Magic Items

Some magic items I've cooked up.

## Gust

*rare, requires attunement*

While attuned to this +1 blue steel longsword, your movement speed increases by 15 feet. Additionally, you may move across liquid surfaces, vertical surfaces, and across gaps of up to 10 feet without making any additional checks. If you move at least 10 feet on your turn, the first melee attack you make with this weapon after moving deals an extra 1d8 force damage on a hit.

## Blades of the Onar

*very rare, require attunement*

A matching set of jet-black scimitars, the Onar Blades are eerily silent. They make no sound when coming into contact with other objects, and attacks made in dim light or darkness have advantage. While attuned to them, you have Blindsense out to 10 ft. Although there are two swords, the blades only act as one item for the purpose of attunement.

## Haft of Many Heads

*uncommon, requires attunement*

Taking the shape of a wooden handle engraved with runes, about 5 ft. in length, this haft can become any polearm or two-handed weapon. As a free action, you can command the Haft to switch its head. When not in use, it functions as a quarterstaff. Damage taken from the Haft is considered magical. The available forms are halberd, glaive, greataxe, spear, pike, lance, trident, maul, battle ax, warhammer, war pick, iklwa, double-bladed scimitar, javelin, or mace.

## Bow of the Wanderer

*legendary, requires attunement*

Crafted of dark wood and inlaid with silver, this recurve bow functions as a shortbow. When you aren’t aiming at a creature, you can choose to teleport to the point you hit with an arrow. This can be done as part of your attack action, but does not use up a piece of ammunition, instead firing an arrow made of bluish-purple light.

## The Rings of the Great Protector

*Legendary, requires attunement by a Monk*

These ten hoops of unknown metal rest comfortably, five on each arm of the wielder. They are inlaid with forgotten runes and glow blue or orange when activated. While attuned to the rings, you gain the following abilities (attacks use your wisdom modifier for attack and damage rolls):

* Your AC increases by 2.
* You may replace any unarmed strike you make with shooting one of the rings at a target. Make a ranged attack with a range of 40 feet. On a hit, the target takes 2d12 force damage. The ring immediately flies back to your hand on a hit or miss.
* You increase your jump height and distance by 20 feet. You may choose to spend ki points to increase this distance by a number of feet equal to 10 x the number of points spent.
* You may swing four rings together in a whip of energy. Make a melee attack with a reach of 15 feet, dealing 2d10 force damage on a hit. When you hit a creature of size large or smaller, you may choose to move them up to 15 feet in a direction of your choice.
* You may hurl the rings in a ball of energy as your attack action. All creatures in a 100 foot line you specify must make a dexterity save, taking 5d12 force damage on a failed save and half as much on a success.
* All your unarmed strikes deal an extra one of your martial arts die in force damage, and anytime you hit a creature with an unarmed strike, you may choose to spend ki points to push them backwards a number of feet equal to 10 x the number of points spent.
* Use a reaction to surround yourself with a shield of force. You gain +5 AC until the start of your next turn.