```metadata title: Funger Items description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` {{toc,wide # Table Of Contents - #### [{{ Magic Items}}{{ 2}}](#p2) - [{{ Soul Stone }}{{ 2}}](#p2) - [{{ Greater souls}}{{ 2}}](#p2) - [{{ Wonderous items}}{{ 3}}](#p3) - [{{ Potions}}{{ 3}}](#p3) - [{{ Magic Weapons}}{{ 5}}](#p5) - [{{ Magic armor}}{{ 6}}](#p6) - #### [{{ Non-Magic Items}}{{ 6}}](#p6) - [{{ Non-Magic items}}{{ 6}}](#p6) - [{{ Non-Magic Weapons}}{{ 8}}](#p8) - #### [{{ Books}}{{ 8}}](#p8) }} \page ## Magic Items ### Soul Stone Soul stones are fist sized dull blue stones, unless it contains a soul, in which case it is filled with a faint wispy purple light. A creature can, as an action, use the stone on a corpse of a creature within 5 ft. If the creature has died within the last 72 hours and its soul is free, the soul is drawn into the stone and trapped. : Filled soul stones can be used at a hexen table to curse weapons making them much more powerful. Generally only non-magical weapons may be cursed this way, with the Blue Sin being the only exception. Eceptionally powerful souls may have additional uses. When a soul stone is within 30 ft. of a corpse with such a soul it vibrates violently. : #### Generic Cursed weapons Any non-magical weapon can be cursed by placing it upon a hexen table alongside a filled *soul stone*. This destroys the stone and curses the weapon. : Cursing a weapon makes it a *+1 Weapon*. If a greater soul is used to curse a weapon,it becomes a *+2 weapon* instead. ### Greater souls : #### Crow Mauler Soul *rare (requires Attunement)* : This soul stone seemingly has no light, its surface is matte black, though on occasion you could swear there were a small flicker of purple in the center. While attuned to the stone you are filled with the condensed wrath of the Crow Mauler. You deal an additional weapon die of damage when you hit with a melee weapon attack, and whenever you hit an object with a melee weapon, the hit is a critical hit. : #### Cavemother Soul *rare (requires Attunement)* : This soul stone's light is the color of mucous, its movements are slow, and it clumps together. While attuned to the stone you are filled with the agression of the Cavemother. You may use a bonus action to move up to your speed directly towards an enemy. : #### Iron Shakespeare Soul *very rare (requires Attunement)* : This soul stone's light is a glittering gold color. It doesn't move and is spread across the orb as if it were somehow being strained. The light seems to fade ever so slightly each day. While attuned to the stone you are filled with the stalwart immovability of the Iron Shakespeare. Your AC increases by 1, and when you take Bludgeoning, Slashing, or Piercing damage it is reduced by 2 : #### Salmonsnake Soul *very rare (requires Attunement)* : This stone's light refracts as if the light were passing through rushing water, though none can be seen in the orb. While attuned to the stone, your skin hardens, mirroring that of the Salmonsnake. You are immune to disease, and the broken ribs, injured limb, lost eye, horrible scar, and bleeding conditions. : #### Old Guardian Soul *rare (requires Attunement)* : The light in this stone is nearly gone, though it flares brilliantly when its effects are used. While attuned to the stone grants you just a shred of the determination the Gaurdian had in his life. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a short ot long rest. : #### Butterfly Soul *rare (requires Attunement)* : This soul stone's light is kaleidoscopic, and reminiscent of a butterfly wing. While attuned to the stone you are filled with the joy the butterfly felt as his wish was granted, making your steps feather light. You can dodge as a bonus action. : #### Black Witch Soul *very rare (requires Attunement)* : The purple light of this stone seems to spill out from behind a black blockage in its center. While attuned to the stone you are granted occult powers by the witch trapped within. Once per turn when you hit a creature with a melee attack, you may cause the target to take 1d10 poison damage, and it must make a DC 15 Constitution saving throw. On a failed save the target is poisoned. The poisoned creature can attempt this save again at the end of its turn, ending the effect on a success. : #### White Angel Soul *very rare (requires Attunement)* : This stone's light is a dull red deep in its center, it slowly beats like a heart. The light beats faster when you are close to death. While attuned to the stone you gain the swiftness of the white angel. You have advantage on initiative rolls, and your speed increases by 15 ft. \page ### Wonderous items #### Everwatching talisman *Wonderous item, uncommon (requires attunement)* : This talisman makes you feel as if you are being watched over by something greater, giving you advantage on saving throws you make to avoid being frightened or to end the frightened condition on you. #### Ring of the still blood *Wonderous item, uncommon (requires attunement)* : A cursed ring that is said to make blood still and thus prevent bleeding. While you wear it, you are immune to the bleeding condition : ***Cursed.*** This ring is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, the ring cannot be removed #### Thorned ring *Wonderous item, uncommon (requires attunement)* : A cursed ring with thorns that emit a steady flow of poison. The steady flow makes you immune to bigger amounts. While you wear it, you are immune to the poisoned condition : ***Cursed.*** This ring is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, the ring cannot be removed #### Eclipse talisman *Wonderous item, uncommon (requires attunement)* : An eastern style talisman with decorations depicting an eclipse of the sun. Once per long rest when you make a save against a spell, you can give yourself advantage on the roll. #### Soul devour necklace *Wonderous item, rare (requires attunement)* A silver necklace with a soul stone embedded on it. The stone protects against otherwordly powers. Spell attacks made against you have disadvantage, and you have advantage on saving throws against spells while you wear this necklace : #### Ring of Wraiths *Wonderous item, rare (requires attunement)* : A ring with a blood diamond embeded on it. The blood diamond has seen so much death that life force is leaking from it. While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point, and are under half your hit point maximum. \column #### Sorcerer's stone Just use a pearl of power (DMG p184) to represent this #### Charm of the Yggaegetsu *Wonderous item, uncommon (requires attunement)* : A charm said to have fallen from the robes of the wandering warrior Yggaegetsu. While attuned to this charm your critical hit range expands by 1. For example most characters would crit on a 19-20. #### Lucky coin *Wonderous item, uncommon* : As a reaction to a creature recharging one of its abilities (example: a Guards mad rush) within 60 ft. of you, you may throw this coin. upon throwing this coin the creature must roll an additional die, or flip an additional coin, and use the worst result of the two. : #### Purifying talisman *Wonderous item, rare* : While holding a purifying talisman a creature can cast either the *remove curse*, or *dispel magic* spell. once either of these spells are cast in this way, the talisman burns to dust. ### Potions #### White vial *potion, common* : A creature that drinks this vial as an action ends the effects of any poison currently effecting them. #### blue vial *potion, common* : A creature with proficiency with herbalism or alchemy kits may attempt a DC 15 skill check to craft a blue vial over the course of a short rest. Creatures who have read alchemilia volume 3 succeed automatically. : A creature that drinks this vial as an action recovers 2d4 + 2 hit points. It confers no benefit to undead or constructs. : If the skill check to create the vial fails, the mixture instead has the effects of one blue herb. \page #### Mix of red and blue *potion, uncommon* : A creature with proficiency with either herbalism or alchemy kits may attempt a DC 15 skill check to craft a mix of red and blue over the course of a short rest. Creatures who have read alchemilia volume 1 succeed automatically. : A creature that eats this mixture as an action recovers 4d4 + 4 hit points. It confers no benefit to undead or constructs. : If the skill check to create the mixture fails, the mixture instead has the effects of both a blue and red herb. #### Mix of red and green *potion, rare* : A creature with proficiency with either herbalism or alchemy kits may attempt a DC 15 skill check to craft a mix of red and green over the course of a short rest. Creatures who have read alchemilia volume 1 succeed automatically. : A creature that eats this mixture as an action is cured of all diseases and poisons, gains advantage on saving throws against disease and poison for 1 hour. It confers no benefit to undead or constructs. : If the skill check to create the mixture fails, the mixture instead has the effects of both a red and green herb. #### Green vial *potion, rare* : A creature with proficiency with alchemy kits may attempt a DC 20 skill check to craft a green vial over the course of a short rest using a blue vial and a vial of gnome milk. Creatures who have read alchemilia volume 2 succeed automatically. : A creature that drinks this vial gains the effects of the expeditous retreat, and gift of alacrity spells for one hour. It confers no benefit to undead or constructs. : If the skill check to create the vial fails, the mixture spoils and the ingedients are wasted #### Orange vial *potion, rare* : A creature with proficiency with alchemy kits may attempt a DC 20 skill check to craft an orange vial over the course of a short rest using a red vial and a vial of gnome milk. Creatures who have read alchemilia volume 2 succeed automatically. : A creature that drinks this vial as an action has its strength score increased to 25 for one hour. It confers no benefit to undead or constructs. : If the skill check to create the vial fails, the mixture spoils and the ingedients are wasted #### Light blue vial *potion, rare* : A creature with proficiency with alchemy kits may attempt a DC 20 skill check to craft a light blue vial over the course of a short rest. Creatures who have read alchemilia volume 3 succeed automatically. : A creature that drinks this vial as an action recovers 8d4 + 8 hit points. It confers no benefit to undead or constructs. : If the skill check to create the vial fails, the mixture instead has the effects of two blue vials (4d4+4). #### Brown vial *potion, very rare* : A creature with proficiency with alchemy kits may attempt a DC 25 skill check to craft a brown vial over the course of a short rest using an orange vial and a green vial. Creatures who have read alchemilia volume 3 succeed automatically. : A creature that drinks this vial as an action recovers gains the effects of the haste spell for 1 minute. It confers no benefit to undead or constructs. : If the skill check to create the vial fails, the mixture spoils and the ingedients are wasted #### Elixir of mind *potion, very rare* : An elixir that is said to restore you sanity and mind. The odor gives eastern impression. When drunk as an action, this potent elixir removes any madness the creature is suffering from, and removes the frightened condition from them. For the next hour the creature is immune to the frightened condition, and cannot gain any madnesses. : Additionally the creature regains one expended spell slot of 3rd level or lower. #### Elixir of body *potion, very rare* : An elixir that is said to restore you vitality. The odor gives eastern impression. : A creature that drinks this elixir as an action recovers 10d4 + 20 hit points. It confers no benefit to undead or constructs. \page #### Blue demon powder *potion, Legendary* : The powdered remains of an adult blue demon, dead for milleniia. As an action a creature can snort the powder to regain an expended spell slot of their choice. ### Magic Weapons #### Miasma *Weapon (longsword), Legendary (requires attunement)* : You gain a +2 bonus to attack and damage rolls made with this magic weapon, and it deals an additional 1d10 poison damage on a hit. It has the following additional properties. : ***Cursed.*** This weapon is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the sword, and resist all attempts to remove it from your person. : ***Awakening.*** *Miasma* can cast the blight spell (DC 17) once per day during your turn. It decides when to cast the spell and only does so if its owner maintains a good relationship with it, regularly giving into its demands : ***Sentience.*** Miasma is a sentient chaotic evil weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon can read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Miasma also understands every language you know. : ***Personality.*** Miasma speaks with a disgusted commanding tone (that only the wielder can hear), seeing its wielder as no more than a tool it must temporariliy put up with. The sword's purpose is to sow chaos, pain, and misery. It constantly implores its wielder to go on killing sprees, it demands to be covered in blood as often as possible, with no regard for its source. The sword will attempt to take contol of the wielder (as per the sentient magic item conflict rules in the DMG) at their first moment of vulnerability, usually once they gain the frightened condition, and then every day thereafter #### eastern sword *Weapon (either longsword OR rapier), rare (requires attunement)* : You gain a +1 bonus to attack and damage rolls made with this magic weapon, and attacks with this weapon have their crit range expanded by 2. For example most characters would crit on a roll of 18-20, whereas a level 15 champion fighter would crit on a 16-20. Additionally you can roll one additional weapon damage die when determining the extra damage for a critical hit with this weapon : ***Cursed.*** This weapon is cursed. touching it curses you until you drop the sword. As long as you remain cursed, you are hunted by the swords former wielder, the ***Assassin Spectre.*** If you give the spectre the sword, both it and the sword vanish forever. If the ***assassin spectre*** is killed it lifts the curse, begs the wielder to finish its mission, and the sword becomes the *Black Steel* : #### Black Steel *Weapon (either longsword OR rapier), Legendary (requires attunement)* : You gain a +2 bonus to attack and damage rolls made with this magic weapon, and attacks with this weapon have their crit range expanded by 2. For example most characters would crit on a roll of 18-20, whereas a level 15 champion fighter would crit on a 16-20. When you crit with this weapon you can roll one additional weapon damage die when determining the extra damage for a critical hit, and you may also treat two of the dice as if they had rolled the maximum value #### Blue Sin *Weapon (longsword), very rare (requires attunement)* : A fine and light one-handed sword with faint blue carvings. On the hilt there is some writing: "For the sinners." : You gain a +1 bonus to attack and damage rolls made with this magic weapon. It has the light property and deals an additional 1d10 fire damage on a hit. : ***Cursing.*** unlike most magic weapons, the blue sin can be cursed using the normal method, though it requires two greater souls as a component instead of a normal filled soul stone. upon being cursed the weapon becomes the ***Cursed Blue Sin.*** #### Cursed blue sin *Weapon (longsword), legendary (requires attunement)* : The swords carvings are no longer faint, and now blaze with a brilliant blue light. : You gain a +2 bonus to attack and damage rolls made with this magic weapon. It has the light property, deals an additional 1d10 fire damage on a hit, and targets hit with the weapon are ignited. an ignited creature takes 1d10 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Additionally You can cast Immolation (save DC 17) while wielding this weapon. Once you have done so, the cursed Blue Sin can't be used this way again until the next dawn. \page #### Sergal Spear *Weapon (Glaive), Legendary (requires attunement)* : A finely decorated ornamental heavy throwing spear from the warrior tribes of northern Vinland. The decoration suggests highly advanced cultures, but sergals remain largely unknown in the old continent. : You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 30 feet and a long range of 120 feet. When you hit with a ranged attack using this weapon, it deals an extra 6d8 damage. ### Magic armor #### Penance armor *Armor (platemail), very rare* : The penance armor is masterfully crafted armor which grants a number of benefits and disadvantages when worn. It cannot be removed by the wearer, though another creature can attempt a DC 25 strength check once a day to pry the armors locks apart. On a success the armor can be removed in the time specified for doffing heavy armor (10 minutes, 5 with the aid of another creature), but it can never be donned again. : If the armor is removed the creature is still bleeding (DC 20, 1d1) and has a full body **Horrible Scar** : **Benefits:** * Resistance to slashing and piercing damage * Imunnity to the Stunned, charmed, and dazed, conditions as well as injuries. * When a the wearer rolls an Intelligence, Wisdom, or Charisma saving throw it may roll a d4 and add the number rolled to the result. * In combat, the pain forces the wearer into a state of hyperfocus. The wearer can can reroll a missed attack once per round and must use the new result. If the wearer does this, they take 1 piercing damage, which can not be reduced in any way. : **Disadvantages:** * The wearer cannot take the disengage action and has disadvantage on dexterity saving throws. * In combat the wearer loses 1 Hit Point per turn, unless they take no actions and do not move. * You are subjected to the penalties of wearing *heavy armor* while sleeping (XGtE) * At the end of a long rest the wearer must make a DC 15 Constitution saving throw. On a failure your maximum hit points are reduced by 1d4. Nothing less than a heal or regenerate spell can restore this loss. {{note ##### Horrible Scar You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar. }} #### Gaunt armor *Armor (platemail), legendary* : This grey armor is of exquisite make, and is decorated witha family crest with a crow motif While wearing this armor or you gain the following benefits: * Your AC increases by 1 * You have resistance to slashing damage * You are Imunne to the Stunned and Dazed coditions * Whenever you take bludgeoning or piercing damage it is reduced by 2. #### Eastern silk robes, and jingasa kabuto *Robes (studded leather armor), very rare* : You have advantage on saving throws against spells while you wear both this robe and woven straw hat ### Non-Magic items #### Blue herbs A creature that eats these herbs as an action recovers 1d4+2 hit points. #### Green herbs A creature that eats these herbs as an action is cured of all diseases. #### Red Herbs A creature that eats these herbs as an action recovers 1d4+1 hit points. when mixed with other herbs, red herbs greatly increase the potency of their effect. #### Worm Juice When drunk, this thick orange sludge poisons the drinker for 1 hour, and kills any and all parasites inhabiting their body (examples include but are not limited to: rot grubs, tapeworms, brain/heart flower spores, and the infection caused by maneba) \page #### Red vial As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage and must make a DC 13 constitution saving throw ob be blinded for 1 minute. At the end of a blinded creatures turn they may re-attempt the saving throw, ending the condition on a success. : If the acid is thrown on a metal object (such as a lock) instead of a creature, it eats through it instead of dealing damage, eating through 2-inch-thick, nonmagical metal in 1 round. #### Ale/Wine/Whiskey Alcohol fortifies the mind against the horrors of the dungeon, granting advantage on saves against being frightened, with a duration dependent on the drink : ***Ale:*** advantage on the next save against being frightened in the next minute : ***Wine:*** advantage on all saves against being frightened for one minute : ***Whiskey:*** advantage on all saves against being frightened for one hour. : #### explosive vial As an action, a creature can throw this vial at a point up to 60 feet away. Each creature within 10 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage on a failed save, or half as much on a success #### Hefty Rock As an action, you can chuck this stone at a creature within 20 feet of you. Make a ranged attack against a creature or object, treating the rock as an improvised weapon. On a hit, the target takes 1d4 bludgeoning damage and must make a DC 10 Constitution svaing throw or be dazed until the end of thier next turn. : #### Throwing dart A simple *dart* coated in a stable poison which cannot be removed from the weapon without destroying it. : A creature subjected to this poison must make a DC 15 constitution saving throw, or be poisoned for 1 minute. while poisoned in this way a creature takes 1d10 poison damage at the start of its turns. A creature may re-attmpt this saving throw at the end of its turn, ending the condition on a success. #### Bear trap When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 15 Dexterity saving throw or take 3d6 piercing damage, suffer a leg injury, and cannot move anymore this turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1d6 piercing damage to the trapped creature. #### Priest's lantern As an action, you can throw this lantern up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the Priest's lantern as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. : Alternatively the lantern can be thrown at an empty space within 20 feet, igniting it. Any space burns for 2 rounds and deals 5 fire damage to any creature that enters the area or starts its turn in the area. A creature can take this damage only once per turn. : #### Murky Vial As an action, a creature can throw this vial at a point up to 60 feet away. Each creature within 10 feet of that point must succeed on a DC 14 Dexterity saving throw. On a failure, the target takes 7 (2d6) fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. \page ### Non-Magic Weapons #### Shark Teeth *Weapon (longsword)* : Once per turn, when you hit a creature with an attack using this weapon, you can cause the target to begin bleeding (1d4, DC 15) : #### Bone Shears *Weapon (Improvised weapon)* : The bone shears are an improvised melee weapon with the *two handed* property, which deals (2d12+Str) slashing damage on a hit #### Cavedweller ritual spear *Weapon (spear)* : The ritual spear is coated in a stable long lasting injury poison with 10 uses. This poison does not become inert over time, and removing it from the spear requires a DC 20 Nature (intelligence) check. On a failed check the poison is ruined and loses all its effects : When a creature is hit with the spear it must make a DC 13 Constitution saving throw, taking 7 (3d4) poison damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw is poisoned until the end of Its next turn. ### Books #### Book of Forgotten Memories *Wondrous Item, Very Rare* *"As you open the book, you feel warmth and nostalgia that cannot be explained.* *Memories of your past life flash before your eyes. But some of these memories are not of yours."* : If you spend 4 hours over a period of 3 days or fewer studying the book's contents, you see visions of past lives, memories that shaped them, made them what they were. These memories cannot be forgotten, no matter how much one may wish to. You gain a skill or tool proficiency, and one of the following boons, all of the DM's choosing. * You gain the martial Adept feat, and the Superior Technique fighting style. * You gain the Mobile feat * You learn one of the new spells located in the bestiary. : The book then loses its magic, but regains it in a century. :::::: #### The Passages of Ma'habre *Wondrous Item, Legendary* : When a creature opens the passages and reads them, they and all creatures within 30 feet of them are swallowed by a chill mist shot through with rays of sunlight, and teleported to Ma'habre, the city of the Gods, who's dark spires can be seen in the dreams of men. : After one hour has passed all creatures brought to Ma'habre via the passages are swalloed by its mist once again, and safely deposited where they were taken from, or to the closest safe location. : Once a creature has visited the city of the gods in this way, it can never do so again #### Book of Enlightenment *Wondrous Item, Very Rare* : *"This book radiates warm light in every color of the spectrum."* : *"You feel like your journey has just began. As if your existence since this very moment has been like watching someone else entirely.*" : *"You feel a perspective shift in your surroundings. As if everything was to shrink, or perhaps you were to ascend higher.*" : *"You gain better understanding of yourself. The link between your mind and body has started it's deterioration.*" : *"You feel closer to enlightenment.*" : *"As you finish reading the book, it crumbles into dust before your very eyes.*" : When you read this book your wisdom score increases by 2, and you are stunned for 1 minute as your mind rushes with new knowledge you can barely put into words. \page #### The Necronomicon *Wondrous Item, Legendary* : *" An ancient looking book, with grotesque leather covers. It goes by many names; The rites of madness, Al Azif, Testament of Gro-goroth, Ex mortis and... The Necronomicon."* The Necronomicon is a dense tome, filled with horrors, foul rituals, and most importantly: power. If a Creature spends an hour reading the Necronomicon It must make a DC 15 Wisdom saving throw. On a failed saving throw the reader takes 6d6 psychic damage and suffers a long-term and indefinite madness. If the reader survives reading the tome they also gain power most mages must train years to achieve. Each time a creature successfully reads the book they gain one of the following benefits, starting at the top of the list. * The creature learns the spell Hurting. * The creature learns the spell Blood Golem. * The creature gains 25 piety with Gro-Goroth. * The creature learns the spell Summon Lesser Demons. * The creature learns the spell Black orb. * The creature learns the spell Immolation. If a creature who learns a spell from the necronomicon does not have spell slots, they instead may cast these spells once per short rest each, using their constitution as their casting stat.