from you by the gust. You can choose to make this shove with disadvantage to slide them 5 feet in a direction of your choice instead.
Additionally, once per long rest as an action you can cast the spell
Other polearm variations of this type exist, such as a glaive or halberd, though all variations have the same dragon carved into their shaft.
Roots gnarl over your knuckles as you put on these living gauntlets. Dull green leaves are growing out of its gray bark alongside the knots and spines.
While you are wearing these gauntlets your unarmed attacks deal 1d4 Bludgeoning damage. Additionally, on a critical hit with these gauntlets you deal an additional 2d4 Poison damage. If you know Druidic you can verbally command these gauntlets to change their form as an action. When you do so you can change the damage type you deal with unarmed strikes while wearing these gauntlets to bludgeoning, slashing, or piercing.
This small crossbow has several modifications to the channel and string that make it almost impossible to fire a regular crossbow bolt. You will find however, that it is deadly accurate while firing chalk. When you fire a piece of chalk at a target with this weapon on a successful hit it does 1 + your Dexterity modifier bludgeoning damage, and on contact pulverizes into a fine 5 foot cloud. Any creatures within the cloud must make a DC 14 Constitution saving throw or be Blinded until the end of your next turn as chalk gets in their eyes.
This so called hammer is a nearly perfect sphere, 1 foot across, made out of red granite. It has a thick brass band around it that is heavily dented and a single heavy brass chain attached to the band at each end, forming a loop. This small boulder weighs a full 80 pounds.
Once per short rest as an action you can begin swinging the hammer around you, building up speed until it is moving fast enough and you are able to let go. When you let go it begins orbiting you of its own accord. While the hammer is orbiting you it maintains a distance of 5 feet and moves with you. Any creature that ends their turn within 5 feet of you must make a Dexterity saving throw equal to 8 + your proficiency + your Strength modifier. On a failure the creature takes 1d10 + your Strength modifier bludgeoning damage.
As an action while the hammer is orbiting you you can manipulate its speed and trajectory to make an attack against all creatures that are 5 feet away, or all creatures that are 10 feet away. Make a single melee attack roll with proficiency against all affected creatures AC. On a successful hit you deal 3d10 + your Strength modifier Bludgeoning damage. On a critical failure, or after 1 hour, the hammer falls from its orbit.
This piece is an artful combination of steel and wood that looks like it has had better days. A long dented metal barrel flairs from the gouged wooden stock. Each time you pull the trigger a muffled boom and an orange glow erupts from the barrel. The musket has the following properties: ammunition (range 30/60), loading, two-handed and it weighs 8 pounds. To load the musket you can jam a handful of ammo or rocks down the muzzle. This consumes 50 ball bearings, 10 sling ammo, or (if your DM allows it) a handful of rocks or debris.
On a successful hit this weapon does 1d12 + your Dexterity modifier bludgeoning damage to the target. You do not have disadvantage in close combat while making ranged attacks with this weapon.
Flaired Barrel
On a successful hit you deal 1 bludgeoning damage to all creatures within 5 feet of the target.
Expanded Chamber
On a critical hit with this weapon the target creature is pushed back 5 feet and must make a DC 15 Strength saving throw or be knocked prone.
Final Warning
As an action if the musket is loaded you can fire it into the air, rapidly pulling the trigger multiple times to overload it. When you do so designate a 30-foot cube originating from you. On the start of your next turn each creature in the designated cube must make a DC 15 Dexterity saving throw as the ammunition fragments rain down. On a failure the creature takes 4d8 piercing damage, or half on a successful one. This feature can be used once per day without damaging the musket.
This scroll unrolls into a single large piece of paper, with one side blank and the other covered in runes. When you put the blank side over an object or paper with writing on it and rub the runes the runes fade, and when turned over the blank side will be a perfect copy of all writing that the scroll was covering, as if it was scribed with black ink.
This rough keyring has 8 keys on it, 3 of which appear to be copies of the same key. From a distance no one would really attach any significance to them, they are just slightly eccentric keys. While you are attuned to and carrying this ring of keys you gain an effect for each key. If you are not a spellcaster the keys use your Constitution modifier as your spellcasting modifier.
1. The first has a thick, almost spherical head, and 3 spikes protruding downward from it, the longest of which is the shaft of the key. This key allows you to cast
2. The second is flat and glimmers with an orange tint. The cuts in its shaft are violently spiky, and stick out farther than most keys. This key allows you to cast
3. The third key is stout and has a bit on both sides of the shaft. It feels warm when you hold it in your hand. This key allows you to cast
4. The fourth key has a crooked shaft that you could swear that the pattern of the curves in the shaft changes when you aren’t looking. This key allows you to cast
5. The fifth key has a rough texture and 10 holes drilled through its head and shaft. When you take fire damage as a reaction you can have the key take up to 10 fire damage in your stead, before resistances are applied, and store the damage taken. You can not use this reaction again until the energy stored is expended. When you cast a spell or cantrip from this keyring you can choose to expendexpend the stored damage before the DM announces the result of the attack or save, adding it to the damage taken by the first creature hit, if any.
6-8. The last three keys all are shaped the same, but they are larger than the others, and cracked. Flickering light can be seen flowing through the cracks in the keys. Each key has a single charge of
Curse. If you target a fiend with any spell from this item you automatically become the new target for the spell and must roll against yourself.
This small rolled up bundle of fabrics is more than it appears. When you unroll it you find it has magic symbols stitched into the outer hem and is precisely 1 foot square.
This scroll, when placed over a break or tear in an object as an action, immediately begins unraveling at the hems if the break or tear is completely covered by the cloth. At the beginning of your next turn the now unraveling cloth melds into the surface, casting
Notes: Could be made in bigger sizes. It is exponentially more valuable the larger it is.
This small black velvet bag is tightly tied off with a suede strap. It is equivalent to a pouch and can hold the same amount of weight and volume. The first time this bag is opened each day a ray of light streams from the opening in a 15 foot cone. All creatures in this cone must make a DC 12 Constitution saving throw or be blinded until the end of their next turn. This beam of light counts as a third level light spell for dispelling darkness.
While the bag is open it emits dim light out to 15 feet.
This straight blade is crafted from a black steel yet it faintly gleams orange in the light. It has grooves etched into the blade visually splitting it into segments and a spike juts from the back of each segment.
Unnatural Speed. At the beginning of your turn if you are holding the machete you can choose to activate it. When you do so you can feel the blade grow cold and as it moves it leaves a spectral image of itself for just a moment. Deal 1 Slashing damage to any creatures you choose within 5 feet of you. Until the end of your turn you have a -5 penalty to all your attack rolls with this weapon, but you can choose to make an Attack action with this weapon as a bonus action.
This longbow is made from horn wrapped with sinew, and dyed a deep red. Unlike most bows you must use your Strength modifier instead of your Dexterity modifier for attack and damage rolls with this weapon.
Signature Caelondian Weapon. As an action you can call on the spirits of the Caelondia Breakers as you pull back the string. Strands of light manifest at the tip of the arrow and swirl down the shaft towards your hand and the bow resounds with a crack when you release. The arrow fires forward in flash of light 1 foot wide and 100 feet long before disintegrating. Make a single attack roll against all creatures in the line. The arrow deals 1d10 Radiant damage to the first creature it hits and half as much damage to each additional creature hit.
As best can be described this appears to you to be a hand crossbow, constructed of bone. The skull of a small creature is attached to the end, and the bolts fire from its mouth. The creature’s ribs are splayed down the length of the stock and around a revolving cluster of bone with several bolts within its holes. This crossbow has a range of 30/60, and when you fire it the bolt transmutes into three identical, yet smaller bolts, which strike in rapid succession. On a successful hit you deal 2d4 piercing damage.
Hollowed Chamber. This hand crossbow does not have the loading property, but instead has the reload(5) property. This property allows you to fire 5 bolts before having to reload as a bonus action.
Tracking Critters. Once per short rest as an action you can empty the remainder of the bolts in the repeater. The bolts wind wildly through the air as they seek their targets as the eye sockets of the skull glow red. You may target a number of creatures within a 60 foot cone equal to the number of bolts remaining and make an attack with advantage against each target.
You find what appears to be a 3 foot tall modified barrel. It has 8 knobs around its base each with a slot going up the length. On one side it has two metal handles, the bottom of which has a lever, and a large leather strap. Inside the barrel you can see a canister filling the whole barrel with 8 holes just bigger than your thumb carved into it.
This barrel weighs 30 pounds, and has the property heavy. It can hold and fire up to 8 bolts before you need to reload. It is similar to a light crossbow except it has half the range (40/160 feet) and doesn’t have the loading property. It automatically rotates to the next barrel until it runs out of ammunition. You can reload up to two bolts as an action.
This hammer has a massive square head made from a gold alloy and its spiked face is well worn. On each side of the hammer’s head there is a small hole that seems to be made to hold a prism or gemstone. The handle is forged from a blue steel and where your hands would rest it is tightly wrapped in cloth. The hammer as a whole weighs 8 pounds and has the property heavy.
Checkered Face
Attacks made with this hammer ignore resistance to bludgeoning damage and grant you advantage on attack rolls against stone objects.
Stunning Wallop
At the beginning of your turn you can choose to bring the hammer down over your head with inhuman force, the hammer seeming to pull itself towards the ground. Make an attack roll against a target within 5 feet as an action. On a successful attack the target takes an additional 2d8 bludgeoning damage. If the target is a creature both you and the creature’s movespeeds are reduced to 0 until the beginning of your next turn.
You find an old withered hand, no more than skin drawn taut across bones, and tarnished rings hanging loosely from the fingers. Once per day, as an action, you can rattle the rings on the hand and as you do so the smell of lilies fills the air around you. Choose any number of creatures within 60 feet and those creatures must succeed on a DC 16 Wisdom saving throw or be Charmed.
While a creature is charmed by this item they must move at least 10 feet towards you each turn if they are able to. They may repeat this saving throw at the end of each of their following turns. If they take any damage or succeed the saving throw they are no longer charmed and are immune to this effect for the next week.
Additionally, as an action or bonus action you can touch a charmed creature within 5 feet of you with the hand. If they are currently charmed by this item they take 4d10 necrotic damage and are immune to this effect for the next week.
This is a small stuffed animal appears to be a slightly smushed bear with several patches sewn onto it. If you spend a long rest holding or sleeping with this bear you lose 1d4-1 levels of exhaustion. Additionally, if you hold or sleep with this bear during a long or short rest you gain 1d4 temporary hit points that last until your next rest. You do not gain any benefits if you share the bear during your rest.
This item consists of a metal tube the length and width of a man’s forearm attached to a glassy gray orb in front of a large reinforced wooden stock. The stock has a hole on the back you can open and pour a bag of ball bearings into as an action. It can store up to three bags of ball bearings and weighs 12 pounds regardless of how many ball bearings it has stored. As an attack action you can strike the glassy orb and it will expel a number of ball bearings of your choice, up to 1000 ball bearings (1 bag worth), with a dull thud. Interestingly the ball bearings have increasing velocity proportional to the number of ball bearings expelled.
If you expel 200 or more ball bearings all creatures within a 30 foot cone must make a DC 15 Dexterity saving throw. On a failure the creature takes 1d4+1 bludgeoning damage for every 200 ball bearings expended, or half on a success. Creatures farther than 15 feet from you take no damage on a success.
This item is visibly sculpted to look like a humanoid heart. It has a large ruby depressed into its left side. When you attune to this heart a light within the ruby begins softly pulsating in time with your own pulse, and a soft thrumming can be heard coming from within the stone.
While attuned to this item you must fail 5 death saving throws to die instead of 3.
Additionally, once per day as an action you can choose to cast either
Curse. While attuned with this item you are vulnerable to thunder damage.
If you un-attune with this item or it is destroyed you immediately drop to 0 hit points and begin making death saving throws. Additionally, you gain 1d4 levels of exhaustion that lasts for 10 days and can only be removed by