Magic Items

## List of magic item not powerful enough to be artifact level

Firestoke/Iceshard: Firestoke is a scimitar that deals +1d4 fire damage on hit. Iceshard is a scimitar that deals +1d4 cold damage on hit. When a creature is hit by attacks from both weapons in the same round, a burst of fire and shards of ice blast all creatures in a 10 ft. radius of the creature. Those creatures must make a DEX save or take 1d4 fire and 1d4 cold damage.

Belt Of The Tauren

This belt grants its wearer a +2 enhancement bonus to Strength, and the ability to ignore difficult terrain while charging or making an overrun, bull rush, or trample attempt. Treat the enhancement bonus to Strength as a temporary ability bonus for the first 24 hours the belt is worn.

CURSE

while wearing it you slowly turn into a Minotaur adopting the name "Dregnek" and an enthusiasm for complicated things

Minotaurs have a love of complicated things, and the double crossbow is one of their favorites. This heavy weapon fires a pair of iron-tipped bolts with deadly accuracy. Due to its size and weight, however, non-proficient wielders suffer a –8 penalty on their attack rolls. Even proficient wielders take a –2 penalty on their attack rolls. If the attack is successful, the target takes the listed damage twice (2d8+2d8.)

Reloading a double crossbow takes 2 standard actions (one for each bolt), although the crossbow feat ignores this

Bone Ring:

This plain finger ring is always carved from human bone. Nebt Bhakau's Book of Shadows hints at a secret method for enchanting these rings, but only the clerical tome On Coming Forth by Day contains the full details of their construction. A bone ring wards the wearer from all energy- or Strength-draining attacks from all sources (such as undead and hostile spells). Each ring has 1-100 charges. Each attempted drain that the ring absorbs will drain one charge until it finally disintegrates into fine, dry powder. Unless magical divination (such as identify) is employed, the wearer will not be aware of how many charges are remaining.

Glaive of Unholy-Slaying

Weapon (glaive), rare (requires attunement by a cleric or paladin)

This magic glaive acts as a +1 weapon, granting a +1 bonus to attack rolls and damage rolls you make with it. You can also speak its command word (no action) to illuminate it as if targeted by the light spell. Speaking the command word again extinguishes the light.

  Additionally, while attuned to this weapon, each day at dawn you can choose one creature type from aberration, celestial, fiend, or undead. Until the following dawn, the glaive is considered a +3 weapon when you use it to make attacks against a creature of the chosen type, granting a +3 bonus to attack and damage rolls you make with it against such creatures.

  If you do not choose a creature type at dawn, it maintains the same type that it had the previous day.

cursed amulet that absorbs your soul the moment you put it on. Your characters soul can then be transfered between bodies (even after death) by putting the amulet on a new victim, but this comes with a catch: they have more restrictions laden upon them every time their soul transfers. This can be anything from a new crippling fear, to forgetting past memories.

Its kind of like a monkeys paw wish in a way; you make a character "immortal" but every time their soul is placed on a new body, they lose some part of who they originally were along the way.

Zombie Brain: The still pulsating encephalon of a zombie whose body has been destroyed, but his ever lasting hungry still remains. A Zombie Brain can be implanted in a corpse and in 1d4 rounds it will reanimate as a zombie. It is advised to have someone who can control the newly revived undead.

Pouch of Dryad Leaves: This pouch contains the leaves from a Dryad Tree. The leaves have been ground down and can be used in a smoking pipe. Anyone who spends a round smoking the Dryad Leaves becomes immune to mind-affecting abilities for 1 turn.

Angel Perfume: This bottle contains the tears of an angel. If sprayed on the user it will register their alignment as being of a good nature for 24 hours. A bottle contains 3 applications.

Leprechaun Candle: This candle is made from the fat of a leprechaun. When lit it creates a rainbow that originate from the candle and ends where the most valuable accumulation of wealth is located. The candle can extend out to 5 miles and last for 3 hours before burning out.

Cockatrice Duster: This feather duster is made from the most decorative plumes from dozens of cockatrice. The duster can be used to reverse the effects of petrification. Once used the exotic feathers become dull gray and loses its reversal properties.

Devil Ink: This vial of ink is made from the fiendish blood of devils. When used to sign a contract it create irrevocable clause that binds the party to live up to their agreement. Deviations from the contract causes the breaker to bleed from his eyes. The damage is applied daily and equals twice the signers level or HD. Those killed by Devils Ink cannot be resurrected as their soul is forfeit to the Nine Hells.

Elders Eye: this +1 mithral longsword with the finnese property when you hit a aberation it takes an extra 2d6 dmg and as an action can absorb a beholder eye and save one of its rays; can release ray as an action

Rose knight’s blade

Requires Attunement, Legendary

Three times per day, the wielder of a rose knight’s blade can attempt a new saving throw against one of the following conditions affecting her: dazed, frightened, nauseated, panicked, paralyzed, shaken, staggered, or stunned-but only if the condition was caused by a mind-affecting effect. Alternatively, the wielder can expend one daily use and touch the blade to an adjacent creature as a standard action to remove one of these mind-affecting conditions from the ally.

Blackjammer's Cutlass: Blackjammer’s Cutlass is a distinctive weapon of an outdated style. The blade is fashioned from a nonreflective black crystal, clearly not metal. The hilt is silver and fitted with an enormous basket depicting a sailor being keel-hauled. For all of its apparent size, it is far lighter than an ordinary cutlass

Staff of Paranoia (Staff, requires attunement by a spellcaster): This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: Detect Poison and Disease (1 charge), Find Traps (2 charges), Glyph of Warding (3 charges), or Death Ward (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes and joins the conspiracy against you.

Origami Food and Water (Scroll): You can use an action to read this scroll, which causes it to fold itself into origami food and a cup of water, enough to sustain you for 24 hours. The food is bland but nourishing.

Crow's Eye (Wondrous Item): Any creature which ends its turn within 10 feet of this dark eye-like marble must succeed on a DC 12 Wisdom saving throw or be distracted by it, and unable to take reactions until the end of its next turn.

Wand of the Centipede (Wand, requires attunement): This wand is crafted from dark wood, and carved to appear finely segmented. While holding it, you can use an action to speak its command word, transforming it into a giant centipede. The creature acts on its own initiative count and follows your mental commands. The wand returns to its normal form when you use a bonus action to speak the command word again, or if the creature is reduced to 0 hit points.

Ring Mail of Three Wishes (Armor, ring mail, requires attunement): When you are hit by a melee or ranged attack while wearing this armor, you can use your reaction to wish that you hadn't been hit. The attack deals no damage, but the armor class provided by the armor decreases by 1. After the third wish, the armor's rings vanish and it becomes nonmagical leather armor.

Ring of the Goat (Ring, requires attunement): While wearing this carved horn ring, you can consume virtually any organic matter, such as grass, leaves, twigs, linen, leather, etc., and find it as tasty and sustaining as normal food

Potion of Ectoplasmic Armor: This purple concoction is made of a supernatural viscous substance of spiritual energy. Once consumed an ectoplasmic armor will wrap around and cover the body, providing a random armor bonus. The size and shape is determined by the chart below. The weight of the armor is 1/10th of normal weight, can be used by any character class, doesn't hinder spellcasting, and last 1d4+1 turns. However, any natural 20 rolled against the wearer will shatter the armor and end its effects.

D6

            Armor Type

Padded

Studded Leather

Scale Mail

Chain Mail

Banded Mail

Plate Mail

Witch Bottle: This mason jar is filled with nails, broken glass, and other sharp objects. The user of the bottle must fill the remaining air space with their own urine. The bottle is then buried in the soil. The user will be immune to the next harmful spell cast against him as long as he remains within 5 miles of where the bottle is buried. The witch bottle will shatter and be destroyed once those conditions are meet.

Rotting Axe: This +2 battle axe is merged with disease bearing symbiote. The symbiote is a semi-intelligent organism that requires it's diseased cells to be expelled daily. Failure to expel the diseased cells on another creature will have the axe spread it disease to the wielder. Every time the axe successful hits an opponent in combat they must save vs death or contract quick rot. Quick rot deal 1 hit point of damage per HD of the creature for a number of round equaling the creatures hit die. An 8HD creature would take 8 damage per round for 8 rounds. A save is allowed each round that the rot is festering. A save suppresses the disease for 1 round. If 24 hours pass without spreading the disease to another creature the wielder will automatically be subject to quick rot.

Potion of Proto-Fluids: This potion is made of ground organs and bones mixed with sanguine fluids. The mixture constantly swirls and shifts around even if the container is motionless. Once consumed the potion causes a temporary mutation. Roll 1d6 and consult the table below.

A third eye grows on your forehead. You gain the ability to see in the dark perfectly within 60’ and are able to spot invisible creatures.

You grow two additional legs. Your movement is doubled.

A huge arm and malformed clawed hand sprouts from your chest. You gain an additional attack that does 1d6 points of damage.

You grow an exact duplicate of your head on your shoulders similar to an ettin. Since you have two minds controlling your body you can act twice in one round. Also you can roll twice for any mind-affecting saving throw and take the highest of the rolls.

Your body is covered in hundreds of calluses evenly distributed throughout your body. You are resistant to physical damage and take two less damage for all attacks.

Your internal organs liquify. Save vs. death or die.

Potion of Deflection: This potion last for 1d4+2 rounds and damage dealt to you is randomly distributed to another person or creature within 60'. If no target is within 60' you take the damage as normal.

Potion of Tumors: This potion has the appearance of yellow-brown pus with tiny clumps of tissue floating about. The potion is extremely hard to swallow and a constitution check is required to down the potion. If you are able to down the potion your body grows hundreds of pus filled tumors that are highly acidic once bursted. You gain immunity to acid for the duration of the potion and anyone hitting you with a weapon punctures your tumors and everyone within a 5' radius of you takes 1d4+2 points of acid damage.

Bistre Cylinder: Soul Recycle. Any living being slain has their soul absorbed into the stone. The stone explodes and a Shadow is born the next round.

Ebony Cube: Anytime an undead slays a creature, the cube absorbs 1 hit point for each HD/Level of that creature. The cube can store up to 100 hit points. As an action the undead can harness the cube's stored reserve to heal itself up to its maximum.

Phoenix Elixir: The contents of this potion churns with liquid flames. Anyone who drinks this elixir has a moment of renewal. The character can reroll all stats and has the option to select a new race and class. The character retains his current experience and applies it to his new incarnation.

Coral Mask: A symbiotic mask made of coral that wraps around the face of the wearer. It processes oxygen and carbon dioxide and allows the wearer to breath underwater

Treatise of Abyssal Lore: This large book is made from the skin of hundreds of humanoid hide from across the multiverse. The words are penned in sanguine ink that constantly shifts and swirls, making it extremely difficult to comprehend. Anyone with an intelligence of less then 12 can't decipher its cryptic language. Those with a 12 to 17 intelligence can spend a turn consulting the book to gather insight on a specific demon type. Those with 18 plus in intelligence receive a +1 to decipher the contents of the book.

     The user must spend one turn studying the book and then proceeds to roll a 1d6. On a roll of 1-3(18 plus Int succeeds on a 1 - 4) the user is able to recall information on a specific demon type. This information can be special abilities, weaknesses, etc. On a roll of 4 - 6 the user is unable to decipher the cryptic nature of the book. On a roll of a 6, the user must roll d6 again. If another 6 is rolled, then another roll is required. If three 6s have been rolled then the book returns to the Abyss and is replaced by the demon the user was attempting to research.

Nether Spike: This nail is forged of silver and discarded scrap metal from a destroyed magic item. The scrap metal from the item has residual magic that still permeates. Nether Spike is effective vs incorporeal undead. It allows the user to hammer the nail into the same space the incorporeal creature is occupying, forcing the undead to partially materialize and be tethered to the spike. The partial materialization allows for non-magical weapons to harm the incorporeal creature but at 1/2 their damage. It also keeps the incorporeal creature from moving from the Nether Spike unless a save vs death is made to break free.

Martyr Blade: This long sword has a rose quartz as a pommel and the grip has a rose design. The sword function as a +1 magic weapon, +2 vs chaotic creatures. The user can sacrifice his own hit points to deal additional damage to an enemy with a successful attack. The maximum additional damage cannot exceed user level/HD for each attack. Hit points sacrificed cannot bring the wielder below zero.

Pixie Bullet: This sling ammunition is made out of a pixie skull with residual dust clinging to it. When the bullet is shot from a sling it lets out a childish laughter. With a hit it deals normal damage and also causes the victim to disappear from existence for one round. A save vs spell is allowed to avoid disappearing.

Vial of Stout Blood: This vial contains a mixture of dark green herbs and troll plasma. If the vial is applied to a wound it immediately stops it from bleeding. If ingested it will stop all ongoing bleed damage and prevent bleed damage for 1 turn as your blood becomes thicker. If used as a topical it has five doses, if drank it only has one dose.

Ghost Coins: A pair of black coins with an owl stamped on both sides. If placed on the eyes of a corpse it will psychically reveal the last ten minutes before their death. Upon revealing the details it turns to dust.

Radiant Lantern: This black metal lantern has a crystal housed inside. It has 24 charges. A single charge provides light in a 30' radius for 1 turn. If two charges are spent it increases the lights intensity to 60' and last 1 turn. If three charges are spent it reveal all invisible creatures in a 30' radius for 1 turn. If six charges are spent it creates radiate light that does 2d6 points of damage to all fiends and undead in a 30' radius. The Radiant Lantern will regain spent charges if bathed in natural sunlight for six hours.

Fist of the Pit: This +1 spiked gauntlet is shaped like a skull studded with metal spikes. Once per day as a standard action, the wearer can strike the ground with the gauntlet, causing a 10-foot-square, 30-foot-deep extradimensional pit filled with spikes to open within 30 feet, as per spiked pit.

Sunlord’s Feather: This +1 flaming holy arrow has a platinum arrowhead and brilliant white fletching. When the arrow successfully strikes an evil-aligned creature, it explodes in a shower of golden sparks that summons a swarm of celestial doves (treat as a celestial bat swarm) that continues to attack the arrow’s target for 10 rounds or until destroyed or dismissed. If the target is slain before the duration expires, the remaining doves fly off into the horizon.

Fighting Tankard: This steel tankard functions as a +1 light hammer.

Worshipers of a god of drinking or luck are automatically proficient with it. The interior of the tankard contains six identical extradimensional spaces. Each space can hold 1 dose of a different potable liquid of up to 1/2 cubic foot in volume (including potions, but not poisons). Liquid never sloshes out of the these spaces accidentally (though it often appears ready to do so), and when the wielder drinks from the tankard, it provides the drink from the desired extradimensional pocket (or a random pocket, if the wielder has no preference).

Manchiller: Manchiller is a +1 human bane trident. It’s three-pronged head is crafted of magically strengthened seashells, and its haft is composed of rough, twisted coral that deals 1 point of damage each time it is grasped, unless the wielder has a natural armor bonus or is wearing gauntlets. As a bonus action after a successful melee attack with the trident, exspend a chargeand, it’s wielder can transmute the substance of the target creature into rigid coral. This attack deals 1d4 points of Dexterity damage and slows the target (as the spell) for 1 round as its flesh calcifies. A DC 16 con save negates the slow effect but not the ability damage. A target reduced to 0 Dexterity is permanently petrified, transformed into inert, mindless coral. Break enchantment or restoration reverses all of the effects of this calcification. this weapon has 7 charges can br replenished by bashing it in seawater

Monastic Warden: This +1 sword is attuned to a single temple or monastery. A monk making an attack with this blade can spend 1 ki point as a bonus action to ignore any shield bonus to AC her target possesses for that attack.

Three times per day, the wielder of the monastic warden can slash the air in his target’s direction, causing a shimmering copy of the sword formed of white light to streak toward the target. The wielder must make a ranged attack against the target. A creature struck by the shimmering blade takes 4d8 points of damage. If the target is struck while on the grounds of the location the blade is attuned to, the target instead takes 8d6 points of damage and is dazed for 1 round. A successful DC 14 Will saving throw reduces the damage by half and negates the daze effect.

Sylvan Scimitar: When used outdoors in a temperate climate, this +3 scimitar grants its wielder the use of the Cleave feat and deals an extra 1d6 points of damage.

Skyrocket Crossbow: The stock and bow of this +1 distance hand crossbow are decorated with the golden head of an osprey, sea eagle, or other avian creature. Three times per day, a skyrocket crossbow can imbue one of two special abilities on its ammunition.

The first causes a bolt fired from the crossbow to explode in a dazzling burst of colored light when it hits a creature or object, or if it reaches its maximum range increment (600 feet). Creatures within a 10-foot radius of the target point are blinded for 1d4+1 rounds. A successful DC 13 Will save means a creature is dazzled for 1 minute instead. Sightless creatures, or those without line of sight to the target point, are unaffected.

The second ability causes a bolt fired from the crossbow to function as a screaming bolt.

Triton’s Trident: This curve-tined +1  trident is etched with a pattern of alternating scales and shells. A triton’s trident can unleash a hydraulic push three times per day, once from each tine; alternatively, their power can be combined to release a single hydraulic torrent once per day. +6 to hit for either effect.

Wasp’s Kiss: The long blade of this weapon bears shifting black and yellow patterns, resembling the markings of a wasp. This +1 heartseeker elven curve blade has three slots built into the hilt for storing doses of poison. Adding or removing a dose of poison from the blade is a bonus action that requires a free hand.

Any creature struck by a wasp’s kiss suffers a –4 penalty on saving throws against the poison applied to the weapon. The frequency of any poison applied to the weapon increases by 2 (for example, black adder venom lasts 8 rounds instead of 6, and arsenic lasts for 6 minutes instead of 4). Attempts to cure the poisoned target with a skill or magic take a –4 penalty.

Horn of Blasting: This plain brass horn is badly dented, but despite the apparent damage, it is fully functional. A horn of blasting functions as a normal trumpet unless someone speaks the command word and then blows the horn. Even without the command word, the horn emits a deep, roaring rumble when blown. The blast causes the ground in front of the horn to quake slightly, and dust kicks into the air as if disturbed by a sudden gale.

Property:

As an action, you speak the horn’s command word and then blow the horn. It emits a thunderous blast in a 30-­-foot cone. Each creature in the cone must make a DC 14 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage, and it is deafened for 1 minute. On a successful save, a creature takes half as much damage and is not deafened. Crystalline creatures and objects have disadvantage on the saving throw and take 7d6 damage instead of 5d6.

Each use of the horn’s magic beyond the first during a single day has a 20 percent cumulative chance of causing the horn to explode. The explosion deals 10d6 thunder damage to the blower and destroys the horn.

Magic Item: Phoenix Amulet

Description

This amulet is crafted from gold and copper, wrought in the shape of a pair of fiery wings in flight.

The metalwork surrounds a brilliant, teardrop-shaped ruby that glitters in the light of any open flame.

If a character wearing the amulet fails a death saving throw, the amulet gains 1 charge. Roll a d6. If the result is equal or less than the number of charges the amulet has, it crumbles into ash, and restores the wearer to their full HP.

When a character is restored to health this way, the amulet deals 2d6 fire damage to all creatures within 20 feet of the character (DC 14 Dexterity save for half damage).

Lore

When the explorers from the far-off land of Dallica traveled across the Sea of Cronus, their artificer-priests crafted special amulets to protect them, and invoked the ancient phoenix spirits that roamed their land so many years ago.

Over a thousand years later, many of these amulets were scattered across the Northern Kingdoms, mostly useful as archaeological curios for more scholarly nations such as Tammarand.

Only about one in fifty amulets still contains the power it once had, as many bound spirits have fled their artificial trappings in their thousand years of silence.

True North

This is a slender wand that appears to be carved from a single piece of light-colored driftwood. The arcane energy bound in the wand causes the tip to glow a faint green color when it is wielded, and evokes a nostalgic feeling in the wielder.

Small green buds of plant life bloom along the length of the wand when spells are cast through it.

The wand is masterfully carved with scenes depicting elven ships sailing the Tethys Sea.

True North gives +1 on spell attack rolls when wielded. It also grants the user advantages on Strength (Athletics) checks that involve swimming.

When a command word is uttered, the wand rises into the air and points North.

Lore

True North was the wand of an elven sea captain, from the old days of Oryth. The captain was always nostalgic about his homeland when he was abroad, so he commissioned a wizard to craft him a magic item.

Originally, the wand was designed to guide its owner to his homeland, which was his True North. However, the original owner of the wand is long dead, and now that True North has been separated it merely points geographic north.

Pauldrons of the dragon's grin

Wraithwalker: +1 Dagger with a single edged, slim pale blade. As a bonus action, you can throw the knife at a point within range, and misty step to it by spending one of the dagger's six charges. Charges restock at dusk.

Sylvestris: +1 longbow, deals additional 1d6 poison damage once per turn. Bow makes the user smell faintly of summer fruits and flowers, giving a +1 to Persuasion and Deception rolls.

Lolth's Sting: a magical +1 short sword that grants the user immunity to Web and can ensnare an opponent in a magical spiderweb on critical hits.

Jar of Magic Surge

Bottled dragons roar 10d10

Dragonborn sword: expend dragon breath to empower blade to do any type of elemental damage damage equal to your breath damage

Sonic Lance

Nourishing Thresher

Weapon (Flail), uncommon (requires attunement)

Once per long rest, the bearer may lay this weapon beside a bowl of water. After a moment, the bowl of water will begin to boil and after a minute it will transform into a hot meal of special significance to the bearer (Their mother's noodle soup or father's elk stew). Eating this delicious meal is so satisfying that it counts as nourishment for an entire day and restores 1d4 hit points. To anyone other than the bearer, the bowl and its contents appears unchanged.

 Phantom blade

Weapon, uncommon (requires attunement)

Damage inflicted with this weapon leaves no physical sign of injury, such as cuts and bruises, and draws no blood

 Imaginary Sledge

Weapon (Maul), uncommon (requires attunement)

Once attuned, this weapon exists only in the bearer's imagination until held with intent to do harm. It becomes imaginary again after a short rest.

Holy Boots

Wonderous item, uncommon (requires attunement), uncommon (requires attunement)

When the bearer of this item rolls hit dice, they can choose to re-roll them and take the second result.

Translucent Pendant

Wonderous item, uncommon (requires attunement), uncommon (requires attunement)

The bearer gains an extra level one spell slot, which recovers only after a full moon rises.

Sacred Cloak

Wonderous item, uncommon (requires attunement), uncommon (requires attunement)

The bearer may increase their Lay on Hands hit point pool by 5.

War Leader's Gloves

Wonderous item, uncommon (requires attunement), uncommon (requires attunement)

The bearer can use an action to amplify their voice so that it clearly carries for up to 300 feet.

World's Pain - A chalice in which it is said the primordial strew simmered, raged, and gave birth to the world's original inhabitants. It is said that the World's Pain can be used to bring about a kind of everlasting peace.

The truth is - the chalice is made of voidsteel, which has magic nullification properties. It can nullify magic - which could be seen as a kind of "peace" if one's dealing with a magical threat.

And the first of the Blood Magi stole the chalice in the interest of job security. Everlasting peace = a world without stimuli, potential, and possibility. Maybe that's true, maybe its something the Blood Magi tells himself to excuse his actions.

 Preacher's Cap

Wonderous item, uncommon (requires attunement), uncommon (requires attunement)

The bearer may extend the range of their Channel Divinity by 5 feet.

Trueheart Crown

Wondrous Item (head), Rare, requires attunement by a fighter

A gold crown with a starburst motif at its front depicting rays of light emanating from a rearing lion. When the attuned creature heals themselves with their Second Wind ability, all allies within 20 ft. of the creature heal for an equal number of hit points.

Riptide: dagger, can pull enemies closer, and comes back to you

sword of cold: In addition to the bonus shown vs. creatures of fiery origin, the weapon scores triple damage whenever a 20 is rolled. It is able to dispell a Wall of Fire and gives its user the same protection as a Ring of Fire Resistance