Unique Items & +1's

# Common

## "The Former Nation of Sweden" Armed Forces Knife (Multi-Tool)

A seemingly normal red multitool with what seems to be not that many tools that contains every artisan tool known to man. (Both Official Material and Homebrew)

***Handy*** When pulling a tool out of a socket, you could think of an artisan tool you want to use right then and there, or you could tell the multitool what situation you're in and it will try to provide a tool for that problem. It's not sentient but more so an algorithm. Additionally, if you are not proficient with the artisan tool used, you may add your proficiency bonus to checks made with the tool. If you are proficient with the artisan tool, you are able to add double your proficiency bonus to checks made with the tool.

## Close Shave

This knife is incapable of cutting skin, but it cuts hair with ease.

## Riot Helmet (Critical Helm)

If a character is struck with a critical hit, they can choose for the helmet to break instead of taking the additional critical damage.

## Rabbit's Foot

Whenever a 1 is rolled on a d20 for an ability check, saving throw, or attack roll, the user may reroll the d20 and use the new result. The foot is then no longer magical.

## Drunkard's Flask

Any nonpoisonous liquid stored in this leather flask appears to be water upon visual and olfactory inspection. Holds up to 1 pint of liquid.

Drunkard's flasks are most commonly used by drunks to smuggle alcohol into alcohol-free areas

## The Scout's Handbook (Book of Hidden Secrets)

This unassuming book looks crisp and official. It's cover is plain white, aside from a question mark. Inside, its pages are blank until opened by an attuned creature. While open, details about your immediate surroundings begin appearing in neat handwriting. By using an action, you may consult this book to gain advantage on perception checks. If this advantage causes you to pass a check you would otherwise have failed, you may not use this item again until after completing a short rest.

## Circ-K Pocketbook (Book of Memory)

This magical book copies written and drawn information in the attuned user's handwriting and style. When you or another creature places a piece of paper or paper like material in this book and closes it, any pages in contact with written or drawn information copy the information onto themselves, in the handwriting and drawing style of the attuned user. Copying new information onto a page that has already been used erases the previous information.

While holding and attuned to this book, you can use a bonus action to think about a document that has been copied into the book, causing the book to fly open to the page it was copied onto.

If the book becomes attuned to a new creature, or the book loses attunement to any creature, all pages become blank.

A Book of Memory typically has 100 + 10d10 pages, each of which has two sides.

## Foreign Language For Dunces (Belt of Language Decoding)

The *belt of language decoding* is a brown belt that looks quite dapper. It has magic that lets you temporarily learn a language. When you finish a long rest roll 1d20 and choose a desired language. Until you finish another long rest, you know the following parts of the language chosen:

 6-10
 11-15
 16-20

## Guiding Light

A small white candle, when lit it burns with a small blue flame that emits bright light in a 5-foot radius and dim light for an additional 5 feet, this fire does not go out unless extinguished manually or by water. While lit the flame flickers towards the nearest exit to whatever space the user is in, if the user is outside the flame merely acts like a regular flame. After burning for 1 hour, the candle is destroyed.

## Pop Snaps (Beads of Sabotage)

As an action, you can activate one bead in your hand. Any creature in possession of an activated bead cannot receive advantage on any ability checks, attack rolls, or saving throws. Beads fizzle away after 24 hours of being activated.

*Beads of sabotage* are usually found in groups of 1d6 + 4

These beads are often activated, then slipped into the pocket or pack of an enemy to sabotage some event, or make assassinations or robberies more advantageous.

# Uncommon

## Human Version // Robot Version (Danger Chimes)

These barbaric wind chimes are strung by tendons and hair, binding an arrangement of bones, teeth, arrowheads, broken pieces of weapons and armor, and clay medallions inscribed with images of war and death. A small, shriveled eye dangles from the bottom of the center string. These chimes are 1 foot long and weigh 1 pound. They barely sway or rattle, even in strong wind.

***Grisly Sentry.*** While the chimes hang, you can touch them and cast *alarm* as an action. When you cast *alarm* in this way, its range is 60 feet and you can choose to designate up to a 40-foot cubic area. The alarm is always audible, causing the chimes to rattle. The sound of the rattling is not particularly loud or alarming but is distinctive and can be heard by any creature within 60 feet of the chimes that you designated for the spell to ignore. A creature who can hear the alarm can touch the chimes at any time while the spell is active and choose to have the alarm awaken them if they are sleeping. The spell ends early if the chimes fall or are destroyed. You cannot use the chimes in this way again until the next dawn.

## The Spotter (Eyenox Monocle)

Attached with a chain, this finely crafted silver monocle can be placed over one eye. Normally, looking through the monocle grants no benefits. As a bonus action, the wearer may speak a command word to activate the monocle. When activated and looked through, the monocle shows the wearer all footsteps from the past 24 hours. The footsteps glow a faint blue, with more recent footprints glowing brighter. The shape and size of the footprints is also retained, allowing the wearer to attempt to determine more information about the person or creature that left them. This effect lasts for 10 minutes or until the monocle is taken off. The monocle can only be used this way once per day.

## ANTI-NANO-INV (Mask of Illuminating)

While wearing this mask and not blinded, you can see invisible creatures within 20 feet of you.

## Cubs v. Sox 2067 World Series Pitching Chalk (The Pitcher)

A common leather glove, somewhat haggard looking from years of use. Strangely enough, when the fingertips are rubbed together chalk dust seems to magically appear. The Pitcher will tense upon the users hand when in proximity to the magical weapon, the batter. Rumored to have been created for an ancient game in the long passed Netherese empire, called batball, or fortressball, or baseball. The exact details are hazy.

Once attuned, this leather glove grants the user the ability to effectively cast a version of the spell *catapult* at level 1. As an action, the user involuntarily spits, then choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw (DC: 8 + your Dexterity modifier). On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage.

## Bottled Bees

This bottle is full of cybernetic bees. When you use an action to remove the stopper, a swarm of bees with the statistics of a swarm of wasps pours out and occupies a space within 5 feet of you. The bees are friendly to you and your companions for 1 minute. Roll initiative for the swarm, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the swarm, it defends itself from hostile creatures but otherwise takes no actions. The bees disappear when the swarm is reduced to 0 hit points or when the duration ends. Once you use this power of the bottle, you can't use it again until the next dawn.

## Combat Paddles

Revive a dead teammate. Fuck it, why not?

## Vaccination Card (Bezoar)

A green, stony mass, formed through gastrointestinal processes. While attuned, you gain resistance to poison damage and immunity to the poisoned condition. A creature may swallow the bezoar as an action, instantly curing any poison or nonmagical illness; this doesn't require attunement, but consumes this item

## Pegasus 6's Limited Run Cheville Edition (Pegasus Boots)

This magical boots are accented with white-feathered wings, and make you feel light on your feet. While you are attuned to and wearing these boots, you gain the following benefits.

***Fast Dashing.*** When you use your action to Dash, your speed for the turn triples instead of doubles. There is no increase if you use your bonus action or an extra action to Dash.

***Charge Attack.*** On any turn you use your action to Dash, if you move at least 10 feet straight towards a creature or object, you can use your bonus action to make one melee attack at the end of that movement.

***Dashing Leaps.*** The distance of your long jump doubles, but only if you have a running start.

## Paraglider

This magic construction of cloth and wood folds down to be small enough to fit in your pocket, but can be pulled out to its full form in the blink of an eye. Its full form is about three feet in diameter but can be stored away just as quickly. You can draw or stow your *paraglider* as easily as you can draw or sheathe a weapon. When it is not your turn, you can still draw your *paraglider* at any time by using your reaction.

While is held overhead, the *paraglider* can be used to glide surprisingly long distances. While you are at least 10 feet in the air and you are holding the *paraglider* in both hands, you have a flying speed of 50 feet, but cannot use this flying speed to ascend. You still fall 10 feet at the end of each of your turns.

## How to Win Friends and Influence People (Brooch of Rakshasa Persuasion)

This brooch in the shape of a small sword grants you the abilities of a charismatic visage. Your Charisma score is 19 while you wear this brooch. It has no effect on you if your Charisma is already 19 or higher.

## Pocket Sand (Dust of Sneezing & Choking)

Found in a small container, this powder resembles very fine sand. It appears to be *dust of disappearance*, and an *identify* spell reveals it to be such. There is enough of it for one use.

When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The *lesser restoration* spell can also end the effect on a creature.

## Bracers of Archery

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

# Rare

## AFS-EB (Bottled Water)

Found floating in the ocean from an unknown source, these little tin canisters hold small water elementals. When the cork is removed from the bottle the trapped elemental escapes with a forceful burst.

The bottle can be fixed to an arrow, bolt, dart or javelin. When the ammunition or weapon is used to make a ranged attack, it puts out an area of fire within a 15-foot cube, and if it hits the target takes an additional 1d6 cold damage.

Alternatively, the bottle can be held in one hand and used when you use your Attack action to extinguish an 15-foot cube of fire, or douse and push a creature 15 feet away. If you do so you have advantage on your Strength (Athletics) check.

Once a bottle has been used, the elemental disperses and the canister becomes a small nonmagical container.

## Ridgely's Eyepatch (Radnalek Eyepatch)

An eyepatch that strangely changes color every dawn.

Roll 1d10 at dawn to determine what color the eyepatch turns:

## Jarred Symbiotic Oblex

Inside a large jar (roughly the size of a watermelon) is a fairly large greenish ooze that, if one looks long enough seems to have faces in it; if only fleeting.

When the jar is opened as an action, the ooze will slowly pour itself out of the jar over the course of 2 rounds and start to move towards the nearest creature at a speed of 10ft per round.

When the ooze is within 5ft. of a creature, it leaps towards them and attempts to grapple them (DC 14 Athletics check to resist). If the creature is grappled and fails the escape check again after being grappled, the ooze pours itself into the creature's orifices. Over the course of the next hour, the creature receives terrible migraines, giving disadvantage on all Constitution and Intelligence checks for the duration, after which the migranes subside and are replaced with constant quiet whispers that only the player with the symbiote hears and that disappear if the player tries to focus on them.

***Benefits*** - After the symbiote invades them, the creature's skin is tinted green. You can cast *detect thoughts* using Intelligence a number of times equal to their Intelligence modifier (minimum of 1), regaining all uses at midnight. As a 10 minutes ritual, they may let the ooze come out through their pores and touch a dead body (less than 1 day dead) within 5ft and absorb its memories and the emotions, and they must make a DC 14 Intelligence saving throw. On a failure, they take 2d8 psychic damage as their mind is overloaded.

*green symbiotic oblex* is a sentient chaotic evil item with an Intelligence of 14 (+2), a Wisdom of 12 (+1), and a Charisma of 16 (+2). It can see and hear exactly as its wearer does. It can speak, read, and understand any languages its wearer does, and can communicate with its wearer telepathically.

To unattune, you must look into your own mind, and expel it using an action, it will coagulate and form a new jar at your feet.

## Adrenaline Shot (Ring of Evasion)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

## Stab Vest (Arrow-Catching Shield)

You gain a +2 bonus to AC against ranged arrow attacks and bladed weapons while you wear this.

## Bottle of Pills from the Brown Line (Endless Bottle of Pills)

A small jar of multicolored pills whose lid seems impossible to open. This item holds 6 charges, regaining 1d4+2 at dawn. As an action, you may expend 1 charge to force the lid open and withdraw a single pill. When draw, the DM secretly rolls 1d10 to determine the pill's effect, and 1d2 to determine if it's positive or negative. Once you have consumed or identified a pill of a certain type, you recognize it if you draw it in the future; otherwise, you must succeed on a DC 18 Medicine check to identify it. A creature may consume this pill using a bonus action.

## SCUBA-LITE (Merfolk Tunic)

While you wear this tunic, you can breathe underwater and have a swimming speed of 40 feet. In addition, you have resistance to cold damage, and you ignore the effects of water pressure.

## Cloak of Acid

This cloak has 3 charges. As an action, you can speak the cloak's command word and expend a charge to cause acid to seep from the cloak for 1 minute, or until you speak the command word again as a bonus action. While acid seeps from the cloak, a creature that touches you or hits you with a melee attack while within 5 feet of you takes 3d6 acid damage.

The cloak regains 1d3 expended charges daily at dawn.

## Gloves of Object Returning

These simple, fingerless cloth gloves that have bright colored rims around the finger and wrist holes, while the rest is pure black. The gloves have 3 charges. While wearing the gloves, you may expend a charge as a bonus action to magically transport one object that you can see within 60 feet of you and that you have held within the last minute. If another creature is holding or wearing that object, you must succeed on an Intelligence check contested by its Intelligence check. If you fail the contest, the other creature continues wearing or holding the item. If you succeed on the contest, the object is transported into your hand. The gloves regain 1d3 expended charges daily at dawn.

## Compass of the Trailblazer

A genius concoction of clockwork and illusion magic, these devices show a small, illusory map of the area surrounding its current location.

While traveling and using the *Compass of the Trailblazer*, you have advantage on any Wisdom (Survival) checks to navigate areas in the wilderness. Additionally, you can effectively use the *Compass of the Trailblazer* to look at a basic holographic-like map of the surrounding area within a 5-mile radius of your current location.

A *Compass of the Trailblazer* can have up to 3 differently colored beacons set at any location that also appear on the holographic-like map. If not within the 5-mile radius of the map, the beacon instead appears at the map's edge in the general direction of where its set location is within the world. When travelling to one of these beacons, the strain and costs of travel are halved.

## (Amazing Handwraps of Torrential Ki)

Woven of giant spider silk subjected to secret processing, these handwraps enhance the monk's flow of damaging ki into the target, increasing damage by one Martial Arts die. Non-monks inflict an extra point of damage with their unarmed strikes (i.e. two points total).

It's rumored that enchanted versions (very rare) of these handwraps exist, adding attack bonuses and other amazing effects to unarmed strikes.

## Universal Language Translator (Amulet of Translation)

While wearing this amulet, you can speak and understand the vocal words of any language.

## The Dooricade (Arcane Door)

An arcane door is a set of two metal bars, linked by fine shimmering electrum chains. You can spend an action to seal a doorway by placing one bar on each side. The chains stretch across the doorway, then expand at right angles into a shimmering golden wall of force. The wall is solid and extends into the ethereal plane. Wisdom (Perception) checks made through the doorway are made with disadvantage.

The arcane door can be deactivated and reactivated by the creature that sealed the doorway by speaking the command word within 30 feet of it. A *dispel magic* spell can deactivate the arcane door, for which it is effectively a 7th level spell. The wall can also be physically broken with a DC 25 Strength check, which deactivates the arcane door. The metal bars cannot be removed from the doorway while the arcane door is active.

## Weighted Blanket (Bedding of Beauty Sleep)

This bedroll is large enough for one Small or Medium-sized creature. It is thick and fluffy, keeping one warm in the cold, yet well-ventilated, keeping one cool in the heat. If you take a long rest in the bedroll, you gain the following benefits, which last for 24 hours or until you have any levels of exhaustion.

***Distracting Beauty.*** After a night in this bedroll, your features glow with vitality, you move with an unnatural grace, and your voice becomes like birdsong. Other beings are easily distracted by such beauty, and are less likely to notice little falsehoods or subtle movements. When you take a long rest in this bedroll, you gain advantage on all Charisma checks so long as the target can see or hear you and is not immune to being charmed. Also, you may make Sleight of Hand checks using Charisma instead of Dexterity.

***Enthrall.*** You gain the ability to cast the *enthrall* spell, and may cast it a number of times equal to your Charisma modifier (minimum of once) without requiring spell slots. The ability modifier for this spell is Charisma. You lose any unused uses of this spell when you lose the benefits of the bedding.

## (Battering Shield)

While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.

## Ever Beating Heart

The Ever Beating Heart is a, well, heart, roughly the size of an average human one. The flesh at parts is intertwined with incredibly flexible mythrill, and small blue blinkers, in tune with the constant beating.

Once the heart is activated, nothing short of an anti-magic zone or complete destruction will stop it from beating intensely. Unlike a normal heart, it never gives out, no amount of physical or mental stress can even begin to stop it.

***Unending.*** You can no longer be killed by the effects of Exhaustion. However, you can now gain up to 10 levels of Exhaustion. These extra levels do nothing else.

***Unyielding.*** After gaining a level of Exhaustion, you lose the level one hour afterwards.

***Anti-Magic Susceptibility.*** While under the effect of Anti-Magic Susceptibility, your heart stops beating. At the start of your turn, you gain 2 levels of Exhaustion.

## Eavesdropper (Ear of Dionysius)

A fist-sized piece of marble carved into the shape of a pointed, elfin ear. While attuned and within 90 feet, you can hear through this item as if you were standing wherever it is. Additionally, whether or not you are within range, all sound made within hearing distance of the ear is captured and can be heard telepathically by holding it and concentrating. At will, you can release any sound it has trapped this way; it emanates from the ear, recognizable but distorted as if echoing from a great distance. After doing so, that sound is gone from within the ear.

# Very Rare

## Oracle's Blessing (Glasses of the Nighteye)

A pair of wire frame glasses that appear to contain the power of the Pro-Hero: Sir Nighteye. Once per day, you may use the glasses's feature.

***Foresight.*** You touch and make eye contact with a creature, activating the ability. For the next hour, you may glimpse into the future of that creature, revealing decisions and consequences. Without severe intervention, the action will still come to pass. You may see any event within 1 hour without complication, although it will be hard to interpret context due to a constrained vision of what will occur. However, if you wish to view an event further into the future than 1 hour, you must make a DC 16 Wisdom check. On a success, you gain some knowledge on the event that will come to pass. On a failure, the vision fades from your mind and you take 2d6 psychic damage. The limits of the information you obtain from this item is dependent upon your DM.

## Shemp's Business Card (Stone of the Buyer)

> *No refunds.*
>
>

It looks like a shiny stone, with a slightly gold tinge. But it's got much more than that! As an action, you can speak the command word to teleport to Shemp's Stop and Save, where anything and everything a buyer might want can be found, and even bought in bulk! Once you use this stone to teleport, it disappears forever.

## Amulet of Determined Action

An extremely powerful artificer made this powerful amulet to be a gift to a mighty warrior. The warrior used the amulet's power to win many battles, but one day the warrior fell in battle against a red dragon, with the dragon taking the amulet for itself to be a part of its collection. The amulet is now held on a pedestal by the dragon to be a permanent reminder that he bested the warrior.

***Determined strength*** For every successful extra attack or and additional attack action done after the first attack of your turn you gain an additional bonus action. Up to three per turn.

## HS-V.2 (Animated Shield)

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

## The Housekey (Amulet of the Planes)

Originally intended for children to travel home easily and safely, this teleportation device was eventually taken off the market.

While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the *plane shift* spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1—60, you travel to a random location on the plane you named. On a 61—100, you travel to a randomly determined plane of existence.

## Speed Max 2's (Boots of Speed)

While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.

When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

## Climbing Boots (Boots of Parkour Steadiness)

There are a few pairs of *boots of parkour steadiness* scattered throughout the realm. Rumored to exist through the channels normally reserved for communication by thieves each pair is magically imbued to shapeshift to the size and style of its attuned owner with the goal of looking inconspicuous when worn. When not attuned either by choice or death of the owner the boots revert back to plain looking, knee height leather boots.

When worn and attuned the boots grant you uncanny steadiness and the ability to leap great distances and land unhindered. While worn, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow, and you can stick to any surface that is able to be scaled normally until the end of your turn. The boots also grant +2 bonus to Dexterity saving throws and Dexterity (Acrobatics) checks. You have advantage on saving throws against being knocked prone.

These boots are often paired with their companion items, the *gloves of parkour nimbleness*.

## Climbing Chalk (Gloves of Parkour Nimbleness)

There are a few pairs of *gloves of parkour nimbleness* scattered throughout the realm. Rumored to exist through the channels normally reserved for communication by thieves each pair is magically imbued to shapeshift to the size and style of its attuned owner with the goal of looking inconspicuous when worn. When not attuned either by choice or death of the owner the gloves revert back to plain looking, tight fitting leather gloves.

When worn and attuned the gloves grant the wearer uncanny nimbleness and the ability to travel unimpeded in a variety of environments. You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, a climbing speed equal your walking speed, and gives you advantage on Dexterity saving throws against magic and Dexterity (Acrobatics) checks to maintain balance. While worn, the gloves also allow the wearer to grasp and hang from any climbable surface or object that can be hung from by grasping with the hands for 1d6 × 10 minutes.

These gloves are often paired with their companion items, the *boots of parkour steadiness*.

## Pickpocket's Cloak (Cloak of the Shadowalker)

The cloak is a nondescript black garment that has an upper layer to sleet off rain and snow. It is black as night and has a wispy dark aura around the fringes.

One rule of thumb for this item is that you are invisible only if the cloak's hood is over your head.

***Shadowstalk.*** As an action, while within 5 feet of another creature, you can step into that creature's shadow and remain there. While in a creature's shadow you occupy the same space as the creature, are considered invisible and cannot affect your surroundings. As an action you can leave that creature's shadow, appearing in an unoccupied space within 5 feet. While in a creature's shadow, you can use an action to teleport into the shadow of another creature within 60 feet that you can see.

***Shadowstep.*** As an action, while in a shadow, you can teleport to the shadow of an inanimate object (eg. Alleyways between buildings) you can see within 60 feet of you.

***Call Shadow.*** Once per day, as an action, you can summon 1d4-1 (minimum of 1) shadows to your aid, to unoccupied spaces within 30 feet of you. They each act on their own turn and roll their own initiative. They are friendly to you and any other creatures friendly to you. You can dismiss one or all the summoned shadows with a bonus action. You regain the ability to use this feature at dawn. If you use this feature while shadows from a previous summon remain, the old ones are dispelled.

***Shadow Skulk.*** While in a space covered by darkness (mundane and/or magic) you can spend a bonus action to lift your hood, making you invisible. You become visible only when you enter bright light.

***Shadow Guard.*** As a reaction you can raise the edge of your cloak when you are hit, giving you a +5 bonus to your AC until the start of your next turn.

# Legendary

## Combat Adrenaline (Bracelet of Time Distortion)

This bracelet has 8 charges. When you would take an action, you may expend one charge of this bracelet. When you do, you may use a bonus action instead of an action. When you expend the last charge, roll a d20. On a 20, you get an additional action and bonus action this turn.

The bracelet regains 1d4 + 4 charges daily at dawn

## Spotter's Scope (All Seeing Eye Goggles)

While wearing these crystal lenses goggles, you gain truesight out to a range of 60 feet.

Sight Beyond Sight. While wearing these goggles, you may use an action to study a creature within 60 feet of you as an action. You gain information about the creature's current hit points, any abilities to look out for, and its total level or CR. The DM can then tell you if the following enemy ability scores are equal to, stronger or weaker than your own.

## Bracelets of Time

The green bracelets can change size to fit the wearers wrist after attuning. The bracelets can help the wearer land critical hits, not miss, predict moves of others and even heal through use of time.

***Future gaze, defensive variant. 4-6 recharge*** You can look into the future on your turn to successfully dodge an attack, range or melee and magical. You can also increase your AC by 5 for one turn, but this cannot stack.

***Future gaze, offensive variant. 4-6 recharge*** You look into the future, and your next attack will automatically hit, be a critical with an extra attack roll for damage. You can also either increase your next attack to instead deal an extra 4d12 magical force damage, this cannot stack.

***Time heal*** You use the use of time warping to heal 8d6 or heal another target 8d6. This action can only be done once per short rest.

***Time warp*** You gaze into the future to gain an advantage on all rolls except damage for the next 10 turns. This can only be done once per long rest. Cannot stack above 3 uses max

## Bleeding Lapel

This lapel takes the shape of any flower in any color as according to the whims of any creature wearing it, even in colors normally impossible for the type of flower the lapel appears to be. The center of the lapel is forever stained the rust-red color of either human blood or the blood of any creature wearing the lapel, if it has blood. Whenever you would take any amount of damage, you take 1 less damage, and whenever you would regain 1 or more hit points, you regain 1 additional hit point. In addition, your critical hits deal 4 additional damage for every 1/4 of your maximum hit points you are missing.

***Absorption.*** If you would be reduced to 0 hit points by any amount of damage, including damage that would instantly kill you, you can reduce the damage taken to 0. Once you use this property, the lapel cannot be used in this way again until dawn the next day.

***Bloodlust.*** Whenever you deal damage with a melee weapon to a creature that has blood and is at half its maximum hit points or less, you can choose to make the attack a critical hit. This property can also be used on creatures that don't specifically have blood, but still have some type of fluid or resource inside its body that is expelled when its exterior is damaged. Once you use this property, the lapel cannot be used in this way again until dawn the next day.

***Frenzy.*** The lapel has 5 charges, and regains 1d4+1 expended charges daily at dawn. Whenever you take damage from a creature, you can use your reaction to expend 1 charge and make a melee weapon attack against that creature, provided it is within your weapon's reach. If you are at less than half your maximum hit points when you hit with this attack, you can reroll any number of the weapon's damage dice and use either total.

## Cloak of Death Obstruction

This formerly-cursed cloak was once used to trap and kill a noble hero. The blood of that hero seeped into the material and shattered the darkness clinging to it. The cloak's newfound crimson radiance prevents any more curses from dwelling within or acting upon the object, shielding the wearer from curse based magics & weapons. While you wear this cloak, you gain two benefits:

***Curse Defense.*** You are immune to curses. Any spell or effect which would curse you has no effect, and you can choose to ignore the curse of any cursed item in your possession.

***Reclaim the Fallen.*** When a creature within 20 feet takes damage that drops its hit points to 0, you may use your reaction to expend a charge from this cloak to take damage in place of that creature until the end of the turn. The cloak has a maximum of 6 charges and recovers 1d4 charges daily at dawn.

Many who have worn the cloak and abandoned an ally or helpless victim suddenly found themselves without the item and were not able to find it again.

## Joe's Set of Die (Die of the Elements)

The die of the elements is a legendary weapon, that when used, can cast a spell of any of the 6 elements, fire, air, earth, water, lightning, or death. This item is normally a gift of the gods, or a weapon found in the ruins of a long-forgotten temple. Though there are very few in the universe, a few exist, calling attention to the towns that play host to these tiny weapons of mass destruction.

***Elemental Affinity.*** While attuned to the die, you are able to take an action to roll the die. Anyone not attuned to this item while someone who is attuned to it lives will be unable to lift it. When rolled, one of 6 effects will happen:

 2
 3
 4
 5
 6

Once the die has been rolled and the effect has happened, the die will teleport itself into the bearer's hand and it can not be used again for 1 minute.

## Karate Todd's 2073 Kid's Under 10 Division MMA Runner Up Belt (Belt of the Grappler)

While wearing this belt, you gain the following benefits:

* You can make a grapple check as a bonus action.
* Creatures you are grappling are restrained, in addition to being grappled. When the grapple ends, the creature is no longer restrained.
* You gain a +3 bonus to grapple checks, and Strength (Athletics) checks you make to prevent a creature from escaping from your grapple.

## Karate Todd's 2071 Junior Champion Black Belt (Black Belt)

Passed down by the greatest monks of time, this jet black belt has golden runes on it, and allows the wearer to pull off insane attack combos and almost always score critical hits.

***Devastating First Blow.*** The first melee attack you make every turn will score a critical hit on a roll of 19-20 on the d20.

***Counterstrike.*** While wearing this belt around your waist, you may counterstrike a creature that hits you. When you are hit by an attack by a creature within 5 feet of you, as a reaction, you gain a +4 bonus to AC against the triggering attack. If the attack misses, you can make a melee attack against the creature that attacked you.

***Combo Attack.*** At the start of your turn, you may activate Combo Attack, which lasts until the end of your turn. Every time a melee attack hits a creature this turn, your next melee attack this turn deals 1d8 additional damage of the same type as your weapon. This effect may be used 2 times, and the black belt regains all expended uses at dawn.

***Brutal Blows.*** While wearing this belt, whenever you score a critical hit with a melee weapon attack, you deal 1d6 additional damage of the same type of this attack damage.

***Stone Breaker.*** Your unarmed strikes deal double damage to objects and structures.

## Taxia's Sight (Blindfold of Truesight)

In order to use the *blindfold of truesight*, you must place the blindfold over your eyes and tie it around the back of your head. Once you have tied it on, you can see through it. To anyone else, the blindfold still appears completely opaque, and no one can see through it to your eyes. While you wear it, the blindfold grants you 120 feet of truesight. As an action, you can alter the benefits it grants, choosing from the following:

* ***X-ray Vision.*** You can change your vision to see through an object or an area up to 20 feet away. For example, you can see a creature's bone structure or underneath a layer of someone's clothes or armor. The effect can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
* ***Far Sight.*** You can change your vision to focus your vision and "zoom in" on anything within 300 feet of you, getting a clear view of your target no matter how far you "zoom in".

## Archer's Gloves

While wearing these gloves, your mind is filled with the knowledge of the heroic archers of legends. While wearing these gloves, your Dexterity score is set to 23 while you are attuned to these gloves, and you gain a +2 bonus to attack and damage rolls made with a longbow or a shortbow. If your Dexterity score was already 23 or higher, the gloves don't alter your Dexterity score.

## Bracelet of Time Distortion

This bracelet has 8 charges. When you would take an action, you may expend one charge of this bracelet. When you do, you may use a bonus action instead of an action. When you expend the last charge, roll a d20. On a 20, you get an additional action and bonus action this turn.

The bracelet regains 1d4 + 4 charges daily at dawn

## Tiebreaker's Clip

***Tie Breaker***

This finely-crafted tie clip gives off an aura of resilience and triumph. While attuned to and displaying this item, you automatically win any ties in which you are involved, such as an attacker meeting but not exceeding your armor class with an attack, a target meeting but not exceeding your spell save DC, ties for initiative with one or more other creatures, a tie of a Wisdom (Insight) check vs. a Charisma (Deception) check, &c.

***Non-Overlapping***

If two or more creatures come into a tie, and two or more of them are each wearing a Tiebreaker's Clip, the effects of all clips involved cancel out and normal rules of play take precedence until the tie or ties are resolved.

## Skeleton Key

With this key you can open any lock without needing a check of any sort.

# Artifact of the New World

## NANO-INV (Cloak of Invisibility)

A Cloak of Invisibility is a rare item that can turn whatever it is draped over invisible. If a creature is underneath the cloak, they can see through it.

***Invisibility.*** The cloak can cover a surface area of 10 ft. squared, and whenever it covers something, the creature or object it is covering is turned invisible.