Quicksilver Whip

Whip, Rare, Requires Attunement by a spellcaster

This willowy shimmering whip is styled after a twisting vine and appears to be made of an impossibly fluid metal. It ends in a beautifully carved forest green handle, with intricate Fey runes that shimmer and the whip glows with a mystical energy when the wielder channels spells.

  • The wielder gains proficiency with this whip.
  • Additionally this whips damage die is 1d6
  • If a spell requires you to "make a melee attack with a weapon" that spell can be cast using this whips range, 10 feet.
  • The wielder of this whip gain a +1 bonus to attack rolls and damage rolls made with this whip while concentrating on a spell.
  • If the wielder loses concentration due to damage from a hostile creature, on their next turn the wielder gains advantage on their next whip attack against that creature and deals an extra 1d12 radiant damage to if the attack is successful.

Eladar's Liquid Smoke

Rare Potion

A glass flask lined with delicate black etchings in swirling arcane script ending in thin black threads that secure the stopper. Inside is a contrast of a thick grey viscous bubbling liquid and a silky silvery smoke that resides in the top of the flask. The two are constantly flowing into eachother, the smoke bleeds down the edges of the flask back into the liquid and the bubbles burst upwards into smoke.

  • When imbibed the creature gains the effect of the Gaseous Form spell for ten minutes.
  • When the spell ends make a DC 14 CON save, on a failed save the user takes 1d6 poison damage and is wracked by coughing for 1d4 minutes, coughing up bits of thick black sludge and puffs of smoke.

Cloak of Silvanus

Woundrous Item, Requires Attunement

A thick and sturdy green and black cloak that has clearly seen much travel. The cloak is woven to resemble a pattern of leaves and folaige. Embroidered within the cloak is an ancient looking oak with roots grasping discarded swords and axes at it's base.

  • While you wear this cloak and use trees, bushes or plants to hide within, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the plants shift to obscure you.
  • You can cast Blade Ward on yourself - as a Reaction, this feature recharges on a short rest.

Magenetic Podwer

Woundrous Item

A small and well cared for, but worn wooden box, inside: three tiny vial of glinting metal flakes, they shimmer faintly in response magic. A scroll inside the box contains the following list:

Color
Black
Blue
White
Red
Green
Gold
Yellow
Violet

School
Necromancy
Enchantment
Illusion
Evocation
Transmutation
Divination
Abjuration
Conjuration

When a vial is broken, the metal flakes will drift towards and attempt to adhere to any magic within 30 feet. When it does so it channges color based on the school of magic.

The Arcanist's Puzzler

Woundrous Item

This polished copper cube contains grids etched with runes, letters and numbers. These may be aligned in a way that unlocks a stored spell within the box. This device was invented by a Wizard who feared that he was becoming senile and soft of mind in his old age. He used the puzzle cube to help keep his mind sharp at the start of each day. Every night the script on the cube changes. Turns out the wizard was under a Hex spell from a local Warlock he had insulted, so he eventually sold off the Puzzler.


Arcanist's Puzzles

DM: Roll 2 d6's in the morning - the first determines the subject, the second determines the DC and the temp hp rewarded.

d6 Subject of daily test
1 or 6 Arcana
2 History
3 Investigation (logic)
4 Nature
5 Religion
  • The user gets one attempt to solve it each morning before the runes fade.
  • The DC = 9 + 1d6 each day
  • If solved it grants the user:
    • 6 + the DC d6 roll in temp hp
    • Advantage on INT checks in the day's subject

Tainted Bone Dagger

Uncommon Dagger, Requires Attunement

This wicked looking dagger is intended for slicing through hide or flesh. This weapon has been used in sacrificial ceremonies extending back hundreds of years. it readily carves up unprotected victims and offers thier essence to the wielder, but is clearly not made for combat against armored foes.

  • When rolling to hit with this weapon, roll and add 2d10's, in place of the normal d20.
  • If the die roll the same number (1&1, 3&3...) restore 1 hp. If the attack lands on a double roll, deal 1 Necrotic damage to the target.
  • A critical hit from this dagger deals maximum dice damage, 8.

Gloves of the Watch

Woundrous Item, Require Attunement

These finely made leather gloves have a subtle barbed patterns running along them from the fingers to join a wall pattern circling the wrist. Within the wrist of the glove a pair of small rune-srcibed stones are woven to be in contact of the wearer's skin.

  • You have +1 to Insight and Perception checks
  • You ignore disadvantage on any Insight, Perception and Investigation due to exhaustion.

Beshaba's Bargain

Very Rare Shield, Requires Attunement

This deep red wooden shield owns many dents and gashes that look like it should be broken several times over. However it is extremely firm and solid upon inspection. A large gnarled pair of twisting black antlers is painted on the center of the shield, untouched by the damages to the shield.

  • +1 Shield
  • Once per day as a reaction to being hit while wielding the shield, the user can divert all damage taken from the single attack into the shield.

Curse. When the shield absorbs damage - the first of death saving throw the character makes, is at disadvantage until the character completes a long rest.

  • Every time the character goes to 0 hp thier first death saving throw is made at disadvantage until they take a long rest.

Crystal of Respite

Wondrous Item


This crystal has been worn smooth from years and years of handling. It has spent countless nights clutched by the sick, the desperate and the suffering. These crystals are not uncommon to the Priests of Belon, who frequently allow others to spend a night with the crystal in exchange for a roof over their heads or a warm meal on the road. It has a natural, subtle aura of vitality that may help the healing process and bolster health if the user can sleep with the crystal on their body.

  • When a user spends a long rest with this crystal, the next day they have access to one additional hit die.
  • This die is a d6 and goes away in 24 hours if not used.

Mask of Aldinach

Wondrous Item, requires attunement, rare


This alabaster mask is the simple visage of Aldinach, a lesser demon lord. Aldinatch delights in the perversion of the pure and innocent. The mask it always slightly cool to the touch and occasionally will send chills down the users body, as if they're being inspected briefly by something they cannot sense. The mask is likely to be found unsettling to people.

  • The mask has three charges and regains them at dawn. when the last charge is expended, roll a d20, on a 1, the mask begins to crack, reducing its max charges by 1. The mask crumbles if it reaches 0 charges maximum.
  • While wearing it, you may use your action to expend a charge and gain the following effects for one minute.
    • You gain resistance to poison and necrotic damage
    • You cannot be paralyzed or poisoned.
    • You grow long, bone-like claws. You are proficient in these claws. These claws inflict 1d4 + your Strength modifier in slashing damage and 1d8 necrotic damage, and the target’s hit point maximum is reduced by the amount of necrotic damage inflicted. The target dies if this effect reduces its hit point maximum to 0.

Peter's Piccolo

Wonderous item, uncommon


You and up to 4 other creatures can hear the sound of this whistle up to 5 miles away. Each creature must spend 1 minute focusing on this whistle before seeing the magic runes appear on it's surface. Once aware of these rune a creature gains the ability to hear the whistle. All other creatures cannot hear the whistle, and it makes no noise when blown.

Sex Panther

Wonderous item, rare


A sleek black bottle with a panter's head stopper. You may spray this alchemically altered fragrance on your person as an action. The fragrance smells irresistable to one sex of your choosing - for up to 8 hours you gain advantage on all Charisma checks against a humanoid of that sex within 10 feet of you that can smell the fragrance. People of the other sex however are offput by this pungent ordor, charisma checks against them will be at disadvantage.

You can spray the fragrance on your body 10 times before the bottle is empty.

Crystalskin Philter

Wonderous item, rare (requires attunement)


A beautiful shimmering liquid swirls within, smalls crystals flash as they spin suspended in the liquid.

As a bonus action you may splash some of this potion on your armor causing youy body to be rapidly encased in radiant crystals. While wearing this crystalline armor, you gain a +2 bonus to AC and gain resistance to one damage type determined by the color of the crystals. This effect lasts for 1 minute unless you dispell it as a bonus action.

Color Resistance
Blue Cold
Green Acid
Purple Poison
White Radiant

Bony Key

Wonderous item, rare


This key contains a skull at it's base, and the key itself is made of magical wax. You can insert the key into a keyhole, and the key will attempt to magically polymorph to the exact shape of the lock, allowing you to open a locked door or container. Roll a d20, on an 11 or above the key is successful, on a 10 or below, it does not unlock the lock.

You must finish a long rest before you can use this key again.

Smokey Marble

Wonderous item, uncommon


A cat-sized marble containing swirling smoke within it. You can roll it on the ground as an action and speak it's command word. The marble shatters and releases a thick smoke in a 15 foot radius. The area becomes heavily obscurred for 1 minute, unless a strong wind disperses the smoke.

Circlet of Thought

Wondrous item, rare (requires attunement)


While you wear this circlet, you gain resistance to psychic damage and learn the message cantrip. Once per day, you can cast detect thoughts, using your choice of Intelligence, Wisdom, or Charisma as your spellcasting ability.

Flashstep Cape

Wondrous item, rare (requires attunement)


Once the favorite cloak of Hargvil the Magestic, a traveling tinker, this rich red and purple streaked cloak is patterned with bright zig-zagging lines and shapes. When you are hit by an attack while wearing this grey, silver-threaded cloak, you can use your reaction to teleport in a small pop and puff of smoke to an unoccupied space you can see up to 30 feet away, causing the attack to miss. If you teleport to a space within 5 feet of a hostile creature, you can make one free attack against that creature with advantage. Once you use this feature, you can't use it again until you finish a short or long rest.

Skywalker's Boots

Wondrous item, uncommon (requires attunement)


While you wear these boots, you can use a bonus action to stomp them on the ground, activating them for one minute. During this time, you can cause small, violet light discs to form wherever you step, allowing you to walk on air. Moving steeply upwards costs double movement. Moving directly upwards imposes a similar penalty, and requires that you succeed on a DC 10 Athletics check or fall prone. You can drop 10 feet at a time using these discs, allowing you to easily and safely navigate steep drops. The discs last only a moment, so if you end your turn in midair, you fall to the ground. After you use this feature, you can't use it again until you finish a long rest.

Razor Cape

Wondrous item, uncommon


The hem of this rich dark cape is lined with a series of razor-sharp length of metal. While wearing this cape, you can use your bonus action to cause it to whirl around you.

  • Each creature within 5 feet of you must succeed on a DC 10 + your DEX Dexterity saving throw or take 2d4 slashing damage

Mace of Mercy

Mace, uncommon


This weapon's hilt is gilded and etched with patterns reminiscent of olive branches. Holding it seems to calm your temper, and you feel hesitant to use it on your fellow man. When you make an attack with this weapon against a creature that would bring it to 0 hit points, you may instead bring it to 1 hit point and automatically knock it prone. You have advantage on Charisma checks made to intimidate or persuade the creature, as it knows you have willingly spared its life.

Belt Buckles of the Gentleman Trickster

Wondrous item, rare (requires attunement)


This pair of silver buckles depicts two smiling faces on the front, and two angry faces at the backside. Each of the two buckles must be attuned to by different creatures. While wearing a buckle, you can use an action to instantly switch places with the wearer of the other buckle, as long as you are both on the same plane of existence. If the creature wearing the other buckle chooses to, it can use a reaction to resist. If it does, you must roll a Charisma check contested by its Charisma check. If you succeed, you instantly switch places. The buckles can't be used this way again until the next dawn.

Force Ring

Rare Ring,

This ring is made of three bands of enchanted metal woven around eachother. The rings are a masterful work of Kinetomancy. They subtly dampen the wearer's motions and siphon the kinetic energy to be stored into the ring. When the command word is spoken the righ lashes forward and unleashes its stored power.

  • At the end of each day the ring gains 1d4 charges from siphoning motion.
  • When the command word is spoken the ring expends all stored charges and the user may unleash the stored energy.
Kinetic Blast
Charges Force Damage Range - Shape
2-5 +1d8 Next melee attack
5-9 2d8 10 ft. line
10-16 2d8 15 ft cone
17-22 3d8 15 ft cone
23-30 4d8 20 ft cone
>30 5d8 30 ft cone

Skull of the Forefather

Wondrous item, uncommon (requires attunement)


This humanoid skull is magically preserved, and when seen in the corner of the eye, seems to be looking straight at you. When used as a focus for a spell being cast as a ritual, the duration of both the ritual and the spell is doubled, to a maximum of 24 hours. The skull can only affect one spell at a time, so using it to cast another ritual immediately ends the former. Once used in this way, it must be smeared with the blood of a creature with an intelligence of 8 or higher that has been dead for no more than 5 minutes before it can be used again.

Talisman of the Polar Bear

Wondrous item, rare (requires attunement)


This silver amulet holds a sphere of nevermelting, crystal clear ice, inside of which an image of a polar bear can be seen. While attuned, you can use an action to call on the strength and endurance of the glorious hunter of the snowlands. When you do, your Strength score becomes 20, unless it's greater, you gain a swim speed of 35 , and you gain 25 temporary hit points and resistance to cold damage. This effect lasts for 1 hour or as long as you have the temporary hit points from it, whichever is shorter. Once you've activated this talisman, you can't do so again until you've finished a long rest.

When the talisman's effect wears off you suffer one level of exhaustion.

Author of Storms

Weapon (shortbow), very rare (requires attunement)


Once per day you can use your action to shoot an arrow straight into the sky to change the weather within 5 miles of you into a severe thunderstorm that lasts for 8 hours. The storm creates strong wind and heavy precipitation, the effects of which are listed on page 110 of the Dungeon Master's Guide. After 8 hours, the weather gradually returns to normal.

Circle of Trust

Ring, rare


This unassuming copper band is set with a single emerald. While attuned, when its wearer tells a deliberate falsehood, they must make a DC 16 Charisma saving throw, if they fail the emerald glows a soft green.

Geminate Blades

Weapons (shortsword), rare, (requires attunement)


Geminate blades are shortswords forged in pairs from a single piece of enchanted iron. While holding a geminate blade you can speak its command word as an action to cause it to point towards its paired blade. If it’s paired blade is on another plane or obscured by a spell such as sequester, the blade will spin erratically. If one blade is destroyed, the other will shatter. These blades deal magical damage.

You can look into the polished surface of a geminate blade to see everything reflected in its paired blade as if looking through a window.

Chalice of Black Frost

Wondrous item, uncommon (requires attunement)


A silver chalice decorated with sapphire and the bones of an white dragon. The chalice is cold to the touch. Once per day, you can fill the chalice with water and perform a brief ritual (1 minute). The water swirls and rapidly cools to an impossibly cold temperature, darkening as it does so. Up to four creatures may drink from this transformed water and gain the effect of Armor of Agathys (level one). While the ritual is beging performed one participant may expend a hit die and add some fresh blood to the chalice. If this is done the spell is cast at level two.

Pendant of Amplification

Necklace, uncommon


A bronze amulet used by town criers, city watchmen, and arena announcers. While wearing this pendant you may cause your voice to boom up to three times as loud as normal.

Silvered Flute

Wondrous item (instrument, any), uncommon


These instruments are wrought from elvish silver and etched with a spiraling pattern of swirling runes. Once per long rest, you may attempt to play the instrument by making a performance check DC 14. If you succeed, you and one nearby creature of your choosing gain inspiration.

Tomb of Levistus

Wondrous item, rare (requires attunement)


This heavy grey and blue streaked cloak has a cold silver clasp. Once per day, while wearing the cloak you may use your reaction to become frozen until the end of your next turn, encasing yourself in ice and gain 10 x your proficiency modifier temporary hit points. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts at the end of your next turn.

Wrappings of Jia

Wondrous item, uncommon (requires attunement by a monk)


These cloth wrappings appear to be made of tattered, faded silk and can be wrapped around each hand and wrist. Whenever you would deal bludgeoning damage with an unarmed strike you may instead choose to deal fire, cold, or thunder damage.

Cloak of the Stalwart Guardian

Wondrous item, rare, requires attunement


This cloak is a light blue with metallic trim, embroidered with runes. Rare metals are sewn into the cloaks fabrics, giving it a heavy yet flowing appearance. These cloaks are carefully handcrafted for heroic individuals, usually as a token of appreciation for an act of heroism. A person attuned to this cloak has almost certainly selflessly put themselves in harm's way to protect someone else.

  • You gain a +1 bonus to AC while wearing this cloak. As a bonus action the rim of the cloak can also be held in one hand, when held like this by the wearer the cloak functions as a shield.
  • In addition, whenever a creature within 5 feet of you casts shield or takes the dodge action, you can use your reaction to interpose yourself and disadvantage any attack rolls against that creature until the start of your next turn.

The Flashwood Rapier

Magic rapier (+0), rare, requires attunement


By spending a bonus action, one may thrust the sword in a direction and then roll 6d10.

The result is the number of feet one is dragged by the weapon in the indicated direction.

  • Keeping one’s footing afterward (if staying on the ground level) requires a Dex save equal to half the resulting distance roll or fall prone and lose one’s grip on the sword.

  • If in a direction without ground under you, it’s a STR save to hold on afterward. Should the sword come into contact with walls, stone, etc. in its path it should be treated accordingly–damage to the weapon, damage to the object.

  • Pointing the sword at another creature and using its ability is a ranged attack roll.

  • Letting go of the sword for any reason immediately turns off the flying effect.

Angel's Feather

Reagent, Very Rare


Plucked from an angel's wing, willingly or unwillingly, this feather blesses those who wish to mend. When you cast a spell that targets a single creature and would make the target regain hit points, you can expend this feather to make that spell regain the maximum amount of hit points it can regain.

Windblessed Elven Armor

Leather armor, rare, requires attunement


This elegantly crafted armor from Arendia is remarkably light and comfortable. It allows you to rush unseen across the battlefield, moving like the wind.

  • While wearing this armor your movement is increased by 5 ft.
  • This armor has 4 charges that it regains daily at dawn.
  • Whenever you perform the dash action while attuned to this armor, you can expend a charge to become invisible until you attack or stop moving. This invisibility is lost at the start of your next turn reguardless.

Backpack of Concealment

Wondrous Item, Uncommon


This plain leather backpack is covered with pockets big and small. This backpack can conceal any one object placed within it from physical search. Any creature other than the one that placed the item in the backpack cannot find the object. If the backpack is destroyed, the object falls from its remains.

Barnum's Animal Seeds

Wondrous Item, Rare

These seeds were first created by a wizard fixated with animals. He is more prominently known for cookies that he sells but this is also a extraordinary contribution he has made. This pouch contains 1d8 + 3 random animal seeds. Each seed takes 1 week to fully grow. Once a seed is fully grown, it creates an animal based on what seed it is. The animal is friendly to the planter of it and is the same as it's normal form except it is a plant creature, has a weakness to fire damage and it does not require food if it has at least 8 hours of sunlight or another form of natural light.

d10 Animal
1 Rat
2 Badger
3 Boar
4 Cat
5 Goat
6 Mastiff
7 Pony
8 Draft Horse
9 Wolf
10 Black Bear

Beating Heart Potion

Consumable, Uncommon


This small vial full of pulsating red fluid tastes like extremely bitter fruits with an aftertaste of vanilla. When you imbibe this potion, your maximum hit points are increased by 1 permanently. No creature is able to drink more than 10 of these potions in their life time, lest their body begins to quickly decompose.

Belt of Blood Borrowing

Wondrous Item, Rare, Requires Attunement


This bloodstained belt helps you recover from serious injuries. Each morning you may roll a number of hit die equal to half of your proficieny modified (rounded down) and record the result; that blood is stored in the belt. As a reaction to taking damage you may use the belt to reinject the stored blood into you, instantly applying the hit die's healing.

Additionally while you are attuned to this belt and you spend a hit die, you regain additional hit points equal to your constitution modifier.

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Blessed Whetstone

Whetstone, rare, consumable


This white-gold stone has several holy symbols engraved into its sides. You may spend 5 minutes sharpening a weapon with this whetstone. If you do, that weapon now counts as magical for the purpose of overcoming resistance and deals an additional 1d4 radiant damage. The magical effect of the whetstone only works on one weapon at a time. This effect last until your next long rest.

Blood of Tyche

Potion, Rare, consumable


This golden vial holds swirling liquid luck—and a deadly poison. After drinking this potion, you have advantage on all skill checks for the next minute. At the end of that minute, you gain 2 levels of exhaustion as your body is wracked with tremors and your gums start to bleed slightly.

Bloodiron Dagger

Rare Dagger


These weapons are quite vicious as they'll never leave a deep wound once stuck there... not painlessly at least. When you score a critical with this weapon, you deal additional damage to the creature at the start of its next turn. The damage dealt is a damage die equal to a new roll of the weapon's damage die.

Mithril Folded Dagger

Uncommon Dagger


This white and golden dagger is a beautiful example of the smithing techniques to come out of the High Elven cities. It is as light as mithril and delicately balanced. The smith must concentrate both on fire, forge and the weave when creating these weapons.

  • This counts as a +0 magic dagger for penetrating resistances
  • If you miss with this dagger you may use your reaction to make a single extra attack with it at disadvantage.
  • This dagger has a thrown range of (60/90)

Breakaway Thieves' Tool

Uncommon thieves tools, light


These delicate, modified thieves' tools appear to be made to snap-off in predefined loctations at a moments notice. This kit is very lightweight.

  • When you fail at disarming a trap or picking a lock these tools give you advantage against any physical mechanisms that may have been triggered.
  • Once this property is used once this toolset become broken and useless.

Pendant of Narrah

Uncommon druidic focus


This common looking pendant is made of a rough pewter and carved in it's face is full moon. When exposed to moonlight the amulet becomed suffused with a cold milky white light.

  • Once per day (night), while the amulet is exposed directly to the moon's light, the user may perform a short ritual (10 minutes) and prayer to Narrah. When this is completed the user regains spent one usage of Wildshape.

  • Upon completeion of the ritual roll a d4. You may choose to regain a single expended spellslot of a level equal to or less than the rolled value.

Gem of Returning

Wondrous Item, Uncommon


This enchanted gem may be bound to the hilt of any lgiht melee weapon. When the wearer activates the gem (item interaction) and throws it before the end of their next turn, the weapon teleports back to its strap or sheath immediately after the attack is resolved. Once bound to an item this gem must be removed professionally by a blacksmith or tinker. Otherwise if the bound wielder dies the gem is freed.


Shard of True Ice

Rare arcane focus, requires attunement by a spellcaster


An alien, menacing chill penetrates the air around this fist sized hunk of pure, elemental ice. Undoubtedly from the plane of ice, this never thaws and is permanently freezing. It makes a suitable arcane focus, especially when utilizing the power of Ice.

  • The shard contains 5 charges and regains 1d4+1 charges each dawn.

  • While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: Armor of Agathys (2 charges), Ice Knife (2 charge), Fog Cloud (1 charge), Fire Shield (Chill Shield 4 Charges). You may spend additional charges to upcast any spells listed here (1 charge per level). You may also cast the cantrip Ray of Frost at will.

  • Once per turn when you cast a spell or cantrip that deals cold damage you may choose one affected target to take 1d8 additional cold damage. If a spell targets multiple creatures you may choose to deal 1d4 additional cold damage to each.

  • While holding the shard: you ignore difficult terrain created by ice or snow, and have resistance to cold damage while you hold this shard.

  • In addition, when you roll damage for a spell you cast that deals cold damage, you can reroll any 1's or 2's, you must take the resulting second roll.

Gauntlets of the Eternal Cycle

Woundrous item, very rare, requires attunement by a cleric or paladin


No birth without death. No joy without sorrow. What is taken from the world must be given back. Life and Death yearn for each other, they give birth to each other and are forever reborn.


This visually clashing pair of armored gauntlets were created as a special tool for the clerics of death, who worship the flow of life into death and death into life. One is stark white, the other a burnished black - both mirror images of the other save for inverted color. Intricate filigree depicts scenes of birth, youth, beauty, conflict and growth. On the black, scenes of ageing, wisdom and death, peace and rest, the hibernation and cleansing of winter.

  • When the user casts Cure Wounds using a 2nd or higher level spell slot, the user may cast Inflict Wounds before the end of their next turn without expending a spellslot, this second spell is cast one level below the triggering spell and does not need to be prepared.
  • When the user casts Inflict Wounds using a 2nd or higher level spell slot, the user may cast Cure Wounds before the end of their next turn without expending a spellslot, this second spell is cast one level below the triggering spell and does not need to be prepared.
  • Both spells must be delivered by touch using the gauntlets.

Warforged Tectonic Hammer

Rare Warhammer, requires attunement

  • Reliable When you roll a 1 on a damage die for an attack you make with this weapon, you can reroll the die and must use the new roll, even if the new roll is also 1.
  • Shockwave This hammer contains 3 charges, and regains them at dawn. As an action you may expend one charge and using two hands, slam the hammer into the ground causing the earth to shake around you:

    • Each creature in a 15 foot line originating from you must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth, it becomes difficult terrain until cleared. Each 5-foot diameter portion requires at least 1 minute to clear by hand.
    • DC= 8 + your proficiency bonus + your Str or Dex mod

Warforged Soldier's Splint

Uncommon Splint Armor

  • Phalanx Fittings: While you are within 5 feet (adjacent) to an ally wielding a shield and are wielding a shield yourself, you may as part of an attack action on your turn, forgo one of your attacks and use a bonus action to give half cover to that ally.
  • Slippery: The oil that keeps a warforged soldier running smoothly also has advantages in close combat. You have advantage on any checks to escape a grapple

Dragon Dust

Wondrous item, uncommon


This fine dusty powder is seldom put to constructive use. An alchemical concoction with flammability as it's primary goal, this powder has a telltale acrid and sour scent. It's something you never want to smell in a place you care about.

As an action you can disperse this powder in a 15 foot cone. The dust scatters and fills the air. It remains suspended in the area for 12 seconds. Alternatively the dust may be dispersed by a spell such as Gust or Gust of Wind, the dust will spread across the areas defined by these spells until the start of the wind spell's caster's next turn.

While the dust fills an area: If any area, object or creature within the cloud is subjected to fire damage the entire cloud ignites.

  • Any creatures within the cloud must make a Dexterity saving throw DC 14. The creature takes 3d4 fire damage on a failed save, or half as much damage on a successful one.
  • Any creature within 15 feet of the cloud must make a Constitution saving throw DC 14. The creature is blinded until the start of thier turn on a failied save, creatures that secessfully save are not blinded.

Shinebright's Amulet of Jumping

Rare amulet item, requires attunement


From experience, I thoroughly reccommend external use. - Finethir Shinebright

While wearing this amulet, you can cast the Jump spell from it as a bonus action at will, but can target only yourself when you do so.

Tenser's Tincture

  • Your Strenght, and Constitution scores become 20.
  • Your body physically grows as with the spell Enlarge
  • You gain the following Proficiencies:
    • Martial weapons
    • Shields
    • Strenght and Constitution Saving throws

Robe of Needles

Rare robe, requires attunement


This robe appears to be made out of a rich light grey fabric. Four angular, geometric patterned black lines flow down the sides of the robe each terminating in a bold arrow shape.

While wearing and attuned to this robe you gain resistance to nonmagical piercing damage.

Obsidian needles can be summoned forth from each line, causing that line to fade until the next dawn. Once a shard is summoned you may:

  • As an action, or as a reaction to being attacked from melee range you may make a melee spell attack against an adjecent enemy you can see. On a hit the target takes 1d6 piercing damage and the shard imbeds itself in the target.

    • While the needle remains embeded in a target they take 1d6 piercing damage at the start of thier turn. They may remove the shard as an action.
  • Alternatively, as an action you may choose to launch one primed needle.

    • Target a creature within 30 ft. The target and each creature within 5 feet of it must make a Dexterity save as the shard shatters on impact. A creature takes 1d10 piercing damage on a failed save, or half as much on a success.

Dwarven Forge Gauntlets

Medium armor (gauntlets), uncommon


These steel gauntlets are inset with flakes of ruby in their palms. While wearing these gloves, you can handle scalding hot items (such as white-hot metals from a forge, or objects under the effects of heat metal) without harm to your hands.

As an action, you can cast burning hands at its lowest level, with a spell save DC of 10 + the user's proficiency modifier. Once these gauntlets have been used this way, it must be left in a roaring fire for one hour, or targeted by the Heat Metal spell, before it can be used again.

Swamp Witch's Amulet

Wondrous item, requires attunement


Once the property of the hag, Jen Toothtaker, this amulemt still retains the magic of their swamp.

A gnarled, twisted bit of root wrapped in herbs and bound with something unsettlingly similar to human hair. A tooth resides in it's center. It's always slightly damp and smells of wet earth.

This amulet has 2 charges. While wearing it, you can use an action to expend 1 of its charges to cast one of the following spells from it, using your spell save DC: water walk, darkness, stinking cloud, or spike growth.

Lantern of Lament

Wondrous item, uncommon


A simple lantern made of wrought iron that identifies as a Lantern of Revealing. When an action is taken to light it, a flame containing fleeting images of faces in agony appears, letting out a soul piercing wail. Each creature in a 100-foot radius must immediately make a DC 17 Wisdom saving throw. A creature that fails its saving throw falls to the ground, drops what's in its hands, takes 4d6 psychic damage, and gains a level of exhaustion. A creature that succeeds on its saving throw is instead filled with resolve, and have advantage on all saving throws it makes for the next 4 hours. At the start of each creature's turn, it must make a saving throw, or suffer the same effects. The flame can't be put out by nonmagical means for ten minutes, and will not light again until a creature that has previously failed a saving throw against its effects dies, and a minimum of two days have passed.