Items

List of homebrewed items, ordered from common to legendary

## Non-Magical

**Odachi**: Two-Handed, Finesse, Slashing Damage, Melee Weapon, 5 ft range, 2d6 slashing.

## Uncommon

**Fey Stinger:** 1d8+1 piercing, Ammunition (range 100/400), two-handed. The Fey Stinger is a shortbow imbued with fey magic. Instead of using dexterity, you use wisdom for the attack rolls and strength for the damage rolls of this weapon. Weapon wielded by Styrm, the goblin ranger handler of the dragon ogre.

**Orbit Flail*:*** 1d8 bludgeoning, 10 ft, Reach, One-handed. The Orbit flail is a hefty metal ball inscribed with infusions that link it to a bronze bracelet that can be worn around the wrist of a humanoid. A permanent link of energy connects the metal ball and the bracelet, and is able to stretch between 0 and 10 ft. This weapon uses intelligence for its attack and damage rolls.

**Cleansing Flame*:*** 1d6 slashing, 5 ft. Light. Cleansing Flame is a narrow sword with a glimmering blade, exuding a faint aura of a flame that can be seen if you squint. This weapon uses Charisma for the attack and damage rolls. The damage added by the charisma ability modifier is fire damage, rather than slashing damage. The additional 1d6 damage dice obtained from a critical hit applies as normal to the targeted creature, but also targets every creature in melee range with 1d6 fire damage against a save DC of 8+your pb+cha modifier.

Various similar swords with other damage types are also made, such as lightning, thunder, cold and acid.

**Lensing Shot***:* 1d10 force damage, 50/200 ft range, ammunition. The Lensing shot is a catapult with a circular opening about 20 cm across, with a surface of force magic strung inside it. To use the lensing shot, a projectile such as a pebble must be pulled back through the lens and released in a similar manner to a normal catapult. Lensing Shot uses intelligence for attack rolls, and strength for damage rolls.

**Charm of Finesse**: A charm appearing as a crown of feathers made of a light metal, about 5 cm across. The charm can be applied to a weapon, consuming it. The weapon gains the Finesse property.

**Charm of Nimbleness**: A charm appearing as a spiral made of a light metal, about 5 cm across. The charm can be applied to a weapon, consuming it. The weapon gains the Light property

## Rare

**Charm of Chaos**: a pendant made from black metal, shaped like a circle with arrows pointing in random directions. It can be tied to any weapon and then cannot be removed safely. The Charm of Chaos creates chaotic critical hits: when you roll a 1 with your weapon attack, the attack hits as if it were a natural 20, but in addition both you and the target must make a DC 15 save or take 4d8 damage. Roll 1d6 to determine the damage and save type.

Removing the Charm of Chaos from a weapon will trigger the effect of a chaotic critical on yourself, forcing you to make a DC 15 save and roll the table for 4d8 damage of the rolled type, or half as much on a successful save.

**Charm of Switching**

Two identical charms made from stone in the form of a flattened rune about 5 cm across. The charms can be pressed against a surface, causing them to meld with the surface and appear as a colored mark rather than a physical object. It takes 1 action to apply them and 1 minute to remove them, removing a charm restores it back to its original form. When two surfaces with a Charm of Switching applied to it, it triggers the effect. This may be two objects, two hands, etc. Using an action by colliding the two runes, you can select two creatures or objects no larger than medium sized within 60 ft of you that you can see. Unwilling creatures are subjected to a DC 13 wis save and are unaffected if they succeed, while willing creatures and objects automatically fail. The two objects or creatures instantly switch places. If a creature has succeeded a save against this effect once, it then has advantage on future saves against the same effect.

## Very Rare

**Blood Shard:** The former property of Daerick, a haemomancer that went insane from his works, though later stolen by a group of adventurers. One can attune to this item by using it to cut your hand, allowing the blood to flow into it. When attuned, the Shard will refuse to leave your side and magically comes back to you. It whispers in your ear to use it for bloodshed. While attuned to it, you have a permanent -1 on your constitution modifier.

The Blood Shard functions like a +1 Scimitar, possessing the light and versatile property. When you make an attack action with this weapon you can use your bonus action to make blood surge out of it. Make a ranged spell attack using your intelligence modifier, inflicting 1d6+intelligence magical slashing or piercing damage (your choice).

You can overcharge the Blood Shard by sacrificing your own blood with Blood Points. 1 Blood Point takes damages you with 1d10 necrotic damage. You can spend 5 blood points in a day without other consequences, but upon the 6th use you must make a DC 16 con save or take one level of exhaustion.

Blood Slash (1 Blood Point), 30 ft range, affects 5 ft square. Every creature makes a dex save and takes 3d8 magical slashing damage on a failed save and half as much on a successful one.

Red Urchin (1 Blood Point). Every creature of your choice within 10 ft of you makes a dex save and takes 3d6 magical piercing damage on a failed save, and half as much on a successful one.

Sickle Swarm (2 Blood Points). Cast the http://dnd5e.wikidot.com/spell:flaming-sphere spell, but it inflicts magical slashing damage instead.

Flowing Red Scale (3 Blood Points). Cast the http://dnd5e.wikidot.com/spell:haste spell on yourself, but it requires no concentration.

Heart Spike: Single Target Ranged spell attack that inflicts 3d8 magical piercing damage. Every additional Blood Point spent raises the damage by 2d8. Range equals 15 ft times the number of blood points spent.

Sanguine Demon Simulacrum (4 Blood Points): You create a false demon from blood. http://dnd5e.wikidot.com/spell:summon-greater-demon

Danse Macabre (5 Blood Points): http://dnd5e.wikidot.com/spell:danse-macabre , except tendrils of blood.