Magic Items II

Crown of Victory

Apparel (headgear), uncommon (requires attunement)

While wearing this helm you gain a +3 bonus to initiative rolls, your movement speeds increase by 5 feet, and you cannot be surprised.

Curse: Whenever you attempt to retreat from battle or to surrender while attuned to the crown you must make a DC 15 Wisdom saving throw or the curse activates. You are only able to move away from a hostile creature if you are moving toward another hostile creature you can see or hear and you take 1d6 psychic damage if you haven't attacked a hostile creature at the end of your turn. The curse lasts until you can no longer see or hear a hostile creature within 60 feet. Once the curse has activated, you also become convinced that you need the crown to win a fight, which lasts until the curse is broken with remove curse or similar magic.

Boots of Jealousy

Apparel (footwear), uncommon (requires attunement)

While attuned to these boots your movement speed increases by 15 feet right before you attempt any of the following.

  • Make a melee weapon attack targeting a designated hostile creature.
  • Make a Stealth (Sleight of Hand) check to obtain an item that does not belong to you.
  • Make a Charisma (Deception) Check to obtain an item that does not belong to you.

No matter which effect increases your movement speed, the effect lasts until the end of your turn.

Bracers of Lightning

Apparel (gauntlets), rare (requires attunement)

These bracers are wrought with dark storm clouds at the wrists and blue lightning snaking up the arms. The bracers have 7 charges. While wearing the bracers you can expend 1 charge as a bonus action to charge your blows with lightning. The next turn you hit with a melee weapon attack or unarmed strike before the end of your next turn you deal and additional 4d6 lightning damage.

The bracers regain 1d6+1 expended charges daily at dawn. If you expend the bracer’s last charge, roll a d20. On a 1, the bracers are destroyed in a flash of lightning.

Burying Club

Weapon (club), rare (requires attunement)

This bronze club is shaped to look like the arm of a giant. On a hit, the club deals an additional 1d6 force damage.

When you hit a creature standing on a solid surface with the club, you can force the creature to make a DC 15 Strength saving throw or be pushed into the ground beneath it and restrained. The creature can repeat the saving throw as an action, freeing itself on a success. This property can be used no more than once per hour.


Lantern of Sneaking

Wonderous item, uncommon

A lantern of sneaking is a magic lantern the provides light only for a certain kind of creature. Some are more focused than others; for example, there are both lanterns of humanoid sneaking and lanterns of gnome sneaking. When lit, the lantern provides light only to a creature belonging to the type, race, or group associated with a lantern of sneaking.

Lanterns of sneaking are often used by gnomes for signaling across long distances, and races without darkvision commonly use them to gain an edge against those with darkvision.

Enchanted Painter's Tools

Wonderous item, rare (requires attunement by a creature proficient with painter's tools)

Whenever you make a check using these painter's tools you add a d4 to the result of the check.

The tools have 10 charges, which are used to fuel the spells within them. While attuned to the tools, you can use an action to expend 1 or more of the tool's charges to cast one of the following spells from it. The spells have a spell save DC of 14 or your own spell save DC if you are a spellcaster.

  • Color Spray (1 Charge)
  • Hypnotic Pattern (3 charges)
  • Hallucinatory Terrain (4 charges)
  • Magic Circle (2 charges)
  • Snare (1 charge)

The tools regain 1d6 + 4 expended charges each day at dawn. If you expend the tool’s last charge, roll a d20. On a 1, the tools explode in a splatter of paint and are destroyed.

Giant's Fury Torc

Apparel (belt), rare (requires attunement)

This giant sized neckpiece bears the symbol of a volcano in the center. Any creature grappling you at the start of your turn takes 2d6 damage.

The torc has 3 charges. While wearing the torc you can expend one charge as an action to exhale a 30 foot cone of think ash. The cone spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

The torc regains 3 expended charges daily at dawn. If you expend the torc’s last charge, roll a d20. On a 1, the torc burns to ashes and is destroyed.

Gloves of Force

Apparel (gauntlets), rare (requires attunement)

These gloves have 7 charges. While wearing these gloves, you can expend 1 charge as a bonus action to cause spectral chains of force to appear from the earth around a creature within 30 feet. The creature must make a DC 17 Strength saving throw or be restrained by the chains for 1 minute. The creature can repeat the saving throw at the end of its turn, ending the effect on a success.

The gloves regain 1d6 + 1 expended charges daily at dawn. If you expend the glove’s last charge, roll a d20. On a 1, the gloves shatter into pure force and are destroyed.

Hexwand

Wand, rare (requires attunement)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it, transforming the target into a DC 0 beast.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a random CR 0 beast and is destroyed.

Hydra Arrow

Weapon (Arrow), rare

This arrow's head is made of malachite, and depicts a hydra's head. You have a +1 bonus to attack and damage rolls made with this magic arrow. When the arrow strikes a target, it deals an additional 1d4 poison damage, digs into the creature, and begins to grow news heads. At the start of its turn, the creature must make a DC 13 Constitution saving throw or the head digs into the creature's body, dealing 1d4 piercing damage and 1d4 poison damage to the target.

A creature can make a DC 13 Strength (Athletics) or Dexterity (Sleight of Hand) check as an action, removing the arrow on a success. Once the arrow has been removed, it dissolves away and is destroyed, leaving only the original malachite arrowhead.

Kleptoplast Cloak

Apparel (cloak), rare (requires attunement by a druid, monk, or ranger)

This bright green cloak has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the cloak loses its color, withers away, and is destroyed.

Spells. While wearing the cloak, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: alter self (2 charges), speak with plants (3 charges), or tree stride (5 charges).

Sunfeeding. Wearing the cloak in sunlight for 8 hours grants you the benefits of one day's food.

Leafprint. While wearing this cloak with its hood up, you have advantage on Dexterity (Stealth) checks made to hide in foliage. Pulling the hood up or down requires an action.

Mason's Purloining Tools

Wonderous item, rare (requires attunement by a creature proficient with mason's tools)

Whenever you make a check using these mason's tools you add a d4 to the result of the check.

The tools have 10 charges, which are used to fuel the spells within them. While attuned to the tools, you can use an action to expend 1 or more of the tool's charges to cast one of the following spells from it:

  • Alarm (1 charge)
  • Knock (2 charges)
  • Meld Into Stone (4 Charges)
  • Passwall (5 charges)
  • Rope Trick (2 Charges)
  • Stone Shape (4 charges)

The tools regain 1d6 + 4 expended charges each day at dusk. If you expend the tool’s last charge, roll a d20. On a 1, the tools crumble to dust and are destroyed.

Medusa's Guardian Pendant

Apparel (brooch), rare (requires attunement)

When you are hit by an attack, you can use your reaction to become petrified until the start of your next turn. This occurs after the attack hits but before you take damage from the attack. The pendant can't be used this way again until the next dawn.

Protective Mermaid's Purse

Wonderous item, uncommon (requires attunement)

This mermaid's purse is large enough to serve as a Pouch, and can be easily carried over the shoulder. The purse has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the conjure animals spell from it. When you cast the spell in this manner, the spell always summons a pair of reef sharks.

The purse regains 1d6+1 expended charges daily at dawn. If you expend the purse’s last charge, roll a d20. On a 1, the purse decays away and is destroyed.

Robe of Thunder

Apparel (outfit), very rare (requires attunement)

Patterns like storm clouds swirl through this grey-blue robe's material, changing the color slightly and imparting a sense of unease. The robe has 3 charges and regains 1d3 charges daily at dawn. While wearing the robe you can expend 1 charge as a bonus action to surround yourself in invisible, faintly rumbling thunderous energy. For the next minute, each creature that hits you with a melee weapon attack, the creature must make a DC 15 Constitution saving throw or take 2d4 thunder damage from the energy of the robe.

Shield of Battle

Armor (shield), uncommon

The front of this shield is shaped in the likeness of a face and has 7 charges. You can expend a charge to gain one of the following effects as a bonus action. A creature that you cannot see or that cannot see you is immune to the shield's effects.

Anguish. The face's expression turns terrifying. One creature of your choice within 10 feet must make a DC 13 Wisdom saving throw or be frightened of you until the end of your next turn.

Calm. The face's expression turns serene. One creature of your choice within 10 gains advantage on its next saving throw before the end of your next turn.

Surprise. The face's expression turns to shock. One creature of your choice within 10 feet must make a DC 13 Wisdom saving throw or lose its reaction. A creature immune to being charmed is immune to this effect.

Fury. The face's expression turns to rage. One creature of your choice within 10 feet must make a DC 13 Wisdom saving throw or it has disadvantage on attacks targeting creatures other than you until the end of your next turn.

The shield regains 1d6 + 1 expended charges daily at dawn. If you expend the shield's last charge, roll a d20. On a 1, the shield's magic is reduced and it turns into a shield of expression.

Shield of the Rearguard

Wonderous item, rare (requires attunement by an artificer, barbarian, fighter, paladin, or ranger)

This crimson shield depicts a broken sword parrying a fine dagger. You must be attuned to the shield to gain its benefits and cast its spells.

While holding the shield, you have a +1 bonus to your Armor Class.

The shield has 10 charges, which are used to fuel the spells within it. With the shield in hand, you can use your action to cast one of the following spells from the shield: bless (2 charges), expeditious retreat (1 charge), or shield (2 charges). No components are required.

The shield regains 1d6 + 4 expended charges each day at dawn. If you expend the shield’s last charge, roll a d20. On a 1, the shield turns to fresh blood and is destroyed.

Slimebelt

Apparel (belt), common (attunement optional)

This leather belt is made from the skin of hagfish, and perpetually feels slimy to the touch. The belt When you are grappled or restrained, you can activate the belt as a reaction. The belt coats your body in white slime, granting you advantage on saving throws and ability checks made to escape a grapple or end the restrained condition for 1 minute. You also count as one size larger whenever a creature tries to swallow you.

The belt has 3 charges and regains 1d3 charges daily at dawn.

Staff of the Anemone

Staff, very rare (requires attunement)

The top of this black, adamantine staff is shaped like a sea anemone. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells.

The staff can be wielded as a quarterstaff. It deals 1d6 extra acid damage on a hit when used to make a weapon attack. The staff can also be used to grapple, in the same manner as a free hand. A creature that starts its turn grappled by the staff takes 1d6 acid damage.

The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff:

  • Tasha's Caustic Brew (1 Charge, spell save DC 15)
  • Elemental Bane (4 charges, spell save DC 15, acid only)
  • Hunger of Hadar (3 charges spell save DC 15)

The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff’s last charge, roll a d20. On a 1, the staff dissolves away and is destroyed.

Stygian Picher

Wonderous item, rare (attunement optional)

This black pitcher is perpetually filled with water from the river styx, and depicts various chthonic figures across its sides.

As an action, you can splash out water on a creature within 5 feet. The creature must make a DC 13 Dexterity saving throw or be effected by the Confusion spell.

The pitcher has 7 charges, which are used to fuel the spells within it. While attuned to the pitcher, you can use an action to expend 1 or more of the pitcher's charges to cast one of the following spells from it:

  • Create/Destroy Water (1 Charge)
  • Sleep (1 Charge)
  • Confusion (4 Charges, spell save DC 13)

The pitcher regains 1d6+1 expended charges daily at dawn. If you expend the pitcher’s last charge, roll a d20. On a 1, the pitcher's magic is lost and it becomes a nonmagical pitcher. This nonmagical pitcher contains enough water from the styx to splash on 3 creatures.

Tidal Conch

Wonderous item, rare (requires attunement by a cleric, druid, paladin or ranger)

This foot long conch can be blow, emitting a thundering blast audible out to 300 feet.

The conch has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the water wall or control water (check DC 15) spells from it.

The conch regains 1d6 + 1 expended charges daily at dawn. If you expend the conch’s last charge, roll a d20. On a 1, the conch dissolves to lime and is destroyed.

Tidal Hammer

Weapon (club, mace, warhammer, or maul), uncommon (requires attunement)

This magic weapon, built into the shape of a cresting wave, has 3 charges. When you hit a creature with the hammer, you can expend 1 charge to release a wave of force. The creature must make a DC 13 Strength saving throw or be pushed 5 feet way from you. The blow also extinguishes unprotected flames in a 15 foot cone centered on the creature you hit.

The hammer regains 1d3 expended charges daily at dawn.

Twilight Bottle

Potion, uncommon

The liquid in this bottle would be a beautiful background of oranges and reds, except for the perpetually dark inside. Shaking the bottle causes black clouds to ride up from the bottom before settling. When you open the potion the shadows spill out in a 30 foot radius, turning dim light to darkness or bright light to dim light for 1 minute. Magical light created by a spell of 1st level or higher dispels the effect instantly.

If any of this spell's area overlaps with an area of light created by a spell of 1st level or lower, the spell that created the light is dispelled.

Urchinhelm

Apparel (headgear), uncommon

This helmet is covered in long, powerful spines that stick out in all directions. You use the helm as an improvised weapon while wearing it. The helm deals 1d6 poison damage in addition to the piercing damage dealt as part of using it as an improvised weapon. When you are grappled or swallowed, you can use your reaction to twist the helmet into the creature grappling or swallowing you. The creature must make a DC 13 Constitution saving throw, taking 3d6 poison damage on a failed save or half as much on a success.