Magic Item of campaign 2

#### Pocket watch of predictably

This is upgrade to an existing pocket watch adding a third hand to the cloak when you make an attack role while bearing the pocket watch you can forego Rolling a d20 to get a 10 on the die

This feature can be used twice per long rest

#### Amulet of the Devout

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

#### Guardian Emblem

It's a symbol of a deity or spiritual tradition as Action you can attach the emblem to suit of armor or to a shield or removed it. It has 3 charge when you or creature you seein within 30 ft suffer a critical hit while you're are wearing the Armor or wielding the shield with the emblem you can use your reaction to expand one charge to turn the critical hit into a normal hit instead

It regain all expanded charge daily at dawn

### Chip

#### Armblade of blrrbbling

It's an upgrade to an armblade that coat the blade in actric slime you gain a +1 to attack roll that you make with This weapon and it deal an extra 1d4 acid damage .In addition when your are the target of long range weapon attack you can use your reaction to attempt to absorb projectile  damage Into the blade . The projectile can be any range Ammunition but does not include AOE ,you make melee attack role with this weapon if you attack role equal or greater than attack role made against you absorb the projectile You can you this feature twice per long rest

#### Cloak of displacement

When you wear this cloak it's project a illusion that make you appear to be standing in a place near you actually location ,causing any creature to have disadvantage on attack roll against you . If you take damage the properties sees to function until your next turn, this property suppress if you reIncapacitated restraint or otherwise unable to move

### Ellga

#### Greataxe of gaining

increase your bonus to attack and damage with this weapon to a plus 2 and when ever you critical hit a creatures the steel of this axe turn bright red for a moment and you regained an number of hitpointp equal to you Constitution modifier +3

#### Sippy Cup of saturation

This blood stain sippy cup is the perfect for vampirig inbitevation pour fresh blood in to this cup and sip sip sip away and regain 4d4 + 4 HP Once the sippy cup restored hitpoint can't do so again until the next midnight

#### Medal of horizonback

When you would be hit by a attack you can use the reaction to increase your ac by 5 until your start of your next turn including the triggering attack ,you muss wear the medal and be able to see the creature that make the triggering attack to use it

Once use it can't be used again and the medal become a non magical

### Mathilde

#### Spear of superior backer

Arcanely assembled to a single spear that short the wheat from the shaft in battle, with this spear you would gain a +2 bonus to you attack rolls and damage you can use a action to speak a command words and stick or throw the spear into the ground gold feud arcane spike resampling wheat briefly shoot up from the ground in a 15 ft radius around the spear ,al l creatures of you choice have to make a dexterity saving throw on a failed safe they take 3d6 piercing damage on a successful save they take half ,you can use it twice per long rest.Alternatively as part of your attack or bonus action you can call back the spear to your open hand up to 100 ft away, the spear shimmer dissipate in to chaff and then reappear in your hand

#### Walloping bullet

Any creature hit by the bullet must succeed on Dc 10 saying throw or be knock prone

#### Dragon hide belt

It's a finely detailed belt made of dragon hide while you wearing it you gain a +2 to the, saying throw DCs of your key features in addition you can use an action to regain key points equal to a roll of martial die

You can't use this action again until the next dawn

## Unused Magic Item

#### Horn of silence alarm

As 4 charge and when you use  a action to you blow it a creatures of you choice can hear the blar provide the creature is in a 600ft and not defend, no other creature can hear the sound from the horn

it regain 1d4 spended charge at dawn