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.
Attacks made with this hammer ignore resistance to bludgeoning damage and grant you advantage on attack rolls against stone objects.
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
This hammer is made of a single piece of metal, including the handle, and is hollow even though it weighs the same as any other hammer. It has a hole on each end of the head and when swung makes a sound akin to a muffled warcry.
On a successful hit with this weapon the target creature and all creatures within 5 feet except yourself take thunder damage equal to your proficiency modifier, as it creates a loud gong-like smash.
On a critical failure with this weapon the concussion vibrates through your arms and you take 1d10 thunder damage.
Other weapons of this type exist, such as Roaring Maul of Resonance, and Roaring Flail of Resonance, but warhammers are the most common.
When you find this weapon it has lightning coming off it in tendrils, arcing to almost any object or surface within 5 feet of it. When you get closer you notice that it’s made of a bright blue metal with white streaks running through it. It has a gold handle with a sapphire embed in the hilt.
Until it is attuned with a creature every time you attempt to pick it up you must succeed on a DC 12 Constitution saving throw or take 1d4 lightning damage.
As an attack action you can stab this sword into a body of water and target a creature you can see within 10 feet of the body of water. That creature must make a Dexterity saving throw or take 2d10 lightning damage. If you are not a spellcaster this uses your Constitution modifier as your spellcasting ability.
If this sword has not touched water in over a week it must be fully submerged in water for at least a long rest to regain this property. While it is doing so it sparks slightly and the water tingles with electricity.
Curse. Every time you stab this sword into a body of water you must make a DC 12 Constitution saving throw or take 1d10 lightning damage. Additionally, you have disadvantage to saving throws against other effects that deal lightning damage.
If this weapon is fully submerged for a day or more the water surrounding begins actively arcing with electricity and any creature that attempts to take it out of the water must make a DC 12 Constitution saving throw or take 1d10 lightning damage for each day it has been submerged.
Curse Purge. There is a way to purge this item of its curse.
If a creature is attuned to this weapon and takes more than 30 damage in one hit while taking it out of the water or the weapon has been fully submerged for over a week without being disturbed the electricity constantly arcing off of it is now contained to the sword, and the arcs of electricity run up and down the length of the blade instead. The curse is now completely gone and additionally the weapon gains a new ability that the player learns about.
Once per day as an action you can activate the sword and a dark roiling fog coalesces around your feet out to a radius of 30 feet. For the next minute this fog follows you and sparks crackle through it. Once per turn you can choose a point within the fog as a bonus action. A surge of lightning erupts from that point and all creatures within 5 feet of that point except yourself must make a Dexterity saving throw. If you are not a spellcaster this uses your Constitution modifier as your spellcasting ability. The affected creatures take 3d10 lightning damage on a failed save or half as much damage on a successful one.
This small jar is made with a thick glass and has several colorful lights that flit about within it, shedding dim light out to 10 feet. You can use this jar of strange lights as an arcane focus. Whenever you cast a spell of first level or higher using the jar as a focus the jar casts
This marble bust weighs 4 pounds and depicts a heavily bearded man in a philosophical pose rumored to be Mordenkainen. Its base is covered in runes and appears to be well worn.
While you are holding this bust you can use it as an arcane focus. When you use this item as an arcane focus you gain the following benefits.
When you cast a spell you can create one minor visual effect as if with the cantrip
Advanced Spell Sculpting.
When you cast a Conjuration, Evocation, or Necromancy spell you are able to create pockets of relative safety. When you cast a spell from any of these schools with a duration of instantaneous you can choose a number of creatures you can see equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
if the duration is longer than instantaneous you can choose a spherical or conical area equal to up to half of the spell’s area that is not affected by the spell. As an action on any of your following turns you can change the area of the spell affected if the spell is still active. However the spell can never affect less than half its area or leave the area it would occupy if it was cast normally.
This vehicle appears to be a hollowed out tree covered in vines and branches, still alive and growing. It has two seats facing towards the middle of the vehicle where it has a set of three wooden levers. While a creature is sitting in the walker it has half cover, can fasten themselves to the walker as a bonus action, and can control it as an action or bonus action to move up to 30 feet per round. The walker can move up walls and on ceilings, but any creature not fastened in must make a DC 14 Strength check each turn or fall out of the walker. The walker can also float, as if using the spell Water Walk and has a movement speed of 10 feet while doing so.
The walker can carry up to 400 pounds, its speed is halved if the weight exceeds this, and reduced to 0 if it exceeds 600 pounds. It needs to recharge and return to nature though. When it runs out of energy it will refuse to carry any weight and search for the nearest soil it can find to root itself in. It can remain active for up to 16 hours, after which it needs to root in soil or sand for the duration of a long rest. During this time it closes its hollow and looks just like a stout tree approximately 6 feet tall, covered in vines.
Commune with the Circle.
If you know druidic you can verbally command the walker to move (using druidic) as long as it is in hearing range. Additionally, you can command it to root, unroot, and close its hollow. It will not close its hollow while a small or larger creature is in it but it can close its hollow with up to 200 pounds in it. For every hour it is rooted it can remain active for an additional 2 hours that day.
This chainmail is dull and rusted, and has red links of an unknown metal woven throughout it chaotically. No amount of scrubbing and polishing can clean off the rust that has accumulated.
While wearing this armor when your speed is reduced to 0 a dark sigil appears beneath your feet and rusty chains fly up from the ground, encircling you and any creature grappling you. While these chains are wrapped around you you have resistance to all Bludgeoning, Piercing, and Slashing damage. Any hostile creature that in entangled in these chains or ends their turn within 5 feet of these chains takes 1d12 Necrotic damage.
Any creature entangled by the chains, including you, must make a DC 16 Strength check to escape. The chains and sigil disappear once all creatures trapped by them have escaped or died. They also disappear if exposed to
Curse. Each time you try and fail to escape from the chains you take 1d6 Necrotic damage. If you become unconscious while entangled by the chains the sigil brightly glows for 3 rounds before dragging you through the ground and transporting you to The Abyss unless you are are stabilized or regain consciousness.
While wearing this armor when you cast
You find 1d6 (or a number up to 6 determined by your DM) shortswords with dark hilts on a thick bandolier that can be adjusted to fit around the chest or waist. You must spend a short rest with each sword to attune with it, but if you attune with at least one of these swords the remaining swords do not require an attunement slot.
In addition to being able to use each of these swords as a typical shortsword, as an attack action you can throw a sword into the air or at a target creature. If you are able to make multiple attacks this replaces one of them.
If you throw a sword into the air it orbits you at arm’s length for up to 1 hour, waiting for you to command it.
If you throw one of these swords at a creature, or as an attack action command a sword already orbiting you to attack a creature, it flies at the target avoiding cover and obstacles. Target creatures must be visible to you and within 30 feet. If you are able to make multiple attacks this replaces one of them. When you make an attack with these swords in either of these ways make an attack roll with proficiency and your Strength or Intelligence modifier. On a hit it deals 1d6 + your Strength or Intelligence modifier magical Slashing damage.
After an hour, when you dismiss it, or after it attacks a target, any sword still orbiting you will fly to your hand if you have a free hand, return to the bandolier if you are wearing it, or stab itself into the ground at your feet.
Notes: The player can later find more swords if you want to make it increase in power slowly, or even find more than 6. Nothing says they can’t eventually have a dozen of these wraith swords.