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Magic Items

The mechanical crab is a giant mechanical vehicle that can fit one humanoid inside. It was created by gnomes to transport barrels but is now used against shapeshifters. While inside with the hatch closed, one has total cover and the compartment supplies endless breathable air. The crab can also swim underwater at 30 feet per round. It has stats for combat including a claw attack that can grapple targets.

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0% found this document useful (0 votes)
24 views22 pages

Magic Items

The mechanical crab is a giant mechanical vehicle that can fit one humanoid inside. It was created by gnomes to transport barrels but is now used against shapeshifters. While inside with the hatch closed, one has total cover and the compartment supplies endless breathable air. The crab can also swim underwater at 30 feet per round. It has stats for combat including a claw attack that can grapple targets.

Uploaded by

jeremiah
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Mechanical Crab

Gadget, extremely rare

This giant mechanical crab features a driver compartment that will fit most humanoids (but just one).
The gnomes created the crab for loading and stacking barrels of mushroom wine, but have converted it
for use in baftling shapeshifters.

While inside the crab with the hatch shut, you have total cover. The compartment is airfight. A complex
venfilafion and air-scrubbing system supplies endless breathable air, making you immune to poison gas
while inside. The crab is also submersible to a depth of 200 feet. If operated underwater, the crab has a
Swimming Speed of 30.

AC: 15
HP: 75
Claw Aftack: +4 to hit, 2d6 bludgeoning damage and target is Grappled.

Get Away From Her, You B*tch — While inside the crab, you may use your Bonus Acfion to aftempt to
infimidate any monster that has Grappled or Restrained an ally. Roll a contested On a success, the ally is
no longer Grappled or Restrained.
Grappling Gun

Gadget, uncommon

This device is a cross between a crossbow and a miniature trebuchet. It features a sturdy frame
constructed from a blend of dark, polished wood and gleaming brass or copper accents, giving it a
disfincfive steampunk flair. The central component resembles the stock and grip of a crossbow, but with
visible gears and springs intricately woven into the design, similar to the workings of a trebuchet.

The front of the gun extends into a small, foldable trebuchet arm, crafted from reinforced metal, ready
to launch the grappling hook. This arm is connected to a coiled rope, elegantly stored within the body of
the gun. The sighfing mechanism atop the gun is finely detailed, more elaborate than a standard
crossbow sight, aiding in precise targefing.

It requires an Acfion to load the Grappling Gun. A large sficker on the side reads “WARNING: Do Not
Store Loaded. Not Responsible For Accidental Discharge.”

Once loaded, you can use an Acfion to launch the grappling hook up to 60 feet. The hook finds purchase
against most corners, cracks, and crevices, but success is never guaranteed. Roll a d20; on a 1-5, the
hook fails to find purchase and falls to the ground. Anything else, and the hook is securely fastened to its
target.
Noisemaker

Gadget, common

This gadget is roughly the size of a large apple, crafted from a combinafion of brass and wood. The
noisemaker has various small tubes and pipes protruding from it, each designed to create different
sounds ranging from high-pitched whistles to deep booms.

A small crank handle on the side powers the gadget. Turning the crank requires an Acfion and sets the
gears in mofion, causing the tubes to emit an array of sounds. You select the sound emifted using one of
the small buftons scaftered across the device. The buftons are labeled with symbols represenfing
different sound effects like bird chirps, bell chimes, or even mimicry of common forest animals.
Whatzit Detector

Gadget, rare

This handheld device, crafted with the finest gnomish ingenuity, detects the presence of shapeshifters.
The Whatzit Detector is the size of a large eggbeater, with a detailed brass casing engraved with mysfical
runes and covered finely crafted gears. It has a handcrank on the side and a large glass bulb.

Turning the hand crank on the side of the detector charges it for one minute. The bulb then fills with
swirling, luminous liquid. The liquid shifts from a tranquil blue to a vibrant red as the proximity to a
shapeshifter increases.
Half-Beard’s Cutlass Grip

Weapon (cutlass grip), rare (requires aftunement)

This ornate cutlass grip is wrapped in a water-resistant leather made from the hide of a sea serpent and
inset with finy pearls that were harvested under a full moon. Although the grip lacks a blade, the grip is
enchanted to bond with the magical energy of its wielder, channeling their arcane power into a form of
defense and enhancement for their spellcasfing. Legend tells that the dread pirate-sorcerer Half-Beard
used it to clean the whiskers from the clean-shaven side of his face.

Magic Properfies:

 Arcane Edge: When wielding the grip, you focus your arcane energy into a shimmering blade of
pure magical force, turning the grip into a magical cutlass (1d6 slashing). The arcane blade also
deals an addifional 1d4 force damage on a hit.

 Spellcaster's Parry: As a reacfion, you may add your Intelligence, Wisdom, or Charisma modifier
(whichever is used for your spellcasfing ability) to your Armor Class while wielding the grip. This
can be used a number of fimes equal to the modifier used, replenishing after a long rest.

 Captain's Command: You gain advantage on Charisma (Persuasion) checks to inspire allies in
combat while brandishing the cutlass grip.

Destroying the Grip: Half-Beard’s Cutlass Grip can be destroyed if it is taken to the deepest trench in the
ocean and offered to the sea by a spellcaster who has sworn off the use of offensive magic. The grip
must be willingly released to drift down into the abyss, where the pressure of the deep will crush it, and
its enchantments will be consumed by the darkness.

Requires aftunement
Ghoom Blade of the Depths

Weapon (short sword), rare (requires aftunement)

This short sword (1d6 piercing) is forged from a rare undersea metal that absorbs the scant light in the
deepest oceans. Its blade seems to drink in the surrounding brightness, making the weapon appear as a
silhouefte even in daylight. The hilt is encrusted with abyssal black pearls that emanate a faint, ghostly
luminescence.

Magic Properfies:

 Shadow Strike: On a hit, the Ghoom Blade deals an extra 1d4 necrofic damage as it saps the
warmth from its target. This represents the chilling absence of light and heat from the depths
where it was forged.

 Abyssal Stealth: While in dim light or darkness, the aftuned wielder can take the Hide acfion as a
bonus acfion. This reflects the sword's affinity with the dark realms of the sea, granfing its
wielder a predator-like ability to blend into the shadows.

 Lurker's Lunge: The Blade evokes the deadly lunge of a deep-sea predator. Once per long rest,
when you make an aftack with the Ghoom Blade while hidden from your target, you can choose
to deal an addifional 2d4 necrofic damage on a successful hit.

Requires Aftunement
Schmendrick’s Ring

Wondrous item (ring), rare (requires aftunement by a spellcaster)

Forged from a blend of chaofic metals and imbued with the wild magic of the Feywild, this ring once
belonged to Schmendrick The Magician, a capricious sorcerer known for his errafic spells. When a spell
misses its mark, the wearer can harness the ring's unpredictable energy for another chance at shaping
the outcome.

Once aftuned, the wearer can feel the chaofic magic swirling within, waifing to be unleashed. The ring's
energy resonates with unpredictable magic energy.

Properfies:

1. Wild Redempfion: When the aftuned spellcaster misses with a spell aftack, they can choose to
invoke the power of Schmendrick's Ring as a reacfion. Upon doing so, the wearer immediately
rolls on the Wild Magic Surge table (as found in the Sorcerer's Wild Magic subclass descripfion
PHB 104).

2. Unpredictable Cooldown: After invoking the ring's power, roll a d6. On a 5 or 6, the ring remains
charged. Any other result, and the ring’s power vanishes unfil the next dawn.

3. Eccentric Equestrian Bond: Once aftuned to the ring, the wearer becomes sensifive to the
presence of unicorns. The ring grows warm within 100 yards of a unicorn.

Requires aftunement by a spellcaster


Staff of Arcane Echoes

Wondrous item (staff), very rare (requires aftunement by a spellcaster)

Carved from ancient wood and intertwined with silver filigree, this staff has several intricate arcane
compartments. Each compartment is designed to seal and hold the essence of spell scrolls, allowing the
user to channel and echo their effects.

Usage: The Scroll Staff of Arcane Echoes requires aftunement and the ability to cast at least one spell,
drawing upon the user's knowledge and connecfion to the arcane.

Properfies:

Scroll Imprinfing: As an acfion, the bearer can place a spell scroll with a spell on their class list
onto the staff and seal it within an arcane compartment. This acfion transfers the magic of the
scroll into the staff, consuming the physical scroll in the process. The staff can maintain the
essence of up to three scrolls simultaneously.

Echoed Casfing: The user can cast any spell stored in the staff without consuming the essence of
the scroll. However, doing so requires the use of a spell slot of equal or greater level to the
spell's original level. The magic essence of the scroll remains intact, allowing for repeated
casfings. If the user does not have a high enough level spell slot, then they cannot cast the spell.

Guarded Reading: If, while holding the staff, the aftuned user aftempts to cast a spell from a
scroll and fails, the staff can capture the unruly magic before it dissipates. The spell's essence is
then stored in the staff, consuming the physical scroll.

Essence Exchange: As a bonus acfion, the user can release one stored spell essence from the
staff to make space for a new one. Released essences dissipate without effect.

Spellbound Feedback: If an aftempt is made to imprint a fourth scroll while the staff already
holds three, the scroll's magic clashes with the stored energies, releasing one of the stored spells
at random. The new spell's essence is then imprinted, but the released spell might produce a
magical effect or burst depending on the DM's discrefion.

Track Spells Stored:

Spell: ___________________

Spell: ___________________

Spell: ___________________

Requires aftunement by a spellcaster


Wand of Whimsical Wonders

This delicate wand is made of spiraled birch, with a core of phoenix feather. It's adorned with colorful
beads and emits a soft, finkling sound when waved.

While holding the wand, you can use an acfion to produce a random whimsical effect from the table
below. After using the wand, roll a d20. On a 1, the wand transforms into a harmless rubber chicken for
1 day.

Whimsical Effects (1d6):

1: A bouquet of fresh, fragrant flowers erupts from the wand's fip.

2: The user and everyone within 10 feet is covered in harmless, colorful sparkles that last for an
hour.

3: A series of harmless, ethereal bufterflies flufter out and fly around for a minute.

4: A soft, melodious tune plays for a minute.

5: A small, localized rain cloud appears over a creature's head within 30 feet, giving them a brief
shower for 10 seconds.

6: The wand casts the Dancing Lights cantrip, with the lights taking fun shapes like stars, mini-
dragons, or floafing cupcakes.
Wand of Colors

This wand is made of a dark, polished wood adorned with colorful, shifting pafterns that move and
dance like an aurora. It feels unusually light and warm to the touch.

The wand has 5 charges. While holding it, as an acfion, you can expend 1 charge to cast the
Presfidigitafion cantrip. Addifionally, you can expend 2 charges to cast the Color Spray spell as a
reacfion. If cast as a reacfion to an aftack, the spell takes effect before the aftack roll. The wand regains
all expended charges at dawn.

Whenever the Presfidigitafion cantrip is cast using the wand, the effect produced is always vibrant,
noficeably exaggerated, and often accompanied by playful sounds like laughter, chimes, or the
occasional "boing" sound.

Track charges used:

_____ _____ _____ _____ _____


Steve’s Pocketwatch

This old gnomish Pocketwatch no longer keeps good fime, its clockface long-since worn away. You just
barely make a faded inscripfion of “Steve – Do You Have A Minute?” on the back. As an acfion, you can
speak those magic words to this broken Pocketwatch and for 1 Minute (10 rounds) a drowsy gnomish
wizard named Steve will appear before vanishing again. On each of your turns, he can begrudgingly cast
one spell as your bonus acfion. Steve has 11 HP, his AC is 10, his Speed is 15, and he casts spells with +2
to hit or spell save DC of 11.

Steve prepared the following spells:

Cantrip: vicious mockery

Level 1 (1 slot): charm person, hideous laughter, ice knife

Level 2 (1 slot): scorching ray, web

Level 3 (1 slot): water breathing, fly

Steve can be summoned only once per dawn. If Steve is knocked unconscious, he vanishes to a safe
demi-plane where he sulks and will not return for 6 dawns.

Requires aftunement
Wonder Whip

This old rawhide whip (1d4 slashing) is more than it appears. It is a +1 to hit magic weapon, and deals
+1 damage. Instead of damage, you may opt to use the whip in a disarming aftack instead of a regular
aftack. On a hit, the target must succeed on a DC 15 Strength saving throw or else an item they held in a
hand (of your choosing) is yanked from their grasp and pulled to you.

Twice per dawn, the whip can also be used to swing through the air, scale walls, or evade falls. As a bonus
acfion or as a reacfion, you can snap the whip and it will catch something overhead to allow you to swing
30 feet in any direcfion. If you have at least one arm free, you may grab one willing person during or at the
start of your swing (i.e., take them with you or save them from falling). The Wonder Whip works even if
there are no obvious objects overhead (or underwater, or in outer space). The whip’s magic always causes
something to fortuitously appear.

When using this ability, no ability check or saving throw is needed—the whip reliably allows you to swing,
climb, or rappel safely for 30 feet. After 30 feet, if you have not reached safety, the whip slips and you
begin to fall.

Requires aftunement
Lucky Coin

This two-faced coin has your character’s face on both side. Once per dawn, you can toss the coin to invoke
the charm. The charm causes extreme luck, such that you avoid all damage from one aftack, trap, spell,
or other harmful effect.

If you aftempt to invoke the coin a second fime (or more) before dawn, your luck sours. Instead of avoiding
all damage, you experience one of the following random effects (roll 1d6):

1 Your hair falls out.


2 Not so bad – the damage you would have avoided is halved instead.
3 Your coin vanishes for 1d6 days.
4 A younger version of you (controlled by the DM) appears for 1 minute (10 rounds) before
vanishing and being returned to its own fime. The younger version of you is 1 level below you
and shares your memories unfil you last leveled up. You and your younger version coexist
during this fime and each have your own inifiafive in combat. If your younger version dies,
then you cease to exist.
5 You instantly heal 5 HP of damage (applied after current damage taken).
6 You take an addifional 5 HP of damage.

Requires aftunement
Unstrung Longbow

This old, creaky bow is unstrung and poorly maintained. But when its wielder mimes pulling back the
string, the bow bends as though pulled, and an ethereal arrow appears. This magic longbow (1d8 piercing)
grants +1 to hit and fires misty arrows that deal an addifional 1d4 necrofic damage.

Twice per dawn as a free acfion, the archer can whisper to the bow “Friendly fire.” For one hit, the next
target hit by the longbow’s ethereal arrow will take no damage and instead heal 1d4 HP.

Track charges used per dawn:

_____ _____

Requires aftunement
Reluctant Longsword

“Why can’t you two be friends? Have you tried talking things out?”

This senfient longsword (1d8 slashing) named Susan pines for refirement from war and yearns for peace.
However, if convinced that force is necessary, Susan deals powerful damage.

Susan will resist fighfing, giving disadvantage to aftack and -1 damage rolls unless convinced the cause is
just. As part of the aftack acfion, the wielder can aftempt a DC 12 Persuasion (or Decepfion) check to
convince Susan that violence is necessary. On a success, Susan instead offers advantage to aftack and
+1 damage rolls against that target, and no further check is required for that target. On a failure, the
longsword confinues to resist—but the check can be aftempted again with each new aftack unfil
successful. If Susan has been persuaded to aftack a target before, no check is required for that target.

*You cannot decide to aftempt the check, fail, and then take a different acfion. You may choose
not to follow through with the aftack, but it sfill uses up your acfion.

As a reacfion, Susan’s bearer can ask the longsword to persuade a creature making a melee aftack to not
target Susan’s wielder. That creature must make a DC 14 Wisdom Saving Throw. On a failure, the creature
cannot target Susan’s wielder unfil its next turn. On a success, that creature is permanently immune to
Susan’s diplomacy. Susan is always happy to try diplomacy even if it has not been persuaded to fight.

Susan cannot be used to aftack any unconscious creature and cannot do lethal damage – enemies reduced
to zero HP by Susan are knocked unconscious.

Requires aftunement
Dragon Slayer Weapon

This gleaming melee weapon is impossibly polished and razor sharp. It glows with a dim blue light
whenever a dragon draws near. A dragon knows instantly if the Dragon Slayer weapon is within the
dragon’s lair.

The Dragon Slayer weapon deals +1 to aftack and damage against all opponents.

Against dragons: This weapon deals an addifional 3d6 damage against dragons of all types. Aftacks against
dragons with this weapon have advantage.

Weapon Type: ____________________

Requires aftunement
Do-Or-Die Wand

This gnarled wooden wand wrapped in thorny vines pricks you each fime you draw it. This wand acts as a
powerful spell casfing focus and when aftuned offers +1 damage for all cantrips.

Twice per dawn, when one of your spells or cantrips fails to affect its target, you may invoke the wand’s
power with the magic words: “Do Or Die. There Is No Try.” Upon hearing your words, the wand will reorder
reality, instantly moving through every possible result unfil your success. You immediately reroll the spell
aftack (or force the target to reroll a saving throw) and use the new result. You must then confinue to
reroll (or force target to reroll) unfil the spell succeeds, taking note of each failure, and you cannot stop
unfil success.

The wand exacts a heavy price. Each fime you reroll, the wand’s thorns dig into your skin and drain your
life force. You take damage equal to 1+(3*spell level) per reroll and cannot stop rerolling unfil you
succeed. Thus, a cantrip causes 1 damage per reroll, a level 1 spell causes 4 damage per reroll, a level 2
spell causes 7 damage per reroll, and so on.

If the wand’s power causes you to drop to 0 HP, it sustains you even in unconsciousness or death. Your
wand confinues to force the Universe to reorder itself, and you confinue to reroll unfil the spell’s success.
Damage dealt to you in this way after reaching 0 HP counts as a failed death saving throw. If you are killed
in this way, you drop dead only after your spell has successfully taken effect.

Some spells, such as sleep, might be impossible to roll success against certain targets. If the DM determines
that a spell’s success was impossible, the wand permanently shafters and deals 6d6 force damage to
everything in a 30 foot sphere centered on you.

Track charges used per dawn:

_____ _____

A counterspell cancels the wand’s effect. It loses a charge but nothing else happens. The wand will not
acfivate for spells that do parfial damage (e.g., fireball, lightning bolt), only spells that have no effect on
a save or miss.

Requires aftunement by a spellcaster


The Britney Spear

This was the legendary weapon of the famed bard Justin of the Timber Lake. The Britney Spear is a
magic spear (1d6 piercing) which grants you +1 to attack and damage rolls.

Toxic: Any creature dealt poison damage by the Britney Spear must make a DC 13 Constitution Saving
Throw. On a failed save, they are poisoned for 1 minute and take an immediate 1d4 poison damage. On
a success, they are immune to the effect.

Hit Me, Baby, One More Time: As a reaction, you may expend one charge to redirect any melee attack
from an ally to you, as long as you are within range of the attack. The attack automatically hits you
instead, but the damage is halved.

Oops, I Did It Again: Once per turn, after successfully attacking a creature with the Britney Spear, you
may expend two charges to immediately attack that same creature again. Do not roll to hit for this extra
attack; use your previous attack roll. This includes critical hits. You do roll damage for this attack
(including critical damage if applicable).

The Britney Spear has a maximum of 4 charges and regains one charge each dawn.

Track charges used per dawn:

_____ _____ _____ _____

Requires aftunement
Ever-Burning Censer

Plumes of perfumed smoke waft from the ever-glowing coals and incense inside this brass censer. When
held in your hand, you can use the censer as a spell casfing focus. The censer can also be swung as flail
(1d8 bludgeoning) adding +1 fire damage on a hit.

Twice per dawn, as a bonus acfion, you may wave the censer on its chain and speak the magic words “Holy
Smoke!” to cause billowing smoke to emerge and surround you in a 15-foot diameter circle centered on
you unfil the end of your next turn, at which point the smoke dissipates.

The fog has two effects. First, it parfially obscures you, causing ranged aftacks on you to have disadvantage,
but you see through it clearly. Second, anyone within the smoke has disadvantage on Saving Throws
against spells cast by you.

Track charges used per dawn:

_____ _____

Requires aftunement by a cleric or paladin


Clockwork Quiver

This finely crafted Gnomish quiver assembles its arrows faster than you can fire them. So long as you drop
scraps of wood into the quiver from fime-to-fime, the clockwork mechanisms inside the quiver confinues
to churn out an endless supply of arrows.

In addifion to no longer tracking ammo, the owner of this quiver will find that arrows occasionally have
random properfies.

After firing an arrow from this quiver, roll a d20 and consult this table:

01 – 10 Normal arrow.
11 – 12 Arrow bursts into sficky webs. (Casts “Web” DC 13).
13 – 14 In addifion to normal damage, the arrow explodes for 1d6 fire damage.
15 – 16 Arrow turns into a puff of laughing gas. (Casts “Hideous Laughter” DC 13).
17 – 18 Arrow splits mid-air into three arrows, all aimed at the same target.
19 – 20 In addifion to damage, the arrow unfurls a small banner that reads “Bam!”

Requires aftunement
Tome of Secrets

This creaky tome’s delicate, briftle pages hold untold secrets. It also houses the trapped spirit of a
cantankerous old mage named “Jim.” Once aftuned the to the Tome, you can hear Jim telepathically, but
he only hears your response if you speak it aloud. No one else can hear Jim; they just see you talking to a
book.

Once per dawn, you may call upon “Jim” to open his pages and help you cast a Wizard spell that you do
not know but for which you have an available spell slot. You must be able to cast spells of that level, and
you do not retain knowledge of the spell afterward. Casfing the spell takes its normal amount of fime and
consumes the appropriate spell slot.

For example: If you have a third level spell slot but do not know the spell “Lightning Bolt,” you could
ask Jim to aid you in casfing the Lightning Bolt spell.

Although grouchy, Jim is also quite chafty and has no one else with whom to talk. So he offers frequent
advice, granfing you advantage on all Arcana checks or saving throws. Unfortunately, Jim is also a poor
judge of character, and his constant stream of bad advice gives you disadvantage on all Insight checks.

Requires aftunement by a wizard


Shield of Echoing Reflecfions

Armor (shield), uncommon

This circular shield is crafted from a polished silver that seems to ripple like water. It's framed by intricate
engravings of resonafing bells.

Resonafing Block: Once per short rest, when a melee aftack against you fails to hit your AC, you can use
your reacfion to acfivate your shield’s magic. The shield emits a resonafing echo, and the aftacker must
succeed on a Strength saving throw (DC 13) or the echoing vibrafions from the blocked strike forces the
aftacker to drop its weapon.

Mirror Echo: Once per day, when you are wielding the shield and struck by a spell aftack that targets
only you (not an area of effect), you can use your reacfion to aftempt to reflect it. The caster must
succeed on an Intelligence saving throw (DC 14) or have their spell reflected back at them, targefing
them instead using the same aftack roll.

Requires Aftunement

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