Custom Magic Items

WEAPONS

Oni Blade – Blade glows light blue and has magical runes etched on its blade. Normally, this is just a +1 glaive, but, with a bonus action, it will expand and become larger dealing 2d10+2 damage and +2 to attack rolls. Normal sized users have disadvantage on all attack rolls when wielding the blade in its expanded form.


Bow of Lightning – Long Bow +2

When any arrow is used it grants an additional +1d6 Lightning damage

Once per day, use an arrow to cast Lightning Bolt; 5' wide, 120' long; 2d6 damage per arrow used, max 4 arrows. These arrows are consumed.


Naganata of the Wu-Jen - Glaive +3

once per day may cast blink.

once per day – use an action to coat the blade in a poison; Poison lasts for 1 minute or until target is struck. When target is hit, CON 15 or 2d10 poison damage (save for half); failure also causes the poison condition for 10 minutes and forces the target into the border ethereal.


Champion's Bow - Long Bow +3; +1d6 Lighting Damage

May cast Hunter's Mark as a cantrip without expending a spell slot.

Once per day, may cast one of the following spells (recharges at dawn):

Hail of Thorns, Conjure Barrage, Lightning Arrow, Conjure Volley


Unicorn Rapier - Rapier +1d4; +1d4 radiant damage

Once per day may cast bless

Once per week may cast Heal or Regeneration or Greater Restoration


Assassins Dagger of Venom - Dagger of Venom +3

Once per day may gain an "ally" within 5' of target to provide help for gaining a sneak attack


ARMOR and CLOTHING

Plate of Faith - Full Plate +3

Grants 1 Legendary Resistance to wearer (recharges at dawn)

Once per day may cast Beacon of Hope


Golden Cloak (A) – Cloak of Protection +2;

Resistance to Fire; Charisma +2; Movement -5; Disadvantage on all stealth checks


Helm of seeing (A)

Grants advantage to any saving throws against blindness and darkvision to 60 feet

May cast See Invisibility on self 1/day, recharges at dawn.


Armor of the Wanderer Chain Shirt +2;

After traveling in an environment for at least 1 hour it becomes a favored terrain type (this effect only works for rangers). This ability also works on alien and extra-dimensional environments.


Hell Cloak (A) - Cloak of Protection +2;

Cloak also provides resistance to Cold, Fire, Lightning, Necrotic, Poison and Radiant damage.

Cloak also provides immunity to the weather conditions of Hell's layers.

CURSE: While attuned to by a humanoid, Night Hags know your location and know when you are sleeping. This tracking works across planes.


OTHER

Horseshoe of Luck (A) – similar to a luck stone – user gains +1 bonus to all skill checks and saving throws while it is on their person.


Tierevolk Dreamcatcher - The dreamcatcher must hang over the head of a character while they sleep during a long rest. After the long rest is successful, the character may apply advantage to any skill roll. This advantage lasts for 24 hours or until the next long rest. The dreamcatcher will turn to dust after three uses.


Needle of Sewing and Mending – This needle is made of bone. When used with any normal thread it can allow the user to repair any item made of cloth.


Silunna's Box of Delights - A small brass box that when opened has a single piece of chewy, fruity candy. <this box has transmutation magic. It will produce a single piece of random candy each day at sundown

D20

1-sugar coated dried fruit

2-hard peppermint

3-solid mint chocolate

4-solid dark chocolate

5-lemon tart

6-solid milk chocolate

7-rich fudge

8-sugar cookie

9-cinnamon cookie

10-hard butterscotch

11-gumdrop

12-milk chocolate truffle

13-solid white chocolate

14-white chocolate truffle

15-chewy taffy

16-chocolate with caramel

17-chocolate with peanuts

18-licorice

19-chewy caramel

20-flavorless waffer


Clockwork Amulet – This amulet is amazingly complex and is always ticking and whirring softly. As an action a user can tell the time of day, day of the week, phase of moons, seasons and current year. The amulet can be reset after spending 1 hour studying its buttons and knobs.


Rod of Death: Attunement by a spell caster

Counts as a club +1 when wielded as a melee weapon and deals 1d6 blud +1 necrotic damage

At full it has 20 charges.

Can expend a number of charges equal to level of the spell to cast any of the following spells:

Inflict Wounds (1)

Animate Dead (3)

Create Undead (6)

Harm (6)

Finger of Death (7)

Power Word Stun (8)

Power Word Kill (9)

Can expend 2 charges to turn undead as a cleric of level 11.

CURSE: Once attuned, the user will feel a strong connection to the rod and will not reliquish it willingly. This inflicts a -1 penalty to all persuasion checks. The rod can be recharged by bathing it in the blood of an innocent that was murdered using the rod. When the rod is empty, the user is compelled to recharge it.


Potion of Anti-Magic – upon ingesting this potion all magical effects on the user end immediately.


Deck of Divination (A) -

A deck of enchanted playing cards. The cards are coated in a thin layer of gold and shimmer in the light. The cards can be used as a regular deck of cards in addition it has other magical properties:

The deck provides the owner with advantage on insight and deception checks as long as it is on their person.

While the deck is attuned and on the owner's person, the deck gives the owner knowledge of any divination spells being used against them. Ie, they know if they are being scryed on or having their thoughts read.

Once per day, after an hour of use, the deck can be used to cast any divination spell. When used in this way, the deck uses a number of charges equal to the level of the spell cast. Each card has a number of charges equal to its face value. A card with a value higher than the spell chosen may be used, but, all of the charges are used. Ace and face cards are wild cards and can have any value needed, but, produce a *super wild surge when used. Once a card has been used it becomes a normal, gold plated playing card. The deck does not regain charges.

*super wild surge – roll 2d10 and both interpretations of the result occur.


Unstable Potion/Scroll - works just like a potion or scroll of the appropriate type, except it generates a wild surge when used.


Potion of Birth Control - After drinking this special brew, the creature is 100% protected from becoming pregnant for the next 24 hours. This has no effect on creatures that cannot normally become pregnant.


Potion of Sensation - After drinking this strange brew the creature begins to hallucinate by seeing sounds, hearing colors and becomes incapacitated for 1 hour as if under the effects of an Hypnotic Pattern spell for 1 hour. The effects wear off if the creature sustains any damage or is in immediate danger. There are no after affects.


Robe of Armor (requires attunement) - while wearing this robe, the wearer has the effects of a Mage Armor spell (AC is set to 13 plus DEX bonus).