```metadata
title: The Six Items of the Olmazca
description: magic items
tags: ''
systems:
- 5e
renderer: legacy
```
# The Olmazca items
## Dana's ribbon
This ribbon must be visibly fastened to your hair or headpiece. The player to your east rolls a d4 and you gain a vulnerabilty and two resistances:
| d4 | vulnerable to | resistant to |
|:--:|:--:|:-----------|
| 1 | fire | cold and lightning |
| 2 | piercing | bludgeoning and slashing |
| 3 | psychic | force and necrotic |
| 4 | poison | radiant and acid |
The ribbon can only be taken off with a remove curse spell exactly midnight or by speaking the words **"There is no Dana, only Zuul"**. Either way, it can be tied on again only after the following sunrise.
## Belmonte's scarf
Ostensibly a simple woolen scarf, but when tied around the neck in this particular pattern, you gain an immunity to the necrotic damage delivered by a vampire's bite and prevent the vampire healing from any bite attack.
There are small bloodstains in pairs here and there around the neck area. No matter how often the garment is washed, they never come out.
## Minilla's collar
(Requires attunement)
This collar can only attach to a beast, and it's power works once per day as a bonus action. When worn the wearer instinctively activates the Enlarge/Reduce spell on itself when in combat with a creature smaller or larger than itself to attain the same size category.
If the size differs by more than one category, it activates as many instances of the Enlarge/Reduce as needed to attain that size.
## Cape of the Bridgekeeper
This cape billows dramatically in specific situations. When the wearer is asked a question, and answers verbally in any way (truthfully or decietfully, it makes no difference) the cape billows outwards dramatically.
If there wearer asks a question of someone and that person answers with "I don't know"(truthfully or decietfully, it makes no difference) then the cape also billows out dramatically.
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## Vizzini's inconcievable cups
(Requires attunement)
These cups are enchanted with transmutation magic. When they are filled with a liquid that contains a poison, either cup will immediatly neutralize the poison only for the person who is attuned to them should that person drink from the cup.
This only works if both cups contain the same poison; if only one cup has poison or they contain different poisons, it will not be neutralized for the attuned user.
> ##### Create or Destroy Air
>*1st-level transmutation*
>___
>- **Casting Time:** 1 action
>- **Range:** 30 feet
>- **Components:** V, S
>- **Duration:** Concentration, up to 1 hour
>---
>You either create or destroy water.
>
>***Create Air.*** You create 30 foot cude of breathable air centered on yourself. Any poisonous gases in the area are forceably pushed out.
>
>***Destroy Air.*** You destroy any air within a 30 foot cube within range, removing poisonous gases or extinguishing exposed flames in the area. Surrounding air will move in to fill the void left so any creatures within the area will not suffocate.
>
>***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher the size of the cube increases by 5 feet for each slot level above 1st.
```
```
## Claw of the Conciliator
(Requires attunement)
The origins of this guantlet is lost in the mysts of time. All that is known is that itwas made by a lost civilization of travellers called the Olmazca who lived in ancient times when most peoples were still nomadic.
It is said that the Claw had the ability to unite disparate peoples in common cause, give hope to the hopeless and was a sign of great leadership. It has cropped up in history here and there; sometimes used for good, sometimes used for ill.
The Claw is a gauntlet that is made of some glassy fibrous material that is woven like cloth, with an outer layer as hard as metal yet bends like rubber. Unworn it looks like it fits the hand of a large creature, but when attuned it pulls itself taught to fit any hand down to the size of a small creature.
The Claw requires attunment through an hour of study ending in a wisdom check DC 18. On a success the Claw is attuned to the user and fits to their hand. On a failure the user suffers 2 levels of exhaustion and cannot try to attune again until the exahustion has ended and the user has directly witnessed a full moon.
The Claw gives the user a +3 to Charisma and advantage on Persuasion roles and Insight roles.
The Claw grants immunity to fear and charm effects and can dispell any charm effect at a touch once per day.
The Claw gives the user an extra 1st level spellslot, recharges once per day.
The Claw allows a user to cast *Create or Destroy Air* as a bonus action once per day without spell components.
The Claw allows the user to cast any Transmutation spells that can be cast at higher levels to be cast as 1 level higher than the spellslot they are expending.
This gauntlet is incredibly durable and the armoured fingers seem more than just decorative: an unarmed strike with the Claw deals 1d4 + Strength modifer damage.
### Credits
These items were made by @Frak_Lou_Elmo for the Maztica campaign http://gaximplague.obsidianportal.com using The Homebrewery: http://homebrewery.naturalcrit.com Artwork is entirely stolen from all over the internet.
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