This ring contains 1d6 unreplenishable uses of the spell Shield, which can be cast as a reaction, when you are hit by an attack or spell.
Shield
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
When an enemy creature is hit by an arrow from this quiver, the creature who made the attack gains hit points equal to a quarter of the damage caused, rounded up.
This quiver contains 12 arrows. Any other non-magical arrows placed into this quiver rots, and decays within an hour, and is rendered unusable.
This is a nice hat, like a beanie, with greens, yellows, and reds woven into it. If you stare at it too long the colours seem to shift into one another, but it's probably just a trick of the light.
Ask DM about effect next time you hit 0 hit points.
This cloak is always billowing, even when there is no wind. It can only stop billowing when it isn't being worn.
Once per level, the owner can see into the future. They see a fraction of an event yet to come, however it's meaning, location, and time may be unknown.
Drinking this luminescent vial causes the drinker to gain 1d12 + 4 hit points. It also grants a + 1 to your AC, and a further 1d4 temporary hit points at the beginning of each turn, up to the number of turns rolled on the d12 previously. After that d12 number of days, the drinker experiences the negative effects of 2 levels of exhaustion.
This small box, when struck in reverse to a normal tinderbox, can absorb a fire within 60 feet as long as the fire could be contained within a 5 foot cube. Upon taking 6 damage, the tinderbox will explode in a 20ft sphere centred on the tinderbox, unleashing 4d6x(the number of fires absorbed) fire damage. The box itself is immune to fire damage. The box will aslo explode if the tinderbox exceeds its maximum capacity of fires absorbed (8). Once per day, the tinderbox can be struck in a normal fashion to expel one fire, and start a 5 foot cube of fire in any conditions. The fire still needs fuel and air to burn after the first 10 seconds.
This large ceramic jug looks as though it could hold just shy of a gallon of liquid. It always weighs 12 pounds. Sloshing sounds can be heard from within when it is shaken, even when empty. On an action, the top can be uncorked and, at a rate of 2 gallons per minute, 4 gallons of mayonnaise will be poured out. The jug cannot produce more until the next dawn.
When lit, this simple torch embossed with an oak tree in the base, shines with a pale blue flame. It no longer requires fuel, but must be lit and extinguished like an ordinary flame. The flame cannot set alight to plant matter or living beings. If the torch is used in an attacking fashion, it deals 1d4 + 1 bludgeoning damage. If the target is wearing metal armour, is undead, or is a construct, an additional 3d6 fire damage is dealt. This fire damage occurs even if the target resists/is immune to fire damage.
This rusted hammer looks like it was picked out of an old, loved toolbox. It grants a +5 to checks for either the completion/quality of crafting or building. If used as a weapon, it deals 1d4 + 1 bludgeoning damage. If used against a construct, this item performs a critical hit on a 16 or higher to hit.
A repurposed canteen, now used to store pickles. On a bonus action, the canteen can be upturned and a swig can be taken by a player. One pickle is consumed. Roll a d100.
1: One minor permanent detrimental effect, and the user chokes on the pickle, taking 1d4 damage.
2 - 20: One major detrimental effect.
50: One minor neutral/detrimental effect.
51 - 80: One minor positive effect.
81 - 99: One major positive effect.
100: One minor permanent positive effect.
The wearer can speak dwarfish, and is immune to poison and the effects of alcohol. When this item is removed, all the effects of poison and alcohol are administered at once.
Each time the beard is put on, or each morning if worn overnight, the wearer of this false beard rolls a d20.
0-9: All charisma rolls suffer from -1.
10+: All charisma rolls gain +1.
This stick is Brip's favourite. On a hit, this weapon deals 1 damage and gives the target a splinter. For every 5 feet that target moves, the splinter digs in and deals 1 damage. If not in combat, this is just a really cool stick. Those who appreciate sticks will stop in awe at it and you have advantage of charisma checks against them while brandishing the stick.
These daggers are forged or a superior enchanted metal. They are treated as magical. They grant +1 to attack and damage rolls when used as a melee weapon, and +2 to attack rolls when thrown. These daggers, if attuned and unrestricted, can ignore cover as they bend with the users somatic gestures.
On a hit, a d20 can be rolled. On a 19-20, the dagger is ripped out from the target and returned to the user, dealing an extra 1d4 damage. On a 1, the dagger is returned with complications (DMs discretion).
Requires attunement. The attuned wearer is immune to the frightened condition. The wearer gains +5 to any ability check for leading them back on track if they get lost.
The wearer of this ring gains the ability to cast 'Speak with Animals' thrice per day.
Speak with animals:
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favour for you, at the DM's discretion.
The wearer of this ring gains the ability to cast 'Speak with Animals' thrice per day.
Speak with animals:
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favour for you, at the DM's discretion.
Souls lost outside of their corporeal body within 30 feet can be absorbed into this stone. Souls take their maximum hit points twice immediately upon touching the stone. Great energy can be stored inside this stone. This energy is equivalent to the number of souls destroyed this way. Each soul causes an additional 3d8 of damage to be expelled in a mixture of psychic, necrotic, and force damage if the stone itself to be destroyed.
When a creature dies within 60 feet of this stone, the wielder may capture the soul. Once stored the soul will remain frozen in time until the stone is destroyed, or the soul is released or used. The soul can be used in a number of ways,either being consumed (and granting the user a buff),reanimated (as if using the reanimate dead spell),or laid to rest,at ehich point the soul is released in a ritual like fashion.
This rare stone was forged by a group of planewalking artificers many centuries ago. It has taken many names, but its powers are consistent throughout legend. This stone has the power to call a soul from a different realm, and summon it to this plane. This can be done a number of times equal to your character's overall level + your constitution modifier per long rest. You can summon a specific soul by focusing on the species, description, or even name if you can be so specific. Without specification, a random soul will be brought forth from another plane. This soul can be used many ways,for example the soul can be consumed,applying a buff to the user,it can be reasoned with,such as when using the 'Speak with Dead' spell,or it can be released into a vessel or to the plane from whence it came.
This item requires attunement. When attuned, the user can pick a number from 2-6. This number becomes their lucky number, and if this number is rolled on an attack roll, saving throw, ,or skill check, you may choose to treat the roll as a natural 20. This feature cannot be used again until a short or long rest has been completed, during which the dice has been played with. Whenever this dice is thrown as an object, you may make a Sleight of Hand check (DC12). On a success the die lands on your lucky number.,
This stainless sword always looks pristine, no matter what happens to it. It gets +1 to attack and damage rolls. While holding this blade, its user can cast Absorb Elements as a first level spell once per short rest. This weapons damage changes according to which element was absorbed, and adds an extra d6 of that damage type. This element and damage effect lasts an hour.
Absorb Elements:
1 reaction which you take when you take acid,
cold, fire, lightning, or thunder damage. The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
This sword's blade smells foul, so foul in fact that the wielder must pass a DC10 Constitution saving throw upon unsheathing the rapier, or take 1d4 poison damage each turn. The saving throw can be re-rolled a the start of each turn that the blade is being held.
This sword does an additional 1d4 poison damage when attacking, even if the attack misses (unless a Natural 1 is rolled). If a hit exceeds the target's AC by 5 or more, the target must make a DC20 Constitution saving throw. On a fail, the target begins vomiting at the stench of the weapon, ,and has disadvantage on all rolls until they succeed on the saving throw, which can be retaken at the start of their turn. The DC decreases by 5 for each 10 feet the target is away from the blade.
This tiny vial contains a mercurial, viscous liquid. Drinking it increases your charisma to 21 for 1d4 hours. This honey has no effect if your charisma is already equal to or greater than 21. When the effect ends, you must succeed on a DC18 constitution saving throw,, or roll on the wild magic table (1d4-1) times, using the same d4 value as you rolled initially for this item. Fey creatures automatically succeed on the saving throw.
A set of simple brown leather braces with indecipherable runes etched into them. +1 to AC if not already wearing braces. With the DM's discretion, the user can choose any of their dice and roll them. They add the total to the score of the d100 for the wild magic table. If the score would go above 100, the final result is looped back to the start of the table.
A set of simple brown leather braces with indecipherable runes etched into them. +1 to AC if not already wearing braces. With the DM's discretion, the user can choose any of their dice and roll them. They add the total to the score of the d100 for the wild magic table. If the score would go above 100, the final result is looped back to the start of the table.
This simple wand harbours much chaotic energy. When casting with this wand, roll a d100. The spell is chosen from the Unreliable Wand Table. Before the spell is revealed, make a dexterity saving throw (DC10). On a pass, the user gets to select the target of the spell after the effect has been announced. On a fail, the user must select the target before learning the spells effect.
This bandolier has space for 3 potions. Any potion contained within can be grabbed with a free hand without the need of a bonus action to put down weapons/pick up potions from the wearer's pack. The bandolier can get in the way, and as a result, the user suffers -1 to all dexterity checks and saving throws.
Additionally, if the wearer takes over half of their hit points in one hit, the wearer rolls a d20. On a 10 or lower, one of the potions breaks, and it's effects activate immediately where possible. On a 1, all of the potions break.
This bandolier has space for 3 potions. Any potion contained within can be grabbed with a free hand without the need of a bonus action to put down weapons/pick up potions from the wearer's pack. The bandolier can get in the way, and as a result, the user suffers -1 to all dexterity checks and saving throws.
Additionally, if the wearer takes over half of their hit points in one hit, the wearer rolls a d20. On a 10 or lower, one of the potions breaks, and it's effects activate immediately where possible. On a 1, all of the potions break.
This bandolier has space for 3 potions. Any potion contained within can be grabbed with a free hand without the need of a bonus action to put down weapons/pick up potions from the wearer's pack. The bandolier can get in the way, and as a result, the user suffers -1 to all dexterity checks and saving throws.
Additionally, if the wearer takes over half of their hit points in one hit, the wearer rolls a d20. On a 10 or lower, one of the potions breaks, and it's effects activate immediately where possible. On a 1, all of the potions break.
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour if used as a full action, or 10 minutes if this was a bonus action. During this time, you have advantage on Athletics checks you make to climb. The potion is separated into brown, silver, and grey layers resembling bands of stone. Shaking the bottle fails to mix the colours.
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour if used as a full action, or 10 minutes if this was a bonus action. During this time, you have advantage on Athletics checks you make to climb. The potion is separated into brown, silver, and grey layers resembling bands of stone. Shaking the bottle fails to mix the colours.
Drinking this potion allows the user to regain hit points. If this is drunk as a full action, the user drinks slow enough to gain the full benefit of the potion (2d4 = 8). When this potion is drunk as a bonus action, the user must roll the 2d4 instead and regain that many hit points.
Drinking this potion allows the user to regain hit points. If this is drunk as a full action, the user drinks slow enough to gain the full benefit of the potion (2d4 = 8). When this potion is drunk as a bonus action, the user must roll the 2d4 instead and regain that many hit points.
Drinking this potion allows the user to regain hit points. If this is drunk as a full action, the user drinks slow enough to gain the full benefit of the potion (2d4 = 8). When this potion is drunk as a bonus action, the user must roll the 2d4 instead and regain that many hit points.
This arcane looking cowl, with a deep purple trim, and ancient text looping around the inside of the hood, grants the wearer +2 sorcery points, but a -1 to Perception checks that rely on sight or hearing, as the cowl blocks the light and sound. They also receive -1 to all Dexterity rolls to avoid traps for the same reason.
This vial contains a potion that is undecided on it's colour, constantly changing chromatically. Upon drinking this potion, ask the DM for details of the potions effects...
This vial contains a potion that is undecided on it's colour, constantly changing chromatically. Upon drinking this potion, ask the DM for details of the potions effects...
This vial contains a potion that is undecided on it's colour, constantly changing chromatically. Upon drinking this potion, ask the DM for details of the potions effects...
This vial contains a potion that is undecided on it's colour, constantly changing chromatically. Upon drinking this potion, ask the DM for details of the potions effects...
This vial contains a potion that is undecided on it's colour, constantly changing chromatically. Upon drinking this potion, ask the DM for details of the potions effects...
This vial contains a potion that is undecided on it's colour, constantly changing chromatically. Upon drinking this potion, ask the DM for details of the potions effects...
Drinking this luminescent vial causes the drinker to gain 1d12 + 4 hit points. It also grants a + 1 to your AC, and a further 1d4 temporary hit points at the beginning of each turn, up to the number of turns rolled on the d12 previously. After that d12 number of days, the drinker experiences the negative effects of 2 levels of exhaustion.
This wrist brace, whilst charged with nature's power takes a toll on the wearer. The maximum hit points of the wearer decrease by 2 points for each druid level they have after unlocking Wild Shape. They are also unable to wield a shield of any kind in that hand. The wearer gains 1d4 extra Wild Shape charges each day.
When this brace is removed in any way, the wearer loses the ability to wild shape again until they are the target of a 'Remove Curse' spell, or a week passes, whichever happens sooner.
This magic sword requires attunement. Whilst wielding this sword, the gem on the hilt can be activated as a bonus action when a spell is cast. The gem's power acts as a spell slot, and can either be used as the spell slot for a 1st level spell, or be used in conjunction to a spell to raise the casting level by 1. This can only be used once per day.
When using this item, roll a d20 after the spell has been cast. On a 1, the gem seems to crack. If this happens three times, the gem breaks.
A repurposed canteen, now used to store pickles. On a bonus action, the canteen can be upturned and a swig can be taken by a player. One pickle is consumed. Roll a d100:
1: One minor permanent detrimental effect, and the
user chokes on the pickle, taking 1d4 damage.
2 - 20: One major detrimental effect.
50: One minor neutral/detrimental effect.
51 - 80: One minor positive effect.
81 - 99: One major positive effect.
100: One minor permanent positive effect.
The canteen contains 8 pickles.
This tinderbox contains a cricket, seemingly imbued with Fey luck.
Once per long rest, when the odds are against you, you can call on the cricket to re-roll a die. This only works to re-roll a critical fail (natural 1), or to re-roll the lowest dice when rolling with disadvantage.