A weapon so strong and vile the heavens weep at its unsheathing.
Known to be the favored weapon of Kord.
Summoned forth by Zaratros in the second age of power.
The personal and most holy weapon of Jesus. It was crafted in the light of Celestia with the blessing of many of the good-aligned gods. It contains within it the power of daylight being able to light the surrounding miles as if it were day at any time. If used during the day all light and sunlight based magics in its area of effect double in strength. Like its lesser counterparts it empowers unto the holder a bright golden Halo offering a boost to natural defenses as well as angelic wings giving the wielder great speed.
The greatest weapon of the Material plane. With this the campion of the mortal plane has the destined power to overcome the foes that stand against the plane. Be they mortal, immortal, God, or beyond it is said that none could stand against the hero true of heart with this. Its creation and component materials are unknown and its power beyond legend.
Ancestral Hammer of House Torgaddon created 17 generations ago for the Warlord Torgaddon who ended his family's warpath and established the city of Targoth. To commemorate this the Great Blacksmith Agil forged the hammer from many rare and magical materials and gifted it to the new High Lord. While its value is virtually priceless the hammer is known to be valued at over one million gold.
The ancient weapon of the former High House Neven and a rumored legend of the region from long before the founding of Targoth, Ekkidon, Moonflect or any other city of the region. Its creator is unknown to any but the family and to the untrained eye seems only to be a masterfully crafted hunk of solid gold formed into the shape of a weapon. The truth of the matter is that a forgotten entity fueled by greed was soul forged into a corrupted Kyber Crystal containing not only its power but also its thirst for wealth. Since the founding of House Neven long have its sons paid "The Swords Tax" with its consuming gold every year under threat of breaking free. However as long as it is held within the sword its power grows as a weapon with each once of wealth consumed.
A major religious artifact of the followers of Floki. Those that drink from the chalice can drain all their anger storing it within. Alternatively, it can be forced onto someone changing any emotion the person has for anything into hatred. It is made of seraph steel and in the hands of the high priest can be turned into a powerful weapon that can channel a fraction of the power of Floki the former god by absorbing all anger in the area. With the death of Floki it is no longer divine.
Created by Zaratros and imbued with his power through the creation of pure divine seraph steel before being bestowed to a champion of a past age said to have been one of the greatest heroes of his time. The weapon was then lost to the ages resurfacing in tales and rumors much like those similarly created divine artifacts.
Created by Floki and imbued with his power through the creation of pure divine seraph steel before being bestowed to a champion of a past age said to have harbored such hatred and wrath that his hate could be used to overcome death itself. The weapon was then lost to the ages resurfacing in tales and rumors much like those similarly created divine artifacts.
Created by Maloghurst and imbued with his power through the creation of pure divine seraph steel before being bestowed to a champion of a past age said to have founded the largest underground network of cultists the god has ever had. The weapon was then lost to the ages resurfacing in tales and rumors much like those similarly created divine artifacts.
This ornate ring crafted by a god or primordial is known to be the greatest of its kind offering greater protection than most armors making the wielder immune to nonmagical physical damage as well as adding an AC modifier of +6
The weapon of a dead god lost to time and secrets known for having wounded Dracula himself at the end of the greatest of nocturnal wars.
When wearing this ring a dagger appears into your hand. The dagger is invisible to everyone else. You can use your bonus action to teleport to the dagger wherever you last left it or to where it could have been moved so long as you are on the same plane. As a ritual taking 15 minutes the existing blade is destroyed, and another is made.
Created by the Cult of Blood this is a corrupted religious artifact bound to evil. The bearer of this crown is under constant pain from the thorns that protrude from it trying to implant into the user's brain. This artifact while being used does offer great boons of magical and physical power but will forever feed on the life of the user and corrupt them.
Much like the other similar objects but better. When the person wearing it reaches 0 it instantly heals them to full hit point amount. It then begins the cycle again from zero. Much unlike the general and unrestricted use of other similar weapons this item is holy and bound to its church and can only be worn by a true follower. It was crafted by one of the earliest master craftsmen of the church and was passed down from knight to priest, to champion, and more throughout ages.
A magical item of organic nature that allows the person it becomes implanted within to identify the religious faith in Jesus as well as the loose alignment of a person. If a true knight or priest of Jesus makes use of this organic replacement, they are able to tell the god a person most believes in if they pass a religion check.
A rune covered broadsword made of one solid piece of white oak said to have been carved by a god as a gift for the first daylighter. The sword was lost soon after never making it to the hands of Tepesh rumored to have been stolen by Vampires. In the hands of a lawful hero the blades damage is twofold, and twofold that to vampires. However, in the hands of a daylighter its damage is twofold compounded yet again.
Created by a necromancer once in the service of Dracula this weapon was originally created in case, he ever had to fight his employer. It is unknown what happened to the creator, but Dracula persists as does the Knife, capable of putting beings to sleep with its limit not yet confirmed.
Created by the first Blood Priest of Jesus by corrupting an artifact once full of the healing magics of a cleric. By corrupting the artifact, he was able to infuse it with spells known only to him capable of manipulating and taking advantage of the blood of his victims.
During the war between gods and primordial's there were countless battles with stories spawning from both sides, the truth of any of them long lost to time. It is known that at some point the Great Fire Newt lost his eye in a battle having it gouged out. This eye manifested great power and became an object of incredible ability. This object the size of a crystal ball attaches itself to its master floating around them at all times. During combat it becomes a cloak of protective fire adding health and armor to the user matching their fury and bond.
This object is the only known feather to have been taken from the First and most powerful of the Pheonix elementals before he left the material plane forever. This item is rumored to be just as singular in use as its weaker counterparts but will forever rebuild the soul of who it touches. That individual shall become its champion reborn time after time never passing to any afterlife. By the time the reborn individual reaches the age of majority they will have recovered all memories of fall previous lifes each time gaining more and more knowledge. This individual will however be seen as an enemy to most divine churches.
Info Pending
This war pick was crafted half with the tooth of the undead dragon known as the Duke of Scales and the other half from two parts silver, one- and one-half parts bronze, and one-half part mithril. The weapons innate power brought it to being a +3 weapon against normal foes but against undead its statistics double and against the cursed Litches it was created to destroy its breaks all resistances and immunities.
This artifact is said to have been created by the first guild master of the Order of Knowledge long ago to replace his own eyes after he temporarily destroyed Zorah Magderos the Mountain Monster with a spell so powerful it was thought he would be blind for life. The eyes are said to have been crafted from Kyber crystal and traces of time diamond among other things. It is known that before his passing he removed the Treasure selling both eyes separately to two wealthy kings in order to fund early guild expenses immediately prior to his passing from old age. For those that implant the eyes they magically work granting whoever uses them magic sight and perfect vision, additionally if someone using one of the eyes reaches 0 hit points and fails all three-death saving throws the eye is destroyed returning the wielder to full hit points, spell slots, and any other exhaustible resource as well as becoming fully invigorated as if rising anew like the phoenix of legend.
Once long ago a construct made by the Chiss of the southern continent came to the Continent of greater magic and is said to have been an adventurer of great renown until its passing. The parts of the mighty hero live on as artifacts each holding great power that comes at the cost of the appendage it is replacing. The right leg was given to mastery over the winds having a maximum 5 charges and regaining 1d4+2 each day at dawn. Charges can be used to cast through the leg (DC 18/+4) the spells gust, feather fall, warding wind, wrathful great wind, wind wall, control winds, and wind walk. The leg also gives the user +1 AC and Dexterity but no longer allows for armor to be worn on the leg.
Once long ago a construct made by the Chiss of the southern continent came to the Continent of greater magic and is said to have been an adventurer of great renown until its passing. The parts of the mighty hero live on as artifacts each holding great power that comes at the cost of the appendage it is replacing. The Left leg was given to mastery over water having a maximum 5 charges and regaining 1d4+2 each day at dawn. Charges can be used to cast through the leg (DC 18/+4) the shape water, fog cloud, tidal wave, wall of water, control water, watery sphere, and maelstrom. The leg also gives the user +1 AC and Dexterity but no longer allows for armor to be worn on the leg.
Once long ago a construct made by the Chiss of the southern continent came to the Continent of greater magic and is said to have been an adventurer of great renown until its passing. The parts of the mighty hero live on as artifacts each holding great power that comes at the cost of the appendage it is replacing. The right arm was given to mastery over fire having a maximum 5 charges and regaining 1d4+2 each day at dawn. Charges can be used to cast through the arm (DC 18/+4) the spells fire bolt, control flames, burning hands, hellblaze wave, fireball, wall of fire, pyrotechnics and immolation. The arm also gives the user +1 AC and Dexterity but no longer allows for armor to be worn on the arm.
Once long ago a construct made by the Chiss of the southern continent came to the Continent of greater magic and is said to have been an adventurer of great renown until its passing. The parts of the mighty hero live on as artifacts each holding great power that comes at the cost of the appendage it is replacing. The left arm was given to mastery over earth having a maximum 5 charges and regaining 1d4+2 each day at dawn. Charges can be used to cast through the arm (DC 18/+4) the spells mold earth, stone barrage, rising meteor, earth tremor, earthbound, stone shape, wall of stone, and transmute rock. The arm also gives the user +1 AC and Dexterity but no longer allows for armor to be worn on the arm.
A pair of axes made of a magical never melting ice once carried by a Raider King that traveled the world his fleet pulling large glaciers along with them. Use of these blades deals freezing ice damage to the welder but when thrown the user can teleport to either of them as a bonus action or reaction. When using the teleportation ability, they deal even greater damage unto their user. While the cost of use may be high these blades can be used to utterly and permanently freeze those critically hit or brought low by them. This process is said to only be reversable by powerful magics.
Created as a gift to Hillsfort by the crystal smith Alistar Blackmen the blade of this sword is made of pure diamond rippling with arcane energy and is said to be unbreakable. This is a +3 sword with charges equal to four times the wielders level the sword regains all charges after a longest. For one charge the sword does an extra 1d8 necrotic damage and for an additional charge it casts bane. For two charges it gains a fire aspect dealing 1d6 extra fire damage any target delt damage this way must make a DC 17 Dex save and continues to take the fire damage each turn until it is passed. For one charge it forces the target to make a DC 17 Strength save or be pushed back 20 feet. For two charges it becomes magically sharp adding 2d6 damage that can only be regained by a long rest. For two charges the sword makes use of a stored divine power dealing an extra 1d10 radiant damage that is doubled against fiends or undead. The charges and the relevant abilities only last for one strike but CAN be stacked. There are additionally rumors that in the right hands the swords magic could be strengthened.
Similar to all other objects of its kind this crown draws energy into itself storing 30 hit points each day until reaching a maximum. When the person wearing it reaches 0 it instantly heals them the full hit point amount it has accumulated. It then begins the cycle again from zero. Unlike others of its kind this crown was crafted by a long-forgotten ancient elf smith said to have been the greatest of his age. He created this object as a gift to the emperor of the ancient elf's but much like all many other treasures it seems to have been lost to time.
Crafted for the first King of House Neurenberg by the smith Agil in a forgotten age. The ring is a prized heirloom of the family and remains on the hand of the family's patriarch. Its magics make the patriarch resistant to nonmagical physical damage as well as adding an AC modifier of +5
A coin of seraph steel said to have been created by a bored primordial a Milania ago that once per long rest allows the user to replace a d20 with a coin giving a one or a twenty as its options.
Radiant Vulnerable
Vampiric regin
Appear as Vampire
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A tiny chest weighing half a pound that can be placed as an action and be activated and grown to half size. An unkillable imp will appear selling basic goods from the chest for very standard prices, he can also be commissioned to find some magical items with payment being provided up found. He will also buy any basic goods immediately at half price. If the imp is attacked everything disappears and the chest shrinks and seals for one month.
A fantastically crafted set of one dozen throwing axes said to have been used by the founded of house Neurenberg before being gifted to his knights, family and champions on his deathbed. The weapons when thrown can do great damage or help to an enemy letting fate be the decider of battle.
Created from the razor-sharp claws of the Flame Elemental Tarasque after being killed by the Inferno Squad. Following the epic battle fifty knifes were made for an elite group of half gopher, half rats, known as Grats. The group was known as the Bronze Tarakens. These daggers are sharper than blades of solid obsidian and significantly more durable. They function as +4 daggers that do an additional +10 to damage. They are all as individual items capable of additional modifications and improvements.
Created from the carapace of the Flame Elemental Tarasque after being killed by the Inferno Squad. Following the epic battle fifty shields were made for an elite group of half gopher, half rats, known as Grats. The group was known as the Bronze Tarakens. The bucklers have the power to absorb flame attacks or even reflect them back at the aggressor. When attacked by flame magic roll a d6, on a d1-2 it has no effect on the magic on a 3-4 it absorbs the magic, on a five it reflects it or can absorb any magical attack, on a six it can reflect any magical single target attack visible to the user.
Grants the user Immunity to fire and understanding of the Draconic language. Additionally, once per day it can cast burning hands at 4th level. Lastly the gauntlet has three charges regaining 1d4-1 per day. When a Dex save is failed it can be converted to a success for one charge.
The wearer uses d4 instead of d20 for weapon attacks 1=1 2=2 3=19 4=20
Within the church of Jesus exists five of these holy weapons. These weapons are nigh indestructible and made of a near unidentifiable blend of metals dedicated to the protection of good and destruction of evil.
While wearing these jewels you are immune to psychic damage, your thoughts cannot be read, and you are immune to being charmed, frightened, or stunned. These jewels even foil the use of wish, power of gods, and any other items from doing such things to you.
Once per weak those that have an object bestowed with the powerful enchantment can deliver one uninterrupted message to anyone anywhere of any length.
Masterfully crafted by the gnomes these lenses are thin and smooth enough to fit unnoticeably over one's eyes. They are then enchanted by other equally masterful gnomes to filter through any illusions that might fall before the eyes of those now modified by the lenses.
To make use of the item lovers, friends, or partners must meditate together for eight hours permanently linking their souls. Each will always know the location, hit points, and have the ability to telecommunicate with the other. Both participants will forever be immune to being charmed.
For all mechanical purposes it is extremely similar to Daern's instant fortress. Instead of a fortress however it created a two-story bar 50 by 30 feet in dimensions furnished with 8 small rooms, a large Saloon, a medium kitchen, and a hidden storage basement. Food and drink stored in the basement take three times as long to spoil. When not in use it is shrunken down appearing as a small one-inch-tall barrel, the barrel is magically filled with 6 ounces from a keg inside the bar when opened.
This pair of stones can be set up by one proficient in perception or investigation to create an alarm when passed through. The alarm is only sent to the one who placed them and up to two others designated induvial present at their placement. The magical sound is heard telepathically regardless of distance and even works on some other planes of existence. If on the same plane as the stones the alerted individuals obtain a vision of those that pass between the stones.
The rings of the gopher clans allow their knights and champions to be completely immune to the damage their elemental magic causes. Only one of these can be worn at once, this is not affected by wearing a separate Honorary Clan Ring.
This ring has 9 charges and regains back to 9 after each long rest. For one charge you can use an action to heal up to three hit die as if short resting. For an additional charge you can target a friendly creature instead. For an additional charge it can be a bonus action instead of a full action.
This is a blank magical scroll that can absorb any oncoming magic becoming a normal magical scroll of that spell this only works on single target spells aimed at the bearer.
Adds 4 AC to the wearer.
This bracelet, ring, earing, or other piece of jewelry draws energy into itself storing 10 hit points each day until reaching a maximum. When the person wearing it reaches 0 it instantly heals them the full hit point amount it has accumulated. It then begins the cycle again from zero.
A ring of components has 20 charges regaining 1d20 every day at dawn. When components are required for a spell the cost of the components is reduced by 20 gold per charge used. If the ring reaches 0 charges it takes one week to recover.
As a bonus action the ring can create a 10ft cube of darkness
When lockpicking the ring allows the user to add their wisdom or sleight of hand modifier to the roll
As an action the user can touch an enemy forcing a constitution save (Dc19) to take 5d8 necrotic halved on a save twice per long rest
As an action the user can cast pass without a trace twice per long rest
This pair of golden bracelets splits all damage delt to either wielder between the two.
This buckler adds 2 AC to the wielder as well as immunity to poison. As a bonus action it transforms into a snake with Hit Points equal to five times the level of the wielder. If the snake is killed the shield returns to normal. If the snake is within 200 feet, the affects remain active. This can only be used once per day.
This metal collar imbues the wearer with the blessing of Tiamat. The blessing allows for the user to user their breath weapon as a bonus action and damage type can be altered to another of the five chromatic elements.
Created from the fire flowers of the villages of the Hothearth gophers these flowers when picked have minor flame elementals bound to them on the promise that they will be fed by the fires of the material plane. Once per day the lapel can completely absorb all fire damage from any one source.
When you roll a die, you have the option to move the result to any adjacent face to the result that is not a natural 20. When using this ability, the ring immediately takes it tole in one of two ways. The first way is to lower your current and maximum HP by the difference until the next long rest. The second way is to assign a negative modifier to an ally within 100ft of that amount for the next role they make of that type.
While wearing these stylish and warm earmuffs when a lie is told in your presence a warm burning sensation will cover your ears alerting you to the falsehood. This will not happen if the individual is unaware of the lie.
These carts bear the well-known sigil of the Profiteers guild traveling the known continent in the stewardship of masterful merchants and shop keeps under the watchful swords and eyes of guild guards. Within these merchant carts are small stable shops giving no sign that they are within moving carts allowing for portability of wares and goods all across the land.
An item similar to the implosion stones this can be placed on the ground and activated. Once activated it will make a thirty-foot tunnel at a gradual slope until exploding further to make a small gopher family burrow. the walls of both the tunnel and burrow are made of pure smooth stone and the floor of a soft dirt.
A single handed style longsword (Jian) that has a pure white blade which appears stained in blood due to being made in part out of Bloodrock. Whoever the sword is bound to is able to use concentration to telekinetically control it, thus able to be used in both melee and ranged combat.
These Stylish shoes adorn the feet of bards and performers across all lands allowing for graze and elegance. These shoes allow those that wear them the opportunity of advantage to all performance checks with dancing and entertainment-based footwork as well as a proficiency for both performance and acrobatics.
A creature large or less with CR at most 1/3 the user's level can be the target. The Helm must be thrown at the target and fail a dc 14 wisdom save or be placed on an unconscious target. If successful, the user's soul takes over the target their body vanishing until 1d6 hours pass or is sent to the ethereal plane if they are killed while in the body.
Within the church of Jesus exists thirty of these holy weapons. These weapons are magically reinforced, and durable being made of a near unidentifiable blend of metals dedicated to the protection of good and destruction of evil.
This pair of stones can be set up by one proficient in perception or investigation to create an alarm when passed through. The alarm is only heard by the one who placed them and up to two others designated induvial present at their placement. The magical sound is heard within one mile regardless of barriers or terrain.
This Bolts can store spells up to 5th level that trigger upon hitting an enemy with an attack. The spell casts the spell that was cast on it originally. If a new spell is cast upon this bolt the old spell is replaced. Once fired the spell destroys the bolt.
While wearing this amulet spell attack rolls crit on a 19 and a 20 you also gain advantage on wisdom checks.
The feathers of a Pheonix are renowned for their magical power and abilities. These one-use objects are most commonly used to revive oneself one time when going down in a fight, coming back in a fireball of glory at half their maximum health.
This horn is used as an action only by bards. Giving everyone who can hear the horn battle inspiration. Under this effect your Inspiration dice become d20's for the next minute. You can use this horn once day.
A wooden barrel Keg weight equivalent to as if it were empty. This Keg can hold up to 25 different fluids each up to the volume of a normal keg. For each time the keg is filled, or a new type of liquid is added a new faucet magically appears on the keg that can dispense the fluid. Anything stored within the keg expires at half the speed it should and retain the temperature they were when placed within. If the plug at the top of the keg is pulled out and the keg is tipped over all the liquids will mix and pour out.
An ornate glass bottle of endless liquor that when poured, those attuned can control how intoxicating that beverage is.
Pieces of a broken mirror that allow you to see through the eyes of another holder of a shard as an action.
A silver plated crow skull. When used (once per hour) cause someone you can see within 120ft to experience a minor bodily inconvenience. Examples: Getting hiccups, sneezing, itchy, an eyelash in the eye, need to use the restroom, ect.
A cookie jar that looks like it would belong in any grandmother’s kitchen. When opened a small iron stove and standard cooking utensils will appear. The stove will have enough wood to burn for 2hrs. Any meals cooked using this equipment will heal for 1d4 + the chef’s wisdom modifier. After eating the meal, for 3 hours, you will have that many temporary hit points as well. Item has 2 charges and gains 1 at dawn.
At dawn every day this crate will contain 10 eggs. They are not always chicken eggs but chicken eggs are the most common type to appear. Some eggs can be hatched, others can not be.
This staff allows the user to cast spells without spell slots instead losing 1d10 health per spell level after it is cast. If this causes an individual to fall below zero, the staff takes the users soul as payment leaving the body a ghoulish husk under the control of the staff.
A wooden bird call that when blown into will perfectly create the mating call of any beast.
A 30-pound hunk of obsidian that when thrown sticks where it lands and turns into a 6x3ft obsidian wall with 200hp. When reduced to 0hp it reverts back to its original form. 1 use per day.
A wooden toothpick that is indestructible and always pristine. Not even gods can harm this object implying it may have been created by something stronger.
A mechanical hawk that can take simple commands. Will try to return to you after being separated for one day unless commanded not to. Use Hawk stat block, it has 5hp.
The weaker rings of the gopher clans allow their knights and champions to be resistant to the damage their elemental magic causes. Only one of these rings can be worn at once.
Adds 3 AC to the wearer.
This bracelet, ring, earing, or other piece of jewelry draws energy into itself storing 10 hit points each day until reaching a maximum. When the person wearing it reaches 0 it instantly heals them the full hit point amount it has accumulated. It then begins the cycle again from zero.
Your initiative is locked at a permanent 15, your age is unaffected by any unnatural means, the spells slow and haste and similar potions/poisons have no effect. If Time Stop is cast in your presence, it does not affect you and you continue as normal keeping the initiative order with the castor. You and the castor can damage and interact without ending the spell as well. There is a 25% chance that the pocket watch will shatter at the end of each of your turns it does this effect for. You then become frozen in time like all else.
While wearing this once per day you may reach through a solid object to attempt to feel or manipulate what is on the other side. There is a even chance of success or failure at doing this.
A simple straw hat that gives the wearer a deep understanding of agriculture. When interacting with farmers you have advantage on all diplomacy checks with them. You can spend 2 weeks working on a farm and any land within a half mile from the farm yields far more crops on the next harvest. Use a nature check to determine the extent.
An owl statuette that fits in the palm of your hand. When activated the statue will keep watch for any movement. It can see movement in a 120ft sphere from itself. It has 120ft of Darkvision and a passive perception of 13. If any movement from something of medium size or larger is seen, the owl will hoot and screech until turned off.
A bronze shield with the slightly protruding head of a lion at the center with its mouth open. When struck with a spell requiring an attack roll, the shield will eat the spell as a reaction, closing the lion’s mouth. The spell can then be fired back at any point at its original timing and range. The spell must be of a level that the wielder would be able to cast as a full spell caster, or else the effect does not work. This effect works only once a day.
Once per day in a manner similar to sending an individual can make contact with someone they are farmilliar with and hold a single conversation. This ability can only be used once per day resetting at dawn the next day.
These scarfs are made of the highest quality silks by the masterful hands of the tutors of the Bards College. They allow those that wear them to mimic the behaviors, mannerisms, accents, and other signs of whatever region they find themselves in. These items have allowed countless bards to seamlessly blend into high end parties and engagements but will only work should those present not recognize them.
This ring allows the person wearing it to fire a visible musical note from it five times per day as a bonus action or all five once per day for 1d6 damage each.
The stone will implode in on itself after receiving its set trigger word devouring a ten-foot cube of non-organic naturally occurring material weaker than what it is made of.
When you cast a first level or higher spell that does fire damage you may add one charge to the ring. When casting a spell that does fire damage while wearing the ring you may choose not to add any charges to the ring and instead expel all charges and deal a damage bonus equal to the number of charges stored in the ring.
Rare items made by the gophers of Hothearth and used as an incendiary ammunition source for arrows, bolts, and javelins. Each of these projectiles detonate as a fireball upon hitting their target dealing a second source of damage on top of the original.
A long smoking pipe made out of fool’s gold. It cannot be smoked like a normal pipe, rather when blown into, the pipe emits a silvery smoke that creates an effect like the Silent Image spell, except only for the individual whose eyes the smoke hits.
A staff with blades on either end, one side is dark purple and has charms of foxglove flowers, while the other end is pink with charms of cherry blossoms. Striking with the dark side deals 1d8 slashing or piercing damage, and 2d8 poison damage. Striking with the light side allows the blade to pass through the target, instead healing for 3d8 hit points. If the light side hits an undead creature, it instead deals 3d8 radiant damage as it passes through the creature.
A black cloth cube that can mimic a chosen sound and volume (up to 5 seconds of sound). When thrown, after 5 seconds, it emits the sound. Sound can be changed after use.
While wearing the ring created by the dwarves of the East your body gains the ability to get nourishment and digest rocks.
While worn your spells ignore magical immunity lowering it to resistance
If Robes, Gloves, and Boots are being worn the user gains a resistance to magical damage.
While worn gain advantage on saving throws against all spells.
If Robes, Gloves, and Boots are being worn the user gains a resistance to magical damage.
While worn gain advantage on maintaining spell concentration
If Robes, Gloves, and Boots are being worn the user gains a resistance to magical damage.
A large silky blanket. When you are sleeping underneath it the blanket camouflages to look like the surrounding area. Creatures have disadvantage to see you while you are sleeping under this blanket.
This ring is made of silver and pearl. Once bound the bearer of the ring will always know its location.
When fired in an arc these arrows split into 1d20 arrows mid-flight consuming the bow that fired them for materials if a one is rolled.
This decanter is able to hold within it an unlimited amount of any one liquid. It can, however, only take in or let out so much a day depending on its size and components.
When wearing the Belt your Dexterity increases by 2, you gain advantage on charisma checks against elf's, you lose any beard you have, and if you aren't already an elf you can't be magically put to sleep, you get 60ft of Darkvision, and you understand elvish.
An 8in cube of clay that can be commanded to take the shape and appearance of an inanimate object within sight. Objects to be copied must not have more volume than an 8in cube. Can be smashed and reused.
With this ring equipped you can use cantrips as a bonus action.
A finely crafted 6 legged chair made of hardwood. The chair has a movement speed of 10ft. It can support 500lbs and still move. It is controlled with a command word.
A leather belt containing one type of artisan's tools. The type of tools can be changed once per day.
A carved wooden pendant on a twine necklace. Once per day the wearer can turn into a glowing spider for 30 seconds.
A cliché looking picnic basket. To use, you must have 1/2lb of anything ants would eat. When set on dirt/sand and commanded, 10000 magical ants will swarm from the basket to the food and build an ant hill 4ft tall at the location of the food. It takes the ants 10 minutes to construct and any disruption causes the ants to disappear. Can be used any number of times. Food is consumed.
Once per day this earing can glow allowing any magical spell to cast at first level to be upcast to fifth free of any additional cost.
This pair of stones can be set up by one proficient in perception or investigation to create an alarm heard by all within 600 feet regardless of barriers when anything passes through them.
A monocle that allows the wearer to see through up to 1ft of anything but led or magical material.
This monocle is a gold-rimmed glass monocle. While wearing this lens you have advantage on Intelligence (Investigation) checks when outside combat in any scholarly environment.
While wearing these ale-soaked leather bracers, you have proficiency with both darts and playing cards. You also gain a +2 modifier to rolls for unarmed strikes.
Wearing this ring causes you to grow a row of shark teeth behind your natural teeth giving your bite 1d8 damage. If the ring is removed the teeth slowly fall out over time.
A mask that can change shape every time it’s tapped to match the wearer’s current mood or needs. The original appearance of the mask has been lost to time, however it currently takes on variations of Kitsune and Oni masks.
Adds 2 AC to the wearer.
This bracelet, ring, earing, or other piece of jewelry draws energy into itself storing 10 hit points each day until reaching a maximum. When the person wearing it reaches 0 it instantly heals them the full hit point amount it has accumulated. It then begins the cycle again from zero.
Sets of stones created at the same time, the price depending on the number in the set. Each stone has a rune corresponding to itself, as well as runes corresponding to each other stone in the set. Activating the rune corresponding to the stone itself will allow the user to speak into an open channel that all the other stones can hear, while activating individual runes allows the user to choose who hears the message.
Adds 1 AC to the wearer.
This bracelet, ring, earing, or other piece of jewelry draws energy into itself storing 10 hit points each day until reaching a maximum. When the person wearing it reaches 0 it instantly heals them the full hit point amount it has accumulated. It then begins the cycle again from zero.
The ring weights what a standard ring would until taken off where it becomes roughly the weight of an armored Knight.
A small cube box approximately four inches wide that once activated will make sounds akin to one person in a crowd offering a performer applause.
A pair of tea cups that can be spoken into and heard through one another. Range of 500ft
When attached to armor it allows for the attached equipment to never be dirtied or blemished.
A 3tf plank of wood that when thrown sticks where it lands and turns into a 3x3ft wooden barrier with 20hp. When reduced to 0hp it reverts back to it’s original form. 1 use per day.
When fired in an arc these arrows split into 1d6 arrows mid-flight consuming the bow that fired them if a one is rolled.
A pen that never runs out of ink and moves and writes as you command it.
This black and red cape will always billow dramatically behind the wearer.
Levitates any corpse up to half a meter off the ground, only 1 at the time.
A wooden toilet seat from an outhouse. When the seat is thrown on the ground and the command word is spoken an outhouse will grow from the seat. It takes 1 minute for the outhouse to grow and is large enough to accommodate the user. Anything left in the outhouse will stay but the seat will weigh that much extra.
A rope that will always snap perfectly in two when forced to withstand more than 3 pounds of force. If broken, the segments will both still have this effect.
When blown this horn emits a sound that can be heard by any within 600 feet regardless or barriers.
An ornate carved antler pen. Pen never runs out of ink and can write in any color you choose.
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