Magic items

Magic items are items that are created or have been created useing devine power

Most DND items are in the world how ever there are a few homebrew DND items

# Core book

On a roll you would normally use a d20, flip a coin instead. Heads is a critical success (NAT20), tails is a critical fail (NAT1). Can be used twice per short rest.

Ways the same as a coin, 0Lbs

### Knight Killer

*Rare, Weapion (Dagger)*

Knight Killer is a small black and orange dagger with a gray hilt. It grants its user an attack power boost of +4 and an additional boost of +2 against heavly armored enemies

### Wand of cure moderate wounds

*Rare, wonderus*

When laying your hand upon a living creature, you channel positive energy that cures 2d8 + class level healing. The wand has 50 charges fresh

### **Battle Bride**

*Rare, attunement*

Battle Bride is a rectangular *+2 shield*. The name comes from a large, Dwarvish rune on the front. As a action, the bearer may expend a single hit die, as if they had taken a short rest (with the exception of only being able to expend 1 at a time).

Also, if the shield is placed underneath an unconscious, but not dead, humanoid, it will levitate five feet in the air, holding itself and up to 450 lbs aloft. While it does not move on it’s own, it can be pushed or pulled.

### Axe of Pain

*Weapon (greataxe), rare, attunement)*

This large axe contains many shards on both its edge and handle so that any who is damaged by it will receive tenfold the pain and suffering of such wound. Once on your turn, you can choose to take 1d6 piercing damage, causing the many shards on the weapon to spring up until the start of your next turn. During this time, whenever you hit with a melee weapon attack using this axe, the target takes an additional 1d12 slashing damage. This weapons attacks are magical for the purpose of overcoming damage reduction and resistances.

### Spellbook +2

*Rare, Wondrous item*

This book is a small A5 hardback parchment book that houses spells. It can house devine magic that people wit out classes can use. To use devine magic with out a class useing a spell book you coppy devine scrolls into spell book useing fine qualty ink of at least 25gp cost. Arcane spells do not require fine ink. All spells that are inside of the spell book are cast with a +2 to all roles involed

### Ring of Spell Storing

*Rare, Wondrous item, Required attument*

This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels or 4 ranks worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM.

Any creature can cast a spell of 1st through 5th level or beginner through graduate into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wearing this ring, you can cast any spell stored in it. The spell uses spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

## Very rare

### Baruka's dagger

*Very rare, Attument, Weapion (Dagger)*

Baruka's dagger is a small bright silver blade with a white glow, a curved edge, and a grey handle. It grants its user an attack power boost of +6 and an dex stat boost of +1. It also does dubble damige agaist construts.

### Amulet of Defense

*Very rare, Attument, Wondrous item*

+2 to users PAS

### Spellbook +3

*Very rare, Wondrous item*

This book is a small A5 hardback parchment book that houses spells. It can house devine magic that people wit out classes can use. To use devine magic with out a class useing a spell book you coppy devine scrolls into spell book useing fine qualty ink of at least 25gp cost. Arcane spells do not require fine ink. All spells that are inside of the spell book are cast with a +3 to all roles involed

### **The Silver Ring**

*Very rare, Wondrous item, Attument*

This Siver Ring hovers around you the persion is attuned to's waist. It gives said creature a flying speed = to your walk speed + 15ft

### Bracers of Dullard

*Very rare, Wondrous item, Attument*

When wearing theses Bracers you gain +2 to your AC but your intelligence is reduced by 2.

*Feeblemind.* Once per Long rest you can cast the spell Feeblemind on a creature however the range is reduced to touch.

## Legendary

### Demon Monarch's Earring

*Legendary, Wondrous item*

If you are wearing the Demon Monarch's Earring, Necklace and Ring you gain the following benafits: You can use the earing to cast the devine magic spell Sending. You also gain the abilaty to speek deep speek.

### Demon Monarch's Necklace

*Legendary, Wondrous item*

If you are wearing the Demon Monarch's Earring, Necklace and Ring you gain the following benafits: You have a+100 to your HP. If your weapion has the word demon in its name it gains a +10 keyword.

### Demon Monarch's Ring

*Legendary, Wondrous item*

If you are wearing the Demon Monarch's Earring, Necklace and Ring you gain the following benafits: Advangige on dagger attacks. All your weapion attacks have an exstra 2d6 fire damige

### Bag of tokens

*Legendary, Wondrous item*

This small bad holds 2d20 small tokens

Each as a number on from 1 to 30

### Belt of Battle

Take the Initiative. While attuned and wearing the belt, you have advantage on initiative rolls.

Exertion. The belt of battle has 3 charges and regains 1d4-1 expended charges daily at dawn. While wearing the belt you can use a bonus action and expend 1 or more charges to cause any of the following effects to take place:

Move (1 charge): you can take an additional 15 feet of movement on the turn you use this feature.

Reaction (2 charges): you can take an additional reaction this round but it must be taken before the start of your next turn.

Action (3 charges): you can take an additional action. The additional action can be any of the following: Hide, Dodge, Move, Dash or one additional attack. If the additional attack is a ranged attack, the ranged weapon must either be loaded and/or you must have the ammunition to use it. If the additional attack is a spell attack, the spell attack must be a 1 st level or beginer spell. This additional action must be taken the turn you use this feature.

### Fairy King Robe

*Legendary, Cloke, Requires attument by high elf of level 400 or higher*

When wearing this Cloke you have a +3 to your AC. Twise per day you may:

* Cast the spell speak with plants
* Grow a 15 foot tree. This tree will have a life span of 1d6+1 years and will rapidly decay afterwards unless restoked with 100 mana points in with it then regains 1d4 years of life
* You can open a portal to a diffrent plain that stays open for 30 seconds (5 rounds)

### Taulmaril

*Legendary, Longbow, Requires attument*

Taulmaril is an elegantly crafted magical silver longbow, that is completely smooth to the touch except for a singular large lightning bolt that goes along the shaft of the bow.

You have a +3 to attack with this bow.

On a hit this bow does an exstra 1d10+3 lightning damige

You may use your bonus action to cast the *lightning arrow* spell at its lowest level. The spell save DC for this spell is 17.

You may have disadvantage to attack you crit on 15-20

### Dark Repulser

*Legendary, Longsword, Requires attument*

Dark Repulser is a pale, straight sword that is slightly transparent. Its blade is white and slender, though not to the extent of a rapier. The grip is silver, with a slight tinge of blue.

Dark Repulser has +3 to attack and +6 to damige

When you land attack the target must make a con saving throw with DC 19. If they fail the saving throw they have 12d6+6 cold damige and half on a successful one.

Dark Repulser also can cast ray of frost 8 times every hour

## Artifacts

### Cloak of the witch Queen

Wondrous Item, Artifact, requires attunement

Wrapped around in glowing spectral energy, the Witch Queen's dark aura pulsates from the cloak giving all those around room to doubt themselves

Magic Item. The cloak of the witch queen is a magic item that grants a +3 bonus to AC while worn. The cloak also functions as a ring of protection, ring of spell storing, ring of djinni summoning, ring of arcanum (legendary version; 7th level), robe of the archmagi, amulet of the planes and ring of free action. When Iggwilv the Witch Queen is attuned to this item, she is allowed to make an additional attunement to another magic item.

Power of Mind and Will. While attuned and wearing to this item, your Intelligence and Charisma scores are each increased by 4 to a maximum of 24. When Iggwilv the Witch Queen is attuned and wearing her cloak, her Intelligence and Charisma scores are each increased by 6 to a maximum of 28 and cannot be lower than 25.

Vitality. While wearing this cloak, you are immune to effects that reduce your hit point maximum. In addition, you gain an additional 2 hit points per 10 HP.

Random Properties. The Cloak of the Witch Queen has the following random properties:

2 minor beneficial properties

1 major beneficial property

2 minor detrimental properties

1 major detrimental property

### Blade of [*name of attuned*]

*Greatsword, Artifact,r equires attunement*

***Random Properties.*** The *The first hero’s sword* has the following random properties:

* 3 minor beneficial properties
* 1 major beneficial properties
* 1 minor detrimental properties

This item has many properties. It also functions as a regular +3 greatsword that will land a critical hit on a roll 18-20 when used.

***Holy blade*** The sword’s diamond edges will glow and for the next 3 of your turns, the sword will land a crit on 15 or higher. This action can be used again after a short rest.

***Power blast*** The sword shoots out a beam of energy in a 100ft line at a target. The target must roll a DC 15 constitution saving throw or take 5d10 radiant damage on a failed or half on a success. You cannot use the action again for the next 1d12 turns.

***Magic shield*** The sword emits a faint light blue sphere that covers 10ft cantered on you. For the next 5 turns, your AC increases by 3. The sphere then fades away and you lose the gained AC. This action can be used again after 1d10 turns.

***Holy power*** When you hit with this weapion it does an exstra 4d6+4 raidant damige

### Berserk's Armor

*Armor (Heavy armor), artifact (Requires attunement)*

***Dormant.*** The armor grants the following benefits in its dormant state:

* Your AC is set to 21, and cannot be decreased or increased in any way.
* You gain 1 minor beneficial property.

***Awakened.*** When the armor reaches an awakened state, it starts moving, shielding you better and binding together your body in time of need. It gains the following properties:

* When you are reduced to half your hit points maximum, damage that you take from every source is reduced by 3.
* You are unable to feel any kind of pain, including pain from lost of loved ones or existential pain.
* You gain 1 major beneficial property.

***Exalted.*** When the armor reaches an exalted state, it gains the following properties:

* As a action, you can enter a state of brutish rage, embracing your inner beast. Armor covers you entirely, expanding greatly, transforming in a image of your inner beast. You become Huge(if there is not enough space you are stuck, unable to move or act), range of your melee attacks increase by 5ft, you gain 150 temporary hit points, and you deal maximum possible damage from all melee weapon attacks. This transformation lasts for one minute, and you cannot use it again until next dawn.

***Merged.*** When the armor reaches a merged state, it losel all previous properties, and gains those instead:

* Your bace AC is set to 16, and cannot be decreased in any way.
* You are unable to feel any kind of physical pain.
* You gain 1 minor beneficial property.
* You gain 1 major beneficial property.
* You are permanently under an effect of a haste spell, which cannot be dispelled.