[DnD 5e] Magic items

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IntrusivePenDesperateSword

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Hey, y'all, been a while.

So, I've taken upon me the challenge to creatively express myself in public, once a day for 100 days. I chose to do so by creating 5e magic items. On @Astaroth's suggestion, I'll post them here! I have 25 so far, and will update this thread with a new one once a day.

Also note I have no idea how weight, cost and rarity works, so these are all very inaccurate.

Elemental Ward Staff
Staff, Major, Rare
3 lb.

This skeletal staff, in addition to being a Wizard casting focus, has 2d4 charges. When you use a charge as an action, name a type of magical damage. This type may be healing. You have resistance to that type for one minute, or until you use another charge to refresh the effect or apply it with a different type.

While the resistance is in effect, any armor you were wearing magically vanishes, though it returns once you're no longer under the effect.

If you use the staff's last charge, roll 1d20. On a 3 or lower, the staff disintegrates into nothing. The staff regains 1d4 charges every sunrise.
Lindal's Tome of Water
Wondrous item, Major, Uncommon
10 lb.

This rune-inscribed tome is magically tethered to the accompanying foldable metal stand. If deployed in a free 5 ft. by 5 ft. area as an action, it can be activated as a bonus action, spouting water in a 10 ft. cone or a 15 ft. line (activator's choice) in a direction the activator designates. A large or smaller creature entering the spray of water or starting its turn there must make a Strength saving throw (save DC 10) or be pushed 5 ft. away from the tome and knocked prone. The tome can be deactivated or its direction changed with a bonus action from the activator. Any water created by the tome disappears a few seconds after creation.

While deployed, the tome is a small object with the following statistics:
Armor Class: 11
Hit Points: 10 (3d6)
Damage Immunities: Poison, Psychic

Once at zero hit points, the tome is destroyed.

One can attempt to sever the tome from the stand with a successful DC 15 Arcana check or casting of Dispel Magic. If untethered, the tome does not need to be deployed, but it cannot be used if it is not held by a creature. Without the stand, it instead weighs 2 lbs.
Weapon of Skewering
Generic Variant, Major, Uncommon (Requires Attunement)

You have a +1 to attack and damage rolls with this weapon.

When you hit a creature with this weapon, a magical force blade in the shape of the weapon passes through the target. If another creature stands behind the target within 5 ft. of it, you may make another attack roll against that creature. On a hit, the second creature takes 1d6 + 1 force damage, and the same procedure may be applied to any creature directly behind them, in turn..

Base items. This base variant can be applied to any weapon or ammunition that deals piercing damage.
Switchblade Gauntlet
Simple Weapon, Melee Weapon
1d4 bludgeoning - finesse, light, special
3 gp, 2 lb.

Special. By toggling a switch on the gauntlet as a bonus action, several blades extend from between the fingers of the gauntlet, making the gauntlet instead deal 1d4 slashing damage. These can be retracted as a bonus action, making the gauntlets again deal bludgeoning damage.
Spectacles of Unfailing Sight
Wondrous item, Minor, Uncommon (Requires Attunement)

While attuned to and wearing these spectacles, if the wearer is affected by the blinded condition through other means than darkness, an image of an eye appears on each of the spectacle's lenses, through which the wearer can see normally. These eyes have the same vision enhancements as the wearer, e.g. darkvision, truesight, etc.
Dark Lantern
Wondrous item, Minor, Uncommon
2 lb.

A Dark Lantern spreads Darkness for 30 ft. and Dim Light for another 30 ft., or Darkness if it's already dim. This darkness is magical, and overrules mundane light sources. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Mosswool Dust
Wondrous item, Minor, Uncommon
0.05 lb.

This tiny leather pouch holds an amount of the sleep-inducing dust emitted by a Mosswool, a mythical sheep growing moss instead of wool.

A creature can as an action toss the pouch's contents in a 10 ft. cone. Any creature in this area must make a Constitution saving throw with a save DC of 13. On a failure, the creature falls asleep. The creature may retake the saving throw at the start of its turn, ending the effect on a success.
Seeking Caltrops
Wondrous item, Minor, Uncommon
2 gp, 2 lb.

As an action, you can spread a single bag of hovering caltrops to cover a 5-foot-cubed volume and say their activation word. Once placed, these magical caltrops hover at various heights throughout the cube. Any creature that gets within 5 ft. of the cube must make a DC 15 Dexterity saving throw, or the caltrops cluster on them, dealing 1d4 piercing damage. Until a creature uses an action to remove them, they deal 1 piercing damage at the start of the affected creature's turn.

Anyone can, by saying the caltrops' activation word within 30 ft. of them, toggle their magical abilities. Once deactivated, they behave like mundane caltrops. If a creature is targeted by the caltrops, deactivating them releases the creature, but the caltrops cover a 5-foot-squared area under the creature.
Net Bolt
Wondrous item, Minor, Uncommon, Ammunition
0.05 lb, 75 sp.

Once fired from a crossbow, this bolt transforms into an unfurled net, restraining the target like normal yet with no less range than any other crossbow bolt.
Clothes of Gleaming
Wondrous item, Minor, Common

This set of simple, light traveller's clothes don't get dirty.
Orb of T'Zuchk
Wondrous item, Major, Uncommon
10 gp, 1 lb

This glassy sphere, when activated, creates a current centered on itself, drawing in any loose dust and fog in a 60 ft. radius. The draft is not strong enough to affect creatures.
Crystalline Bracelet
Wondrous item, Minor, Uncommon
20 gp, 0.05 lb.

This leather bracelet is set with a perfectly cut amethyst, and is powered by magic inspired by its order. A creature that puts an ear to the gem can hear a faint, monotone humming noise coming from within.

When you make a roll while wearing the amulet, before seeing the result, activate the bracelet, giving you the same result on your next two die rolls. Once used, this property can't be used again until the next dawn.
Gel Limb
Wondrous item, Major, Rare
100 gp, 1 lb.

Once placed against the wound of a missing limb, this fist-sized blob of transparent gel magically assumes the shape of the user's previous respective limb, or an average one for their race and sex if the wearer has never had one.

This limb is magical, and grants the wearer advantage on climbing checks, as well as saving throws to resist being knocked prone, if the limb is in contact with the ground or something equivalent when the saving throw occurs. The limb will stop working, though still hold its shape and stay connected to the wearer if affected by an antimagic field, and the limb will be destroyed if it is exposed to water for one continuous hour.
This cool fire trap I snagged from this temple
Wondrous item, Major, Rare
70 gp, 50 lb.

This worn sandstone block has the face of an imp carved on one side, it in turn carved with a variety of runes.

Whenever a creature steps in front of the block, on the side with the face and within 30 ft. of it, the trap uses its reaction to cast the spell Fire Bolt in the direction it is facing. Instead of making a spell attack roll for the trap, the target makes a Dexterity saving throw with DC 15. On its turn (acting on an initiative of 10), if a creature is still in this line of sight, it shoots another Fire Bolt, as above.
Oil of High/Drow Phow Bick
Potion, Minor, Rare
0.5 lb.

This oil of unknown origins has driven peoples mad trying to figure out how it relates to elves. The opaque black liquid inside the bottle is topped with a handful of water droplets gliding along the oil's surface.

The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature can then, for 1 hour, move through water as though it was air, though not breathe in it, even if they could previously. Water-based attacks harmlessly slide off the creature, and a water elemental's movement is not hindered by them.
Weapon of Tremors
Generic Variant, Major, Uncommon (Requires Attunement)

You have a +1 to attack and damage rolls with this weapon.

If you miss when attacking with this weapon, you may instead direct the attack towards the ground if applicable. Once you do, everyone on the ground within a 10 ft. radius of the original target must pass a Dexterity saving throw with DC equal to your attack roll, or fall prone.

Base items. This item variant can be applied to any melee weapon that deals bludgeoning damage.
Force Weapon
Melee weapon, Major, Uncommon (Requires attunement)
Damage varies
1 lb.

This rune-covered stone handle isn't a weapon in itself, but when activated by a creature attuned to it, the wielder may then as a bonus action name a melee weapon they're proficient with. From the handle then sprouts a glowing magical forcefield in the shape of the named weapon. The weapon holds this shape until the next dawn, or until the attuned creature names another weapon. While active, this item behaves like the named weapon, except that it does not have the Heavy property.

While activated, the weapon emits dim light in a 5 ft. radius. If the wielder names a weapon they are not proficient with, this item does not react, nor if there is not enough room around the handle for the named weapon to form.
Ring of Fighting Hand
Wondrous item, Minor, Rare (Requires attunement)
1000 gp

Once attuned to and wearing this ring, an ethereal hand akin to the one created by the spell Mage Hand appears over the wearer's shoulder. This hand does not do anything on its own, but if given a melee weapon that isn't Two-handed and that the wearer is proficient with, it will attack with it.

For the purposes of determining range, the hand counts as being in your space. When a creature enters the hand's range or starts its turn there, the ring's wearer may use their reaction to attack it. When you do, make an attack roll as though you were attacking with the hand's weapon.
Weapon of Delayed Slash
Generic variant, Major, Uncommon (Requires attunement)
400 gp

You have +1 on attack and damage rolls with this weapon.

When you make an attack roll with this weapon, you may, in addition to attacking normally, use the weapon's ability to set a delayed slash in the same area as the one the attack's target inhabits. If you have set one such slash already, it is removed in favor of the new one. When a creature enters an area with a delayed slash or starts its turn there, you may use your reaction to attack the creature, using the same attack roll as when you set the slash. A delayed slash expires after one day or once it is used in this way.

Base items. This variant can be applied to any melee weapon that deals slashing damage.
Potion of Floating
Potion, Minor, Uncommon
150 gp

This light blue, transparent fluid appears weightless, making the potion only as heavy as the bottle. When you drink this potion, you and your currently worn equipment are not affected by gravity for one hour.

While weightless this way, you do not fall. If you are pushed, make a Dexterity saving throw with save DC 15. On a failure, you are pushed a distance equal to your movement speed, instead of the regular push distance. At the start of your turn, retake the saving throw, ending the effect on a success. On successive failures you continue using all your movement moving at the same speed in the same direction until you meet an obstacle. While moving this way, you cannot move normally.

While under the effect, your high jump distance is one hundred times its regular value, though each foot jumped still counts towards your movement speed. At the peak of your jump, you stop, but don't naturally fall until the effect wears off.

Water will rapidly push you towards the surface while under the effect, and additional weight is required to keep you under.
Potion of Fumes
Potion, Minor, Common
30 gp

A wispy gas is constantly emitted by the opaque green fluid in this bottle. Upon drinking the potion, the creature drinking it begins to emit a similar, thick green gas in a 5 ft. radius around themselves over the course of the next hour. Other creatures entering the area or starting its turn there and breathing in the gas must make a DC 10 Constitution saving throw, taking 1d6 poison damage on a failed save, and half as much damage on a successful one.
Potion of Fluidity
Potion, Minor, Uncommon
150 gp

This potion can either be drunk or applied to a creature and its equipment like an oil. The semi-transparent fluid inside the bottle seems to shift, its color changing to the dominant one in its surroundings.

When drunk, the potion lets you similarly adapt to your circumstances. For the next minute, when you take damage of a certain damage type, you gain resistance to that damage type until the effect wears off, or you gain resistance to another damage type this way.

When used to cover a creature, the potion can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the potion takes 1 minute. The affected creature then gains advantage on stealth checks as the potion's color changes to match the environment. This effect lasts for 10 minutes.
Potion of Sleepwalking
Potion, Minor, Uncommon
50 gp

Small, glimmering specks float around in this deep blue liquid. When a creature drinks the potion, then for the next hour, if that creature is brought to sleep, they still count as being unconscious, but with the following exceptions. While they drop prone right away, they can still move, and are not incapacitated. The creature can speak, though only falteringly, and they are aware of their surroundings. Attack rolls against the creature do not have advantage, nor do they automatically hit if within five feet of them. They do also not automatically fail Strength and Dexterity saving throws.

The sleepwalking creature cannot hold concentration on a spell, nor provide verbal components. At the start of the creature's turn, roll a d20. On a 1, the creature instead spends all its movement walking towards the closest other creature, and confesses a secret to them or tells them a nonsensical phrase, the GM's choice. Otherwise, the creature can move and act normally. Upon waking up, the creature does not remember the period in which they were asleep, nor what they did.
Oil of Gold
Potion, Minor, Rare

This thick, golden oil glimmers with what resembles small coins on close inspection. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, whenever you hit a creature with the weapon or ammunition, the oil transmutes blood in contact with the weapon to 1d10 + 1 gp worth of gold. Furthermore, pouring an amount of blood directly into the oil, turns it into an equal weight in gold. After converting one pound of blood this way, the oil is used up.
Bloodthirst potion
Potion, Minor, Rare
3000 gp

This deep crimson potion smells of sweat and adrenaline. A creature that drinks the potion deals the maximum possible damage on critical hits for 1 hour.
 
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Redbrush Venom (Injury)
Adventuring gear, Poison
200 gp

The Redbrush's venom is used as a defense mechanism against herbivores, and must be carefully harvested from the tiny bulb under each leaf. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is frightened of every creature it can see.
 
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Whoopsie, managed to forget day 27.
Sticky Whip
Martial weapon (Whip), Melee weapon, Uncommon (Requires attunement)
400 gp, 3 lb 1d4 slashing - finesse, reach, special

Special. While attuned to this whip, you have intuitive control over its sticky properties. When you attack a Small or smaller object that is not worn or carried with the whip, you may choose to not deal damage to it. If you do so, treat its AC as 5. On a hit, you pull it into your space. If you target an object that is being carried, make a regular attack roll then a Strength contest against the creature carrying it, pulling the object but dealing no damage on both succeeding.

If you target the surface of a Huge or bigger object within range, you automatically hit, and the whip sticks to it. The whip can then carry 100 pounds before losing its grip.

Foliage cloak
Cloak, Minor, Common (Requires attunement)

This bright green cloak has a leafy pattern sewn into the outside. While attuned to this cloak, if you eat a leaf or equivalent plant part, the color and pattern on the cloak changes to resemble the plant you ate and others commonly found in its vicinity.
Day 28, have some plant cloak
 
Curious Lens
Wondrous item, Minor, Uncommon (Requires attunement)

This brass framed lens has 4 charges and regains 1d4 charges every long rest. While attuned to this item, when making a saving throw to not lose focus on a spell, you can expend a charge to gain advantage on the roll, and three charges to automatically succeed it.
 
Wand of Pulling
Wand, Minor, Uncommon (Requires attunement)

This wand has 2d8 + 2 charges. While holding it, you can use an action to expend 1 charge to make a ranged spell attack roll against a target within 120 ft. On a hit, the target takes 1d6 force damage, and is pulled 10 ft. towards you, or to within 5 ft. of you if it is already 10 ft. away or less. The wand regains 1d4 charges daily at dawn.

Immovable Pole
Rod, Minor, Uncommon
2 lb.

This smooth metal cylinder has a button on the middle. You can use an action to press the button, which causes the rod to become magically fixed in place. Additionally, upon pressing the button, the rod extends 100 ft. in both directions or until it hits a solid object. Until you or another creature uses an action to push the button again, the pole doesn't move, even if it is defying gravity. The rod can hold up to 16,000 pounds of weight. More weight causes the pole to deactivate, collapse and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed pole up to 10 feet on a success if the pole isn't also blocked by an object.
 
Bottled Willpower
Potion, Major, Very Rare

When you drink this potion, if you are a human, you are overcome with an immense resolve to change fate. You may undo one recent roll as described in the Wish spell. If you are not a human, you instead regain all hit points, and your Strength and Dexterity becomes 20 if they weren't higher already. At the end of your turn, make a DC 20 Constitution saving throw, taking 1d4 unavoidable damage on a failure. The next time you're reduced to 0 hit points, you immediately die instead.
 
I need to stop slacking off

Emotive Mask
Wondrous item, Minor, Uncommon (Requires attunement)

While you are wearing and attuned to this mask, it looks and moves identically to your face. When attempting to tell a lie, though, the mask takes on a convincing face, as though fully convinced you were saying the truth. When making Charisma (Deception) checks, use +5 instead of your Charisma modifier.

Performer's Pants
Wondrous item, Minor, Uncommon (Requires attunement)

These puffy, light pants are imbued with enchantments allowing for easily performing trained maneuvers. While attuned to and wearing the pants, you can over the course of a minute train either an acrobatic feat or a performance involving leg movement, saving the result of the roll to be used for one roll for the same skill later.

Potion of Immutability
Potion, Major, Rare

The surface of this deep gray potion remains perfectly level, no matter how much you shake and turn the bottle. Upon drinking it, you are Petrified as you instantly turn into steel. While petrified this way, you have immunity to all damage. The effect lasts for 1 hour.

Analytic Goggles
Wondrous item, Minor, Rare (Requires attunement)

These leatherbound goggles seem to make your field of vision sharper, details clearer. Upon entering combat, you may take a -7 penalty to your initiative roll. If you do, you have +1 to attack and damage rolls for the encounter.

Headband of Stability
Wondrous item, Minor, Rare (Requires attunement)

This otherwise plain gray cotton headband bears the image of a scale on one side. While attuned to the headband, you have advantage on saves against being paralyzed, unconscious, stunned, frightened and charmed, your alignment and your mental ability scores cannot change, and you do not experience strong emotions. You become stubborn, and less accepting of new information.

Absorbent Rod
Rod, Minor, Rare (Requires attunement)

Similar in appearance to a regular torch, this rod ambiently draws in heat from the surroundings. While attuned to the rod and carrying it, you have resistance to fire damage. When you take fire damage, the rod becomes lit for 1 hour. While it is lit, it sheds light like a torch, and if you make an attack dealing fire damage, the fire damage is increased by 2d8, and the rod goes out. The rod cannot be manually lit, but will absorb any fire near it, getting lit like above from any fire the size of a torch or larger. It takes a longer time to absorb large fires.

Yaderan's Fury (Injury)
Adventuring gear, Poison

A creature subjected to this poison must make a DC 15 Constitution saving throw. On a failed save, it takes 3 (1d6) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half damage and isn't poisoned. While poisoned this way, the creature is brought to a blind rage, moving to and attacking the closest creature they can see with whatever melee weapon they have on hand, or with unarmed strikes or Slam attacks if none. Creatures raging this way do not benefit from the Martial Arts feature, nor can they talk. Creatures with an Int score of 2 or lower are not enraged.

Potion of Plant Transformation
Potion, Major, Rare

The thick, golden liquid in this bottle contains tiny, leafy flakes. When you drink the potion, you gain the following effects for 1 minute.
  • You gain the effects of the Barkskin spell
  • If your skin is exposed to ample sunlight, you regain 1 hit point at the end of your turn. If you also use an action to drink 1 quart of water, this healing increases to 1d4.
  • Your movement speed is reduced by 20 ft. and you may either take an action or a bonus action on your turn, but not both.
  • Your skin is also covered in small thorns. Any creature coming in direct contact with you as part of an attack must beat your AC by 5 or more, or take 1 piercing damage.

Orb of Sandstorm
Orb, Minor, Uncommon

The insides of this glassy orb swirls with brown and light turquoise. You may throw the orb at a creature or a point in range, treating the orb as an improvised weapon. Upon hitting a solid object, the orb shatters, summoning a swirling sandstorm with a 10 ft. radius around the point of impact. The area is lightly obscured. Any creature entering the area or starting its turn there must succeed on a DC 15 Constitution saving throw or take 1d4 slashing damage, then a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. The sandstorm lasts for 1 minute.
 
Snow Cloak
Wondrous item, Major, Rare

This magical cloak is bright white on the outside. Wrapped in a variety of illusions, the cloak masks your scent and body heat, and the outside resembles the texture of snow. When wearing the cloak and attempting to hide in snow, you have advantage on the Stealth roll. When attempting to hide otherwise, wearing the cloak inside out, you have +2 on the roll.

Necklace of Redirection
Wondrous item, Minor, Uncommon

While wearing the necklace, if you are afflicted by a status effect, every creature within 5 ft. of you are also affected by the same status effect, making the same saving throw to avoid it if applicable.

Orb of Elemental Fire
Orb, Minor, Rare

The inside of this orb shines a fiery orange, though it doesn't emit light outside itself. You may use an action to throw the orb at a creature or a point in range, treating the orb as an improvised weapon. Upon hitting a solid object, the orb shatters, erupting into a mass of fire. The orb mimics the effects of Fireball cast as a 3rd-level spell, centered on where it shattered.

Orb of Elemental Stone
Orb, Minor, Rare

Though reminiscent of a spherical granite pebble, its rocky appearance is false, and its glassy texture reveals it as such. You may use an action to throw the orb at a creature or a point in range, treating the orb as an improvised weapon. Upon hitting a solid object, the orb shatters, exploding with rocks and stalagmites. Every creature within 5 ft. of the orb must take a DC 15 Dexterity saving throw, taking 4d6 piercing damage and 4d6 bludgeoning damage on a failed save, and half that damage on a successful one. Creatures between 15 ft. and 5 ft. away from the orb take the same saving throw, taking 4d6 bludgeoning damage on a failure, and half that on a success. The stalagmites remain in the space the orb landed in, rendering it occupied. In a 15 ft. radius around this space, the rubble makes the area difficult terrain.

If you let this orb touch an Orb of Elemental Fire, they fuse into a single Orb of Eruption.
 
Orb of Elemental Water
Orb, Minor, Rare

Aside from refracted light, this orb appears completely transparent. You may use an action to throw the orb at a creature or a point in range, treating the orb as an improvised weapon. Upon hitting a solid object, the orb shatters, bursting into a wave of water. Any creature within 5 ft. of the orb must make a DC 15 Dexterity saving throw, taking 4d4 bludgeoning damage and getting launched 20 ft. in the air on a failure, and taking half as much damage and not getting launched on a success. Creatures between 5 and 20 ft. away from the orb instead make a DC 20 Dexterity saving throw, taking 1d4 bludgeoning damage and getting pushed 15 ft. away from the orb on a failure. The orb's impact creates a lot of water, and depending on the area, this might make the orb's surroundings difficult terrain.

If you let this orb touch either of the other elemental orbs, they fuse into a single other orb, depending on the components.
Day 46
 
Orb of Eruption
Orb, Major, Rare

The insides of this orb swirls with strands of brown and orange. You may use an action to throw the orb at a creature or a point in range, treating the orb as an improvised weapon. Upon hitting a solid object, the orb shatters, gushing forth a mass of lava. Any creature within a a 5 ft. radius of the orb must succeed on a DC 15 Dexterity saving throw, or take 8d6 fire damage. The orb's space is then filled by an expanding glob of lava.

For the next six rounds, acting on an initiative of 0, the lava expands 5 ft. in every direction horizontally, as long as this movement is downhill or along flat ground. If this expansion would make the lava enter the space of a creature, the creature may use its reaction to make a DC 10 Dexterity saving throw. On a success, the creature may move 5 ft. away from the lava.

Any creatures entering the lava or starting their turn in it take 2d8 fire damage, and if they are wearing metal armor, it heats up as described in the Heat Metal spell. The lava causes Heat Metal's damage again on all affected creatures on its turn. The lava's space is difficult terrain.

After the lava's sixth turn, it cools and solidifies into rock. Any creature in the lava once this happens is restrained.

Orb of Ash
Orb, Major, Rare

This orb swirls with orange and light turquoise. You may use an action to throw the orb at a creature or a point in range, treating the orb as an improvised weapon. Upon hitting a solid object, the orb shatters, blanketing the area in a 500 ft. radius with smoke and ash for two hours. The smoke spreads around corners. For the duration, the area is heavily obscured and extremely hot. At the start of every ten minutes spent in the cloud, a creature must succeed on a DC 15 Constitution saving throw, or take 1d6 acid damage and be blinded until the end of their next turn.

A strong wind disperses the smoke and ash, ending the effect on the wind's area. Otherwise, at the end of the two hours, the ash settles on the ground, rendering it difficult terrain.
 
Orb of Erosion
Orb, Major, Rare

This orb swirls with strands of brown and deep cyan. You may use an action to throw the orb at a creature or a point in range, treating the orb as an improvised weapon. Upon hitting a solid object, the orb shatters, flooding the area with wave after wave of water and sand. The sand tears down nearby stone and other solid objects and surfaces, grinding them to more sand.

Upon activation, and for the next three turns (the orb acting on an initiative of 10), objects with 15 ft. of the orb take 2d10 non-magical damage. If an object that is worn or carried is reasonably shielded from the waves by the creature wearing or holding it, it is not affected, but the creature takes 2d10 piercing damage instead. Creatures can take this damage only once per round.

Orb of Storm
Orb, Major, Rare

This orb swirls with deep cyan and light turquoise. You may use an action to throw the orb at a creature or a point in range, treating the orb as an improvised weapon. Upon hitting a solid object, the orb shatters, summoning in its place a harsh storm of rain, snow, and wind. For two hours, the orb mimics the effect of the Sleet Storm spell in a 100 ft. radius, and the area is also extremely cold.
Day 50, halfway!
 
Orb of Scalding
Orb, Major, Rare

This orb swirls with bright orange and deep cyan. You may use an action to throw the orb at a creature or a point in range, treating the orb as an improvised weapon. Upon hitting a solid object, the orb shatters, leaving a large puddle of boiling water in its wake. Creatures within 10 ft. of the orb must take a DC 15 Dexterity saving throw. A target takes 4d6 fire damage on a failed save, or half as much damage on a successful one. For three turns, the area in a 10 ft. radius of the orb is extremely hot and lightly obscured by the steam, and creatures that enter the area or start their turn there must succeed on a DC 10 Constitution saving throw or take 1d4 fire damage.
 
Neumiota's Protector
Melee weapon (Shortsword), Major, Rare
1d6 piercing - finesse, light

Corals have grown along grooves carved into this sword's handle. When you hit a creature that needs to breathe with this sword, the wound is transformed into functional gills. While the creature is missing at least as many hit points as your attack dealt, the creature can also breathe underwater.

Festering Womb
Wondrous item, Major, Rare (Requires attunement by a creature with Sewer Plague)

This gallon-sized glob of bright orange, opaque jelly seems to wriggle on its own. A fitting creature can attune to it by swallowing it whole at the start of the attunement process. When attuned to it, the creature gets advantage on the saving throw to resist the Sewer Plague's exhaustion, but their exhaustion cannot get lower than one step. They regain half their hit point maximum when finishing a long rest, and while attuned, their Constitution score increases by 2. The creature only regains half the normal amount from a spent hit die when doing so after a short rest; after eating a pound of food or infecting a healthy humanoid with Sewer Plague, the attuned creature may spend a hit die and heal for the full amount.

No spell short of a Wish spell can cure you of the disease while attuned to the Womb. However, casting Remove Curse on you breaks your attunement to the Womb, which is destroyed shortly afterwards.

While attuned to the Womb, you may take the following actions on your turn:

Empowered Sneeze (Recharge 5-6). You spew forth a spray of slobber in a 30 ft. cone. Creatures in this area must make a DC 15 Constitution saving throw, or take 1d4 poison damage and be infected with Sewer Plague.

Brood. You can vomit up a mass of infectious larvae. A Swarm of Insects appears in an unoccupied space you choose within 5 ft. of you. As a bonus action on your turn, you can command the swarm to attack a creature you can both see. If not given a command, the swarm will attack the closest creature not infected with Sewer Plague. When the swarm hits a creature with their Bites attack, the target must succeed on a DC 20 Constitution saving throw or get infected with Sewer Plague, and the swarm loses 2 hit points. Once you have used this action, you cannot use it again until you have finished a long or short rest.
 
Boots of the Falcon
Wondrous item, Minor, Rare

These standard looking leather boots feel exceptionally light, and personifications of wind and similar symbols adorn the shoes' outside. While wearing both boots, you gain exhaustion from march at half the rate. Your speed increases by 10 ft., and once a day, you can use the shoes to walk off a ledge. When you do, the shoes glide through air, giving you a flying speed equal to your remaining movement, though you can only move horizontally with this speed.

Bead of Trees
Orb, Minor, Rare

The insides of this small orb appears densely packed with leaves. You may use an action to throw the orb at a creature or a point in range, treating the orb as an improvised weapon. Upon hitting a solid object, the orb shatters, placing a rapidly growing tree in its place. The tree grows to a total height of 60 ft. and is vulnerable to fire damage, but otherwise works identically to a stone pillar from the spell Bones of the Earth.

Signet Ring of the Fool
Wondrous item, Minor, Very Rare

This gold signet ring, bearing the alchemical symbol for quicksilver, has a slight green coloration. As an action, you can tap a piece of gold, whether the object is entirely gold or just a part of it is. When you do, the gold is instantly transmuted to an equivalent volume of a lesser metal, roll a d6 to determine which.

d6 | Metal
-------------------------
1 | Quicksilver
2 | Lead
3 | Tin
4 | Iron
5 | Copper
6 | Silver

Additionally, you may tap a diamond in the same way, instantly transmuting it into an equivalent volume of a lesser crystal. Roll a d10 to determine which.

d6 | Crystal
---------------------------
1 | Salt
2 | Banded Agate
3 | Sardonyx
4 | Tourmaline
5 | Topaz
6 | Emerald

Aside from its transmutative properties, the ring is magically imbued to take life away. While wearing the ring, hitting a plant creature or a construct with the relevant hand, or otherwise touching the creature with the ring deals an extra 2d8 necrotic damage to it. Touching a plant that isn't a creature with the ring makes it instantly wither and die. Grinding off a pinch of gold dust from the ring and blending it into wine turns it into a potent poison, which also reduces the drinker's lifespan. One can get enough gold dust from the ring for three vials of this poison before the ring is destroyed.

Wall of Smoke
Wondrous item, Minor, Uncommon

This small iron capsule has a button. Two seconds after pressing the button, the capsule opens, chemically producing a large amount of smoke. Additionally, the capsule forms light force barriers in the shape of a thin wall 15 ft. wide and 10 ft. tall oriented in a direction of the user's choice, the area within which rapidly fills with smoke. The area is heavily obscured, but the force barriers do not stop anything but the capsule's gas.
 
Potion of Ascension
Potion, Minor, Uncommon

The opaque liquid in this bottle swirls slightly, giving the illusion that it's constantly flowing upwards. Upon drinking this potion, you gain an intuitive understanding of the location of stairs, ladders, and other mundane, architectural means of elevation in a 300 ft. radius.
 
The One-Way Gate
Melee weapon (Longsword), Major, Legendary (Requires attunement)
1d8 slashing - heavy, versatile (1d10)

The One-Way Gate is said to hail from a long-lost city excelling in the magitechnical arts, rumored to have never really existed. The One-Way Gate takes the form of a single-edged broadsword with 1d4 slots along the other edge. It is a magic weapon that grants a +3 to attack and damage rolls made with it.

Sentience. The One-Way Gate is a chaotic good sentient weapon with an Intelligence, Wisdom, and Charisma of 11. It has hearing and normal sight out to a range of 120 feet.
The weapon can speak, read, and understand Common. Its voice is that of a random human. Only the attuned creature can hear it.

Personality. The One-Way Gate wishes to enable absolute freedom for all humanoids and other intelligent beings, unrestrained by law, tradition and stigma. No matter how, giving a humanoid a way to pursue happiness and express that happiness will please The One-Way Gate. Additionally, slaying those who would enslave or restrain humanoids or other intelligent beings is similarly encouraged by the Gate.

Whatever place The One-Way Gate was forged in, it seems to long back. It will occasionally ramble about things like the wonderful music of its homeland, and how the very weather was in the people's collective control.

The Brush. As an action, you can use The One-Way Gate's magical abilities to shape the finer details and apparent materials of a Large or larger construction to your specifications.

Procedure: Stunning Dash
Module, Minor, Very Rare (Requires attunement)

This small, engraved glass plate can be inserted into one of the slots on The One-Way Gate as part of the attunement process. Once you have done so, while you are wielding The One-Way Gate and are attuned to it, you can make the following action on your turn.

Stunning Dash. Select an unoccupied space exactly 20 ft. away. You instantly dash to it. Any creatures whose space you passed through on the way there must make a DC 18 Constitution saving throw or be stunned, though not incapacitated, until the start of your next turn.
 
Procedure: Energy Bolt
Module, Minor, Very Rare (Requires attunement)

This small, engraved plate of eye agate can be inserted into one of the slots on The One-Way Gate as part of the attunement process. Once you have done so, while you are wielding The One-Way Gate and are attuned to it, you can make the following action on your turn.

Energy Bolt. You rapidly fire four glowing bolts of magical force. Pick a target within 30 ft. for each bolt. Once per bolt, its target must make a DC 15 Dexterity saving throw or take 1d6 + 1 force damage.


Procedure: Subterfuge
Module, Minor, Very Rare (Requires attunement)

This small, engraved plate of obsidian can be inserted into one of the slots on The One-Way Gate as part of the attunement process. Once you have done so, while you are wielding The One-Way Gate and are attuned to it, you may make the following action on your turn.

Subterfuge (Recharge 6). A whiff of smoke surrounds you, as you turn invisible. After three turns, or when you hit a creature with an attack, you turn visible again, and the ability's recharge begins.
 
Procedure: Explosive
Module, Minor, Very Rare (Requires attunement)

This small, engraved metal plate can be inserted into one of the slots on The One-Way Gate as part of the attunement process. Once you have done so, while you are wielding The One-Way Gate and are attuned to it, you may make the following action on your turn.

Explosive. You create a shimmering, Small magical ball of force in an unoccupied space within 30 ft. you can see. The ball hovers in place, and has an AC of 2. Dealing any damage to the ball causes it to explode. Once it does, every creature within 10 ft. of the ball must succeed on a DC 15 Dexterity saving throw, or take 4d6 bludgeoning damage. You may have at most 3 of these orbs created at a time. If you use this action on your turn, you may not also use a bonus action, and if you have already used a bonus action, you may not use this action. This action cannot be readied.


Procedure: Friend
Module, Minor, Very Rare

This small, engraved wooden plate can be inserted into one of the slots on The One-Way Gate as part of the attunement process. Once you have done so, while you are wielding The One-Way Gate and are attuned to it, you may make the following action on your turn.

Friend. You create a construct mimicking a creature of your specification no larger than Medium and with a CR no higher than 2. It gains the creature's stats, actions, and appearance, but its type is construct. The creature appears within 5 ft. of you in a space you choose. It is controlled by the DM, and will attack the closest creature hostile to you that it can see. If no such targets exist, it does nothing. This creature disappears into nothing after one minute or when you create another.

Magical Three-Dragon Ante Token
Wondrous item, Major, Rare

This circular bone token has a diameter of one foot, and both sides are decorated with an ornate drawing of a dragon. On your turn, if you place the token on a level surface and sacrifice a card from a Three-Dragon Ante set as an action by burning it, an illusory dragon appears above the token, blowing a 15-foot cone of fire in a direction you choose. Each creature in the area must succeed on a DC 13 Dexterity saving throw or take 24 (7d6) fire damage. If you are proficient with the Three-Dragon Ante set, you may add your proficiency modifier to the save DC. The dragon then vanishes. You may not use this property of the item until the next dawn.

Blade Conjurer
Wondrous item, Major, Rare (Requires attunement by a spellcaster)

This ornate sword handle is packed with runes. As an action, you can activate the item, from which a magical force blade the size of a dagger appears. If you maintain concentration on the item, the blade grows larger and stronger. On your second turn of holding concentration, it reaches the size of a shortsword. On your third, it grows to the size of a longsword. If you lose or willingly drop concentration (does not take an action), the blade solidifies, and the Blade Conjurer turns into a weapon of the appropriate type, depending on how long you charged it for.

The conjured weapon does not require attunement, and it is magical, as is the damage it deals. Maintaining concentration on the weapon for more than three turns instead gives it a bonus to attack and damage rolls equal to the amount of turns you held concentration on it after the third, capping at +4. Once solidified, the weapon lasts for one minute, after which the blade disappears, and the handle remains. When this happens, it cannot be used this way again until you've finished a long rest.

Heal Word Power
Ring, Minor, Rare

This silver ring is set with a small ruby. The ring has 8 charges. When you cast a spell while wearing the ring, you may use a charge to rearrange the words in the spell's name for a different effect, at the DM's discretion.

Grime Tome
Wondrous item, Minor, Rare

This ragged green book has 2d6 + 1 charges. As an action, you may use a charge to select a Large or smaller object within 30 ft. of you that isn't being worn or carried. The selected object is covered in a thick purple gel. While the grime remains on the object, it cannot be used normally and offers no benefits, and attempting to wear or carry the object will make it stick to you, leaving you unable to put it down. Coating the grime in a vial of Holy Water or casting Remove Curse on the covered item will dissolve the grime. The tome regains 1d6 charges daily at dawn.

Potion of Magic Draining
Potion, Major, Rare

This clear fluid resembles water, distinguished by how magical light sources do not pass through it. When you drink the potion, then for 1 minute, you are surrounded by an Antimagic Field with a 5 ft. radius. Additionally, if a creature within 5 ft. of you is targeted by a magical effect, you may use your reaction to make yourself the target instead. If a magical effect has an area of effect that overlaps with your Antimagic Field, you may use your reaction to absorb and thus negate the entire effect. For every magical effect you absorb these ways, you may regain a spell slot of 5th level or lower.

The Hand of Divinity
Melee weapon (gauntlet), Major, Very Rare
1d4 bludgeoning - light

This platinum plated gauntlet with a golden trim is exquisitely made. Eye-like engravings cover nearly its every surface. While wearing the gauntlet, you can cast Mold Earth at will. When you cast Mold Earth this way, the effects listed as temporary are instead permanent, and you may also choose to excavate stone, as described in the spell. Additionally, as an action, you may choose an object no larger than Huge within 30 ft. You deal 2d10 force damage to it.

Crimson Tome of Summoning
Wondrous item, Major, Rare (Requires attunement)

This skin-bound tome is very smooth, lightly covered by thin hairs. In the book, on its only used page, is a list of magical procedures. The tome has 4 charges. On your turn, as an action, you may use a charge. When you do so, a Gibbering Mouther appears in a space you designate within 10 ft. of you. The Gibbering Mouther follows your spoken commands (does not take an action), and will otherwise do no action other than defend itself from hostile creatures. You are unaffected by the Gibbering Mouther's passive abilities. As part of a short or long rest, licking or otherwise keeping the tome's covers in contact with your mouth for 10 minutes will make the tome regain 1d4 charges.
 
Celestial Armband
Module, Major, Rare

This orange metal armband has a row of eyes engraved onto the outside of it. When worn alongside the Hand of Divinity, the Celestial Armband clicks into place under it, and becomes part of it. Once this happen, you may also use that Hand of Divinity to cast Create or Destroy Water at will, requiring no material components. When you cast this spell this way, you may create or destroy any liquid with a similar viscosity as water, in a 5 by 5 by 5 ft. cube instead of the regular volume.

Bottled Experience
Potion, Generic variant, Minor, Uncommon

This light yellow potion glows slightly, and is imbued with stored knowledge and muscle memory. When you drink it, you gain a benefit depending on the variant.

Variants. This item has the following variants:
  • Bottled XP: When drunk, you gain a level in a class, taking you no higher than 5th level in that class, for 1 hour
  • Bottled Occupation: When drunk, you gain proficiency with a tool for 1 hour
  • Bottled Speech: When drunk, you can speak one language for 1 hour
  • Bottled Wielding: When drunk, you gain proficiency with a weapon for 1 hour
  • Bottled Training: When drunk, you gain proficiency with a skill for 1 hour

Bag of Suspension
Wondrous item, Minor, Very Rare

This leather sack bearing illustrations of hourglassis functions similarly to a Bag of Holding, with the following addition. Whenever an object is placed within the bag, until it is taken out, it is frozen in time, gaining immunity to all damage. Any creatures put in the bag must succeed on a DC 25 Constitution saving throw or be similarly petrified until taken out. A creature can choose to fail this save. Once taken out of the bag, the creature or object is no longer petrified, and is in the exact same state as it was in once put in.

Boots of Really High Jump
Wondrous item, Minor, Uncommon

These cursed boots' soles are shaped to resemble hands, lifting the wearer. Upon equipping the boots, they attach to the wearer, and can only be removed by casting Remove Curse or equivalent spells on the boots.

While wearing the boots, the wearer's maximum jump height increases to 100 ft., along with their minimum jump height. Any time the wearer voluntarily steps off the ground with both feet, they are launched 100 ft. in the air.
 
Stirge Beak Arrow
Ammunition, Minor, Rare

When you hit a target with this arrow, the arrow attaches to the target. While attached, at the start of the target's turn, the target loses 5 (1d4 + 3) hit points due to blood loss. A creature, including the target, can use its action to detach the arrow.

Gliding Ammunition
Generic Variant, Minor, Uncommon

This piece of ammunition is affected by an enchantment making it catch the wind more easily, letting it glide longer distances. When you use this as ammunition, you get a -1 to the ranged attack roll and the damage roll, but your normal and long ranges are doubled.

Base items. This variant can be applied to the following base items.
  • Gliding Arrow
  • Gliding Bolt
  • Gliding Blowgun Needle
  • Gliding Sling Bullet