Custom Magic Item Descriptions

> *This article contains the text of previously created custom item descriptions. For details on requesting a new item or acquiring any of these items, see Magic Items: Custom Magic Items.*
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## Included Items

Whenever a custom item's text is finalized, a DM should ask the player if they would prefer to keep the text private or make it publicly available here.

### Personal Items

Some custom items pertain to character secrets or are closely tied to an individual character, or sometimes it simply doesn't make sense for there to exist multiple copies in the world, and so not every requested item is included here. Sometimes, it's simply preferred to keep an item's text private temporarily; this can also be accommodated, as can publicizing a genericized version of an item, without the flavor specific to the original character.

### Items from Previous Seasons

Custom items from previous seasons are not included, as the general power level DMs approve for magic items has been known to shift from one season to another, and the repository can get overwhelmingly large otherwise as well.

## Common Items

### Amulet of Sleeplessness

*Wondrous item, common (requires attunement)*

This amulet serves as a protection against spells and mystic effects that would slow your mind. While attuned to this item, magic can’t put you to sleep.

### Anansi, Atorcoppe Bow

*Weapon (longbow), common*

This spider has been bred by drow to have the unique property of being able to shoot a web from the tip of one of its legs and attach it to another leg, acting as a longbow. While holding the spider, you can choose to prompt it to do this. Once per turn, when you hit a creature with a projectile from this bow, its movement speed is decreased by 5 feet until the start of your next turn.

The spider cannot take any actions on its own.

### Chain Reaction

*Wondrous item, common*

This item looks like someone tried to make a set of brass knuckles by stretching out chain links enough to jam their fingers through. Ouch.

These chains have two charges, and regains one charge at the end of a short rest or two charges daily at dawn. When you use an action that expends one or more ki points while wearing the chains, you can expend a charge to be able to use your Flurry of Blows bonus action even if you did not take the Attack action. You can only expend one charge per round, and Flurry of Blows still costs ki as normal.

### Cauterizing Charm

*Wondrous item, common*

This small pendant on a chain allows you to use your control over the elements to heal others injuries, provided you already have the healing skill. If you are a Way of the Four Elements monk, and could cast the spell *Cure Wounds* with spell slots, you may instead cast the spell by spending 2 ki points. Standard upcasting rules apply as with all other elemental disciplines.

### Flight of the Bumblebear

*Wondrous item, common*

This silver tiara is set with a centerpiece of polished amber. While you whistle, hum, or otherwise produce music while wearing it, you have a 5-foot flying speed. You can use the tiara to fly for up to 3 minutes, all at once or in several shorter flights, each using a minimum of 1 minute from the duration. The tiara regains all flying capability each day at dawn.

### Gloves of the Everyman

*Wondrous item, common*

These gloves are extraordinarily mundane, befitting of your average traveler. They smell faintly of driftwood and sea salt. While wearing these gloves, your strength is treated as if it were 10 for the purpose of calculating the damage of unarmed strikes.

### Locket of the Pack

*Wondrous item, common*

This heart-shaped locket contains a small portrait of the owner's family and allows the wearer to connect with their lupine heritage. While wearing the locket, you gain a +1 bonus to Wisdom (Perception) checks that rely on smell. The locket only increases scent-based Passive Perception.

### Mark of Air Conditioning

*Wondrous item (tattoo), common*

Produced by a special needle, this magic tattoo is granted to those who have completed the first step in mastering the element of air. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin as a stylized wind design. Once the tattoo is there, if you roll less than half the average damage for the elemental discipline Unbroken Air, you can reroll the damage dice as a chill wind surrounds your fist, reinforcing your effort. You must use the new total.

### Merbow

*Weapon (crossbow), common*

You have a +1 bonus to damage rolls made with this crossbow during underwater combat.

### MimiTool, Painter

*wondrous item, common*

This deceptively simple paintbrush is actually a tiny, benevolent mimic in disguise who just wants to help people. Unlike other mimics found across the continent, this one in particular prefers to turn itself into various tools that can be found in a typical painter's supply set. While the MimiTool is in your possession, you are proficient in painter's supplies.

### Navigator's Tattoo

*Wondrous item (tattoo), common*

To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you may use an action to determine which way is north, as the tattoo shifts its design to point in the correct direction. This property functions only on the Material Plane.

### Noise Cancelers

*Wondrous item, common*

These carefully constructed earmuffs block all sound. While you wear them, you are deafened, but you begin to pay more attention to your other senses and gain a +1 bonus to Wisdom (Perception) checks that rely on sight.

### Official Diagnostic Aid

*Wondrous item, common*

This dark crystal orb swirls as though filled with smoke. It has two charges and regains all charges daily at dawn. When you make a Medicine check, you can consult the orb for diagnostic assistance. Expend a charge and roll 1d4, adding the result to the check's total as a brief answer of confirmation or denial appears on the orb's surface.

### Pendant of Comical Failure

*Wondrous item, common*

This small, slightly bent copper coin is strung on a piece of oddly resilient twine. Faintly inscribed on the coin is the number 1. Whenever the wearer makes a check, saving throw, or attack roll, they may choose to forgo the roll in favor of getting a critical failure. This does not activate any abilities requiring you to fail a roll or roll a natural 1.

### Pendant of Positivity

*Wondrous item, common*

This simple leather cord has a symbol of peace strung onto it. While you wear the necklace, allied creatures within 10 feet of you feel mellow and soothed. Affected creatures feel comfortingly warm, as if sitting by a campfire, and may notice scents that remind them of happy memories.

### Raiment of the First Spark

*Wondrous item, common*

This charcoal black scarf is interwoven with red and orange threads, like burning coals holding a raging fire within. When a creature wearing this scarf holds a *Produce Flame* cantrip that they cast, the light produced increases to 20 feet of bright light and 20 feet of dim light as the flames within the scarf bolsters its intensity. In addition, the distance they can hurl the flame increases by 30 feet, to a maximum of 60 ft.

### Recurve of the Formicidae

*Weapon (longbow), common*

It's a bow. It's made of ants. Nobody knows why. As a bonus action while holding this bow, you may allow the ants making it up to stow themselves within your clothing or other suitable habitation on your person, or to have them reform into a bow. While the bow is not formed, it cannot be detected as a weapon on your person, other than the occasional ant that can be seen crawling on your skin or clothes. In addition, the bow shoots arrows made of more ants, which skitter back to you after impact.

### Ring of the Seasons

*Wondrous item, common*

Made of four interlocking bands of metal—gold, bronze, silver, and rose gold—this ring is ever-changing as it twists upon its wearer's finger. When an eladrin wears this ring, they can use it to warp the natural energy within themselves and change the season they present as. Once per turn as a free action, you can spin the ring's bands. Roll 1d4 and immediately change to the listed season on the table. You can use this ability a number of times equal to your proficiency bonus per day.

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### Runic Shield

*Wondrous item (tattoo), common*

Produced by a special needle, this magic tattoo is used by adventurers who prefer to travel light. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin as a line of runes running down one arm. Once the tattoo is there, you can activate it as an action to gain the benefits of a shield. If you use that hand for any other purpose, the runes deactivate. The tattoo counts as a normal shield for all intents and purposes.

### Second Opinion

*Wondrous item, common*

This pair of glasses, while inconspicuous in nature, has a small set of research notes written on the inner frame. Once per day, if you fail a Medicine check while wearing these glasses, you may choose to reroll the check. You must use the new roll.

### Shadow Leash

*Wondrous item, common*

This leash is semi-corporeal and eternally bound to your Hound of Ill Omen that you control. The leash remains bound to the Hound until you unbind it as a bonus action, and it stays bound when the Hound is dismissed or killed. While the leash is bound to your Hound, whenever the Hound forces a hostile creature to make a saving throw, you can cause them to succeed instead.

### Solemn Serviette

*Wondrous item, common*

This folded square paper napkin refuses to tear, stain, or burn, imbued with the strength of dedication of its possessor. While this item is on your person, all damage from melee attacks you make is considered nonlethal, regardless of additional damage from smites.

### Soulbond Rubies

*Wondrous item, common*

These rubies, set into earrings, carry a mysterious arcane bond. While two willing creatures wear or carry them, they have a 75% chance to spot each other even when the other is invisible or obscured for purposes of spells or similar effects requiring sight. This is determined before the spell is cast.

### Sunglasses of Infinite Coolness

*Wondrous item, common*

These sunglasses just *radiate* coolness. In fact, they are so cool that some people may not be able to stand your coolness. If someone else removes your sunglasses, a new, just as cool pair appear in your pocket immediately. This effect only takes place for you, and anyone else who tries to wear a pair of your sunglasses will lose them very quickly. If you do not have a pocket for these sunglasses to appear in, they will appear in more and more improbable places in the area you are in for you to put on. You are aware of these improbable locations. These sunglasses cannot be sold and disappear after 5 minutes.

### Tea Set of the Western Dragon

*Wondrous item, common*

This beautiful ceramic tea set has been enchanted by a tea-loving sage. Water in the teapot heats up to the perfect level for the tea leaves placed in it in exactly a minute. Until you place new tea leaves in the pot, it will never run out of water, although the water vanishes if poured in anything other a cup.

## Uncommon Items

### Bands of Malleable Form

*Wondrous item, uncommon*

These bands are made of a colorful, rubbery substance, and take the form of different fun shapes. While wearing the bands, you can move through and stop in a space large enough for a Small creature without squeezing and can squeeze through a space large enough for a Tiny creature. Additionally, you can spend 5 feet of movement to escape from non-magical restraints or being grappled.

### Chorus Mortis

*Wondrous item, uncommon (requires attunement by a College of Whispers bard)*

Each of these ebony earrings is carved to look like a sinister, singing face. Whenever you expend a use of your Bardic Inspiration, they emit an eerie melody that only the target of the ability can hear.

When you use your Psychic Blades feature to deal damage to a creature, you can choose one of the following effects:

* Your attacks against that creature score a critical hit on a 19 or 20 on the d20 until the end of your next turn.
* All attacks against that creature score a critical hit on a 19 or 20 on the d20 until the end of your next turn or until the creature suffers a critical hit, whichever happens first.
* The creature must make a Wisdom saving throw against your bard spell save DC or be frightened of you until the end of your next turn.

### Dusky Amulet

*Wondrous item, uncommon (requires attunement)*

As an action, you can cause deep shadows to emanate from this amulet to fill a 15-foot-radius sphere for 1 minute, causing any light within that range to be lowered to dim light. The shadows spread around corners, and non-magical light can't brighten them.

The shadows move with the amulet. Completely covering the amulet with an opaque object, such as a bowl or a helm, blocks the shadows.

If any any of the shadows' area overlaps with an area of bright light created by a spell of 3rd level or lower, the spell that created the light is dispelled.

This effect is dispelled by anything that would dispel a spell creating darkness of 3rd level or higher, with the exception that it is unaffected by dim light, magical or otherwise. If it overlaps with the bright light of a spell of exactly 3rd level, the older effect is dispelled. Once you use this property, you can't do so again until the next dusk.

### Gloves of the Catching Flame

*Wondrous item, uncommon*

A wildfire druid wearing these gloves can prepare *Fireball* as though it were a druid spell. As you deal fire damage, the gloves begin to blacken from the fingertips, eventually shifting to glowing cinders. They gradually restore themselves on their own, reaching their original state at the end of a long rest.

### Grovewardens' All-Purpose Shovel

*Weapon (shovel), uncommon (requires attunement by a member of the Rizhearts)*

This shovel is a martial weapon with the versatile property. It deals 1d8 damage on a hit, or 1d10 damage when wielded with two hands. When you deal damage using the shovel, you determine whether it is bludgeoning, piercing, or slashing damage. While wielding the shovel, you can use your action to plunge it into the ground and cast *Earth Tremor* (DC 13). You are unaffected by the spell when casting it in this way. You can use this action a number of times per day equal to your rank in the Rizhearts, and regain all uses daily at dawn.

### Lantern of Alexandria

*Wondrous item, uncommon (requires attunement)*

This lantern emits bright light in a 15ft radius. You may use this lantern as your spellcasting focus. While attuned to this item, you gain the following benefits:

* You learn learn the *Scorching Ray* spell and can add it to you spell list. Your spellcasting modifier for this spell is Charisma.

* When you cast the *Scorching Ray* spell, roll a d8 for each ray fired to determine the damage type.

* Once per day, when you cast *Scorching Ray* at second level you can infuse your rays with the power of light. When you do so, a creature hit by any number of rays must make a single DC 13 Constitution Saving Throw or be blinded until the end of their next turn. A creature hit by all 3 rays has disadvantage on this save.

***Curse.*** You have been in Pelor’s light so long, you forget what it is like without it. You cannot unattune from the lantern until you are the target of the *Remove Curse* spell or similar magic. You lose darkvision and cannot gain it through any means, including the Devil's Sight eldritch invocation. Additionally, dim light becomes lightly obscured to you and if you start your turn in darkness, you must make a DC 13 wisdom saving throw or be frightened until you are in an area of bright light. While frightened in this way, you must move towards a source of light. Magical darkness that you both created and can see through does not force you to make this Wisdom save.

### **Lucky Glove**

*Wondrous item, uncommon (requires attunement)*

A pair of well-worn fingerless gloves, made of leather thick enough to soften small impacts. The design is based on a peculiar piece of sports equipment that originated from the Feywild. This glove has three charges and regains 1d3 charges daily at dawn. As a reaction to making a weapon attack, you can expend a charge and roll 1d4, adding the result to the attack roll. You can use this reaction after you see the roll, but before the DM says whether the attack hits or misses.

### Pendant of the Phoenix

*Wondrous item, uncommon (requires attunement by a Circle of Wildfire druid)*

This feathered amulet burns with illusory flame. It has 3 charges and regains all charges each time you summon your wildfire spirit. When the spirit uses its fiery teleportation, you can expend a charge to heal one of the teleported creatures by a number of hit points equal to the fire damage roll.

### Phytophore Anklets

*Wondrous item, uncommon, requires attunement*

Comprised of braided, undulating vines that pulse with energy with each step, these anklets have 3 charges, replenishing upon completion of a short or long rest. While wearing them, as a bonus action, you can stomp your feet to expend a charge and cause the natural energy to flow into the ground, creating an area of difficult terrain in a 10 foot radius centered on yourself. This zone follows your movements and lasts for one minute. As you activate the anklets, you can choose a number of creatures up to your proficiency bonus to be unaffected by the difficult terrain.

### Scholar's Tome of Translation

*Wondrous item, uncommon*

This manual is so dense with a myriad of esoteric and historical languages' translations that it could be used as a bludgeoning weapon - but a beautiful death it would be, if only for the gilt embossing and fine leather of the binding. So long as this book is on your person, you can write in any language you can read. In addition, when you target a creature with a telepathic method of communication that does not let the recipient respond, you can choose whether they can reply to your messages or not.

### Spirit Wheel

*Wondrous item, uncommon*

While this wheel is on your person, whenever you expend sorcery points as part of your action, you can spend one Hit Die as a bonus action to ward yourself against injury. Roll the die and gain a number of temporary hit points equal to the total.

### Staff of the Celestial Dance

*Weapon (quarterstaff), uncommon (requires attunement by a monk)*

This quarterstaff is made of polished ebony and glows faintly. You gain a +1 bonus to attack and damage rolls made with the quarterstaff. While wielding this quarterstaff, you gain the following benefit.

***Enhanced Deflect Missiles.*** When you use Deflect Missiles, you may use the ability to deflect ranged spell attacks as well as ranged weapons. When you reduce the damage dealt by a spell in this way, you can choose to change the staff's damage from bludgeoning to the damage type done by the spell until the end of your next turn. If the spell deals multiple types of damage, you pick which type of damage the staff deals. If you reduce the damage dealt by a spell to zero, you cannot throw the spell back like a ranged weapon attack.

### Steel Hair Clips

*Wondrous item, uncommon (requires attunement)*

Meant for those whose minds aren't quite like a steel trap, these hair clips have a habit of digging in when you're about to be distracted. Such a method can be a moderately mixed blessing, however, if circumstances are severe enough it only provides further distraction. While you wear them, you are considered to have proficiency with Constitution saving throws for the purpose of maintaining concentration on spells. When you take damage from a single source equal to or greater than half your hit point maximum (rounded up), you automatically lose concentration on any spells.

## Rare Items

As rare items tend to be highly personalized, none are included here.