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.
While wearing this ring you regenerate quickly as long as you have food. When you take a long or short rest if you eat a hot meal during the rest you gain temporary hit points equal to one of your hit dice that last until your next rest and also lose one level of exhaustion. However, whenever you are healed any temporary hit points you gained in this way are destroyed. Additionally, it never takes you longer than 1 hour to regain consciousness.
This necklace has an amulet in the shape of a dragon curled around a crystal orb hanging from a thick iron chain. When you attune to it the orb changes color depending on your alignment, unless you already have draconic ancestry. If you have draconic ancestry the orb changes to a color appropriate to your lineage.
While attuned with this necklace as an action you can exhale destructive energy. Your alignment determines the size, shape, and damage type of this effect. When you use your breath weapon creature in the area must make a saving throw, the type of which is determined by your alignment. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save, and half as much on a successful one.
After you use your breath weapon you can’t use it again until you complete a long or short rest.
Dragonblood. If you have draconic ancestry and already have a breath weapon instead of gaining an additional use based on alignment your breath weapon increases to a 60 foot line, or a 30 foot cone, whichever your ancestry uses, and does an additional 1d6 damage.
|Alignment||Dragon||Damage Type||Breath Weapon|
|Chaotic Evil||Red||Fire||15 ft. cone (Dex. save)|
|Neutral and Lawful Evil||Black||Acid||5 by 30 ft. line (Dex. save)|
|Neutral||White||Cold||15 ft. cone (Con. save)|
|Neutral and Chaotic Good||Copper||Acid||5 by 30 ft. line (Dex. save)|
|Lawful Good||Gold||Fire||15 ft. cone (Dex. save)|
This rotund hammer is made from a gray granite flecked with gold and black. It weighs 6 pounds, has the heavy property, and a short chain attached to its metal handle.
While wielding this hammer you can begin swinging it by the chain to build up momentum as an action. While this hammer is swinging it does an additional 1d8 bludgeoning damage. On a critical failure the hammer loses its momentum and you must begin swinging again.
These bolts have mottled heads emblazoned with the tentacled symbol of Panzuriel. If one of these arrows draws blood the symbol on its head glows a deep amber before exploding in a cloud of yellow and black energy. The creature damaged by this arrow must make a DC 17 Constitution saving throw. On a successful save the creature takes an additional 2d8 necrotic damage. On a failed save tentacles of a size proportional to the target creature erupt from the wound and they take an additional 4d8 necrotic damage.
These tentacles remain on the creature for 1 minute unless they are removed with Remove Curse, or Greater Restoration. If the tentacles remain on the creature for the entire duration the target creature incurs one level of exhaustion as they shrivel up. The tentacles have a mind of their own and attempt to restrain up to 3 creatures within 5 feet of the target. The targets of the attempted grapples must beat a DC equal to 14 + the target creature’s Strength modifier or be grappled.
Other types of magical ammunition of this kind exist, such as arrows meant for a bow, though bolts are the most common.
This magical greatsword is unusually broad and has a gap through the width of the blade starting halfway up from the handle. The metal is pocked and dull as if it was never polished, and has no hilt. In place of the hilt it has an unsharpened spike forged from the blade and running parallel with the handle.
As a bonus action you can speak the command word to transform Moonscraper from a greatsword into a shield the shape of a thick crescent moon or back into a greatsword. While holding Moonscraper in shield form with both hands you gain a +3 shield bonus to your AC, but otherwise you can not benefit.
Additionally, while Moonscraper is in shield form you can attempt to shove a creature within 15 feet of you by throwing the shield as an attack action. When thrown in this way the shield returns to you at the end of your turn.
This hooded lantern has a cloudy bulb beneath it rather than a fuel canister but otherwise appears as any other lantern when it is lit. However, when it is turned off or runs out of energy wisps of deep black begin to emanate from it. After it has been turned off for 1 minute it begins viciously smoking and creates a 10 foot radius of magical darkness as it devours all the light around it. This magical darkness can not be dispelled but a light spell of level 3 or higher causes it to dissipate for the next hour. For every hour this lantern is turned off it can fuel itself for an equal amount of time, up to 12 hours.
Additionally, while holding the lantern you can focus on another object you are touching and cast
This warhammer has an unusually large head made of blue tinted steel, and weighs 5 pounds.
On a critical hit with this weapon you deal an additional 2d10 radiant damage. If you score a critical hit against an undead creature you gain half of the radiant damage in temporary hit points as the hammer dimly glows.
Curse. On a critical failure with this weapon all creatures within 5 feet of the hammer, including yourself, must make a DC 15 constitution saving throw or take 2d10 necrotic damage as the hammer hums loudly and crackles with dark energy.
Additionally, while attuned to this hammer you take half healing from spells of 2nd level or lower.
This crossbow is made almost entirely of metal and has a rune scorched into the stock. It is twice as heavy as it normally would be, and can not have the property light. You can choose to attack normally with it, or instead, when you make an attack you can choose to imbue the bolt with the aspect of lead.
When imbued with the aspect of lead the bolts do not do any damage, but on a successful hit they explode into a hexagonal prism of metal that appears to pierce through the target. These prisms do not create any holes or surface damage, despite appearing to pass through objects. This prism weighs 15 pounds if it’s from a hand crossbow, 20 pounds from a light crossbow, and 40 pounds from a heavy crossbow. Each prism decreases the target creature’s movement by 5 feet if it is large or smaller, and if the total weight of the prisms is equal to or greater than the weight of the target creature it is considered Restrained.
You can create up to 10 of these prisms, if you attempt to create more than 10 the oldest prism dissolves. The prisms can not be removed from their target, but dissolve after 10 minutes.
This polished gold ring has a thick ivory inlay. As soon as you attune to it it reaches out to you, impressing upon you to put it on the first finger of your dominant hand. It can not speak, but it can communicate to you through ideas, images, and emotions.
Stages of Power. The desire of this ring is to protect other innocent creatures lives. If you earn the trust of the ring by showing your devotion to the protection of creatures around you and going beyond the call of duty to do so it will grant you power. When you attune with it you start at the Ring Stage, and move forward as the ring decides you are trustworthy. However if you betray the trust of the ring, you may move back a stage. Each stage of power has access to all the abilities of the stage before it. As an action you can transform the ring into any stage it allows you to have access to.
Ring Stage (Rare)
While the ring is content, and you wear it on your first finger, it grants you basic abilities.
Brilliant Presence. As an action you can cast the cantrip
Shield of Gold. Once per long rest you can cast
Glove Stage (Very Rare)
The ring stretches out tendrils of ivory, coating your hand and wrist. The ivory forms into plates and gold trim manifests as they harden. Strands arch from the ring onto the gold edged glove and to each finger. The entire system of white arches and plates seems to weigh almost nothing as if it is floating around your hand.
Defender’s Blessing. Once per day as an action while wearing this gauntlet you can fire a beam of brilliant yellow light in a 5 foot wide, 60 foot line from the gauntlet. Each creature in this line must make a Constitution saving throw. On a failed save a creature takes 8d6 Radiant damage and is blinded until your next turn. On a successful save it takes half as much damage and is not blinded. Undead and oozes have disadvantage on this saving throw. This beam counts as a 3rd level light spell for the sake of dispelling magical darkness.
Divine Fist. Your unarmed strikes deal 1d4 damage while wearing the gauntlet. Additionally you can choose to deal Radiant damage instead of bludgeoning damage.
Gauntlet Stage (Very Rare)
The ring sprouts a dense network of ivory and gold tendrils, covering even your upper arm, up to your shoulder. Each gold trimmed plate is connected with a series of ivory strands all gracefully twisting back to the ring. You move unhindered by this long gauntlet, as if it floats effortlessly just above your skin.
Golden Circuitry. You now have a pool of 3 charges stored in the gauntlet. As a reaction you can expend a number of charges to activate Shield of Gold, even if it has already been used, on a number of creatures equal to the charges expended.
Additionally, as an action you can expend a charge to cast
Divine Fist. Your Divine Fist increases in power, it now deals 1d8 + your Strength or Wisdom modifier Radiant damage.
Telepathic Bond. The ring is connected to you so deeply it can now telepathically speak to you with words in addition to images and emotions, although its words are few.
Shield Stage (Legendary)
The ring covers your shoulder in a graceful paldron, heavily decorated with gold. Additionally a plate begins growing over your forearm and then detaches, floating 3 inches from your arm. This plate slowly forms a shining white kiteshield, with the golden symbol of an intricate shield in its center. While the ring is in this form and its shield is protecting you, you have +2 AC if you are not already wielding a shield.
Selfless Defense. As a bonus action you can command the ring to shield another creature within 30 feet. Until they end their turn farther than 30 feet away or you issue a new command the shield will hover by them, granting them +2 AC. While you are using this feature you can not benefit from the shield.
Golden Circuitry. The pool of charges stored in the gauntlet increases to your level/2 rounded down (minimum of 3).
This item can also be used without its legacy (growing) mechanic. Just pick a stage and treat it as if that is all the item has to offer.
This bone ring has a deep purple inlay, and is set with an onyx. While wearing this ring, every short rest you take you gain 1d6+4 temporary hit points.
As a bonus action you can choose to expend all remaining temporary hit points gained in this way to cast
Additionally, while attuned to the ring you know the cantrip
Curse. Each time you gain temporary hit points from this ring it consumes a hit die. If there are no hit dice to be consumed you take damage equal to the temporary hit points gained, although you can not drop below 1 hit point from this effect.
Permanent Curse. The first time the ring consumes any of your hit points it becomes permanently attuned to your very soul.
The ring dissolves into your finger, the finger withers, and purple veins spider through your hand from the finger. Now when you cast eldritch blast using your temporary hit points it originates from your chest, ignoring verbal and somatic components, but leaves a dull purple mark where it originated. The veins in your hand and the purple mark spread almost imperceptibly each time you do this. After your finger withers
When cursed in this way the curse and attunement can not be removed without destroying the soul of the creature bound to the ring.
As an action while wearing this gray pleated cloak you can wrap it around yourself and choose a type of heavy armor. You immediately appear to be wearing the armor you choose. This armor appears polished as if it is brand new, and with embellishments of your choice. This does not affect your AC and you are not considered to be wearing armor for the sake of any bonuses. This effect lasts until you remove the cloak or dispel it as an action. If a creature touches the armor, or makes a successful Intelligence (Investigation) check DC 15, they are immediately aware of the illusion but otherwise they are convinced so long as they did not see you begin the illusion.
This delicate white teacup is fit for a nobleman, but will not chip or crack. It has been rumored to have been originally found when it was flung through a window, carried from a shipment of china by a violent storm. While you are attuned to the teacup you can gain up to 5 charges that can be used to activate the magic of the teacup.
Calm Before the Storm
During a short rest if you drink tea from this teacup you regain all expended charges and your exhaustion decreases by 1 level. The tea can be of any type but must be hot when you drink it. You also regain 1 charge each long rest that you take.
As an action while raging you can expend a charge to attack your enemies with the strength of the storm. As the winds swirl around you you make long sweeping attacks at all enemies within 5 feet. All hostile creatures within range must make a Dexterity saving throw with a DC equal to 8 + your proficiency + your strength modifier. On a failed save they take damage equivalent to two of your weapon attacks.
Heart of the Storm
When you activate your rage you can choose to expend all 5 charges to release the full power of the tempest. A 20-foot radius sphere of whirling air springs into existence centered on you that follows you until your rage ends. Each creature (not including you) that ends its turn in the sphere must succeed a Strength saving throw with a DC equal to 8 + your proficiency + your strength modifier. On a failed save they take 2d6 bludgeoning damage. Additionally the sphere’s space is difficult terrain for all creatures besides you.
This wide glass jar weighs 2 pounds and has holes poked in it’s lid. It contains about a dozen beetles of blue and green hues, each the size of two thumbs, and their hoarde they sleep on. When you find the jar it has 2d10 silver pieces in it, 1d10 each of gold and copper pieces, and a selection of shiny rocks and bits lying at the bottom. The beetles will always find their way back to the jar at dusk as long as their hoarde is worth at least 2 gold and covers the bottom of the jar.
If released the beetles will fly off in search of shiny objects to add to their pile. When released at dawn within a town the beetles gather 1d10 silver, 1d4-1 each of gold and copper, and 1d4 shiney rocks and bits throughout the day. For every two hours after dawn they are released they have a -1 to their rolls to return with coins. At the DM’s discretion the coins gathered might decrease or degrade in quality in a poor town.