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## emulca's Magic Items #### Chaos Gauntlet *Wondrous item, legendary (requires attunement)* ___ This gauntlet is made of dull black metal and is wreathed in swirling energy that appears to be in constant flux. While wearing this gauntlet, you gain a +1 bonus to all of your attack rolls, and to your spell save DC. At the start of each of your turns, roll a d20 and consult the table below. The *chaos gauntlet* amplifies your damage if the damage matches the table’s resulting type, and if the gauntlet is worn in the hand that either wields the weapon making an attack, makes a strike, or performs the somatic component of a spell. If the source of damage is from a spell, then the spell must be one in which a spell slot is expended to cast it. Until the start of your next turn, whenever you deal amplified damage, you double the amount of damage dice that you would normally roll. | d20 | Damage Type | Energy Appearance | |:-:|:-:|:-:| | 1–2 | Acid | black bubbles | 3–4 | Cold | ice needles | 5–6 | Fire | flaming orbs | 7 | Force | purple mist | 8–9 | Lightning | electric bolts |10–11 | Necrotic | gray ashes |12–13 | Poison | green bubbles |14–15 | Psychic | sparkling dust |16–17 | Thunder | storm clouds |18–19 | Radiant | light rays | 20 | Your choice \* | — \* Includes nonmagical damage \columnbreak ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ #### Totem of the Thrill *Wondrous item, uncommon (requires attunement by a barbarian)* ___ This totem is an amulet of linked animal teeth. It may be used as a Totem Warrior's totem. While you are wearing this totem and are raging, your speed increases by 10 feet and you have the uncontrollable urge to howl wildly. You may also prevent your rage from ending early by attacking objects that are Small or larger, in addition to the usual requirement of attacking hostile creatures or taking damage. While wearing this totem, you can extend the duration of your rage beyond 1 minute, up to 5 minutes. After the first minute of your rage, you may keep raging as long as you continue to attack either a hostile creature or an object that is Small or larger each round. If you do not attack either in a round, your rage immediately ends. #### Cloak of the Pariah *Wondrous item, uncommon* ___ A foul stench and a magical swarm of flies continually surround this filthy cloak. While you wear it, you have disadvantage on any ability check to interact socially. While you wear this cloak with its hood up, the stench becomes unbearable and the flies become agitated. At the start of each of your turns, the swarm of flies randomly assaults one creature within 5 feet of you that you can see. The creature must succeed on a DC 12 Dexterity saving throw or takes 2d4 poison damage. In addition, any creature that starts its turn within 5 feet of you while you are not incapacitated must succeed on a DC 12 Constitution saving throw or be poisoned. This effect applies to creatures even in environments without air, and even if a creature holds its breath or doesn't need to breathe. If a creature poisoned by this effect moves more than 5 feet away from you, or if the hood is pulled down, or if you are incapacitated, the effect ends. While poisoned by this effect, a creature can't regain hit points. Pulling the hood of the cloak up or down requires an action.
brewed by u/emulca
\pagebreakNum #### Ghost Walkers *Wondrous item, uncommon (requires attunement)* ___ While you wear these boots, if you are reduced to 0 hit points or if you take damage that would kill you instantly, you don't fall unconscious nor do you die. Instead, you are immediately transported to the Ethereal Plane, as if you had cast the *etherealness* spell. While you are in the Ethereal Plane, you don't make death saving throws. At the end of your next turn, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy. When you leave the Ethereal Plane, you have 1 hit point and 0 temporary hit points, and any spells or effects affecting you also end. Once activated, the boots' effect can't be activated again until 2 days have passed. #### Hellfire Harness *Wondrous item, uncommon (requires attunement)* ___ This black leather harness once belonged to a low ranking devil in one of Hell's many legions. A series of vials containing brightly colored fluid are affixed to it. The harness has 3 charges. While wearing this harness, you can use a bonus action to expend one of its charges to release a slippery, flammable substance from it, covering a 15-foot-square area centered on your space, as if you had cast the *grease* spell (save DC 15). If the substance is ignited, it’s no longer slippery and burns for 1 minute and up to 5 feet tall in that area. The fire can’t be put out by any nonmagical means. A creature takes 2d6 fire damage when it enters the burning area for the first time on a turn or starts its turn there. The harness regains 1d3 expended charges daily at dawn. ***Explosive Blast.*** You can use an action to prime all of the vials on the harness to explode. The harness is destroyed and releases its remaining energy in an explosion of flames that expands to fill a 20-foot-radius sphere centered on it. Every creature in the area, including you, must make a DC 15 Dexterity saving throw. On a failed save, a creature takes an amount of fire damage equal to 16 × the number of charges in the harness. On a successful save, a creature takes half as much damage. #### Helm of True Strike *Wondrous item, rare (requires attunement)* ___ While wearing this helm, you can use an action to cast the *true strike* spell at will. Additionally, if you hit with an attack while benefiting from the *true strike* spell, the attack is a critical hit. #### Covetous Cap *Wondrous item, uncommon* ___ This is a plain brown felt cap with a large, slobbering mouth containing rows of pointy teeth. While wearing this cap, you can use a bonus action to speak its command word and feed it at least 50 gp worth of coins or treasure, which it magically consumes. You then regain 4d4 + 4 hit points. **Curse.** This cap is cursed. After each time that you use it, roll a d20. On a 1, the cap loses control and consumes an additional 100 gp worth of the coins and treasure that you carry. If it isn't able to consume the full amount, the cap withdraws itself and can't be used again until the next dawn. #### Hazard Armor *Armor (medium or heavy, but not hide), very rare* ___ This armor is coated with a thin layer of gray soot that smells vaguely like charcoal. While wearing this armor, you gain a +1 to AC and you have resistance to acid damage. Additionally, when a creature swallows or engulfs you while you wear this armor, it must make a DC 18 Constitution saving throw at the start of each of your turns that you are inside it. On a failed save, the creature has disadvantage on attack rolls, ability checks, and saving throws it makes until the start of your next turn. The creature can expel you out of its body at the start of its turn (no action required), ending the effect on itself. While you are inside the creature and wearing this armor, you have immunity to being blinded or restrained. If you leave the creature’s body either by escaping or being expelled, the creature loses 4d10 hit points due to passing you through its innards. \pagebreakNum #### Vanquisher *Weapon (any martial melee weapon), very rare (requires attunement)* ___ Each time you hit the same creature with this magic weapon, the weapon strengthens against it. When this weapon is strengthened, it grants you a +1 bonus to your next attack and damage rolls made with it against that creature. The maximum bonus that you can receive this way is +3. You lose this bonus immediately if you don't attack the creature with the weapon on your turn, if you attack another creature, or if the creature dies. In addition, for every 3 consecutive hits that you make with this weapon when it's strengthened, you can knock the target prone as a bonus action on the third hit. Whether or not you use this ability, it can't be used again until you make another 3 consecutive hits with this weapon when it's strengthened. #### Kinetic Armor *Armor (plate), very rare (requires attunement)* ___ While wearing this armor, each point of bludgeoning, piercing, or slashing damage that you take from a hostile creature is also stored in the armor as energy, up to a maximum of 50 points of energy. The armor loses its stored energy after every long rest, and if you stop being attuned to it. You can use a bonus action to speak the armor's command word and unleash a powerful blast from it. Each creature within 20 feet of you must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of force damage equal to the amount of energy stored in the armor. On a successful save, a creature takes half as much damage. Once this property has been used, the armor loses its stored energy and it can't accumulate points of damage again until you finish a short or long rest. \columnbreak #### Natasha's Laughing Doll *Wondrous item, rare (requires attunement)* ___ This doll is overly amused by named spells (spells that were invented by famous spellcasters, such as *Mordenkainen's magnificent mansion*). While you are attuned to the doll, and if it's within 60 feet of a named spell being cast, it trembles and gives off the sound of screaming laughter. The doll's laughter is infectious and has an audible range of 30 feet centered on it. The laughter penetrates all nonmagical walls. Each creature within audible range, except you, must succeed on a DC 15 Wisdom saving throw. On a failed save, the creature laughs hysterically and is stunned until the end of its next turn. A creature must also make this saving throw when it enters within audible range for the first time on a turn or ends its turn within audible range. A creature that can't hear, or has an Intelligence score of 4 or less isn't affected. The doll only ceases laughing if you stop being attuned to it, or if you use an action to speak its command word. #### Flaming Flense *Weapon (whip), uncommon (requires attunement)* ___ *Flaming Flense* is a magic whip sheathed in flames. You gain a +1 bonus to attack and damage rolls made with it. In addition, the whip deals fire damage instead of slashing damage and ignores resistance to fire damage. It emits bright light in a 15-foot radius and dim light for an additional 15 feet. ***Sweeping Attack.*** When you hit a creature with this whip, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within the whip's reach. If the original attack roll would hit the second creature, it takes damage equal to half the damage you dealt to the original target (rounded up), and of the same damage type. ***Dragging Attack.*** You can force each creature of no more than 1 size larger than you that is hit by the whip to make a Strength check contested by your Strength or Dexterity check (your choice). If you succeed, the creature is pulled up to 10 feet toward you.
brewed by u/emulca
\pagebreakNum ### Battlegear of Frostkind ___ *Battlegear of Frostkind* is an item set that includes *Frostshard*, *Frostheart*, and *Frostwall*. While you are attuned to and wearing two or more pieces of this item set, you gain effects as detailed below. ***2 Pieces.*** Snowflakes drift around you, driven by gusts of cold wind that follow wherever you go, and can be directed to amplify your strikes. Your weapon attacks deal an extra 2d8 cold damage. ***3 Pieces.*** A scintillating layer of frost sheathes your entire body, and your skin becomes frigid to the touch. If a creature hits you with a melee attack, the creature takes 4d8 cold damage. In addition, whenever you are subjected to cold damage, you regain a number of hit points equal to half the damage dealt (rounded down). Once per long rest, you can use an action to bring about a whirling snow storm around you in a 120-foot radius that moves with you, remaining centered on you. The snow storm lasts for 10 minutes or until you use a bonus action to end it. The area is heavily obscured to each creature within it of your choice. Exposed flames in the area are extinguished, and vapor, gas, and fog are dispersed. If any creature of your choice starts its turn in the area and is concentrating on a spell, the creature must succeed on a DC 18 Constitution saving throw or lose concentration. #### Frostshard *Weapon (longsword), legendary (requires attunement)* ___ *Frostshard* is a magic longsword that grants a +2 bonus to attack and damage rolls made with it. When you hit with it, the target takes an extra 1d8 cold damage. ***Freeze.*** If you score a critical hit with *Frostshard*, you can freeze the target solid instead of dealing damage. If you freeze the target, it remains frozen until the end of your next turn. A creature is immune to this effect if it is immune to cold damage, is immune to being petrified, or has legendary actions. A creature that is frozen this way is petrified, and it dies if it suffers a critical hit. The creature and everything it is wearing and carrying, except magic items, are shattered into thousands of icy pieces. The creature can be restored to life only by means of a *true resurrection* or a *wish* spell. ***Cone of Cold.*** *Frostshard* has 2 charges and it regains all expended charges daily at dawn. While holding it, you can use an action to expend 1 of its charges to cast the 5th-level version of the *cone of cold* spell (save DC 18) from it. #### Frostheart *Armor (plate), legendary (requires attunement)* ___ While wearing *Frostheart*, you gain a +3 bonus to AC, you are immune to cold damage, and you and everything you wear and carry don't suffer any ill effects from extreme cold. In addition, each creature of your choice that starts its turn within 15 feet of you must make a DC 18 Constitution saving throw. On a failed save, the creature's speed is halved and it has disadvantage on its Dexterity saving throw until the start of its next turn. #### Frostwall *Armor (shield), very rare (requires attunement)* ___ *Frostwall* is a magic tower shield that gives you half cover while you are holding it. The +2 bonus to AC granted by half cover is in addition to the shield's normal bonus to AC. While holding the shield, you are also affected by the following properties. ***Heavy.*** You have disadvantage on Stealth (Dexterity) checks. If your Strength score is lower than 15, your speed is reduced by 10 feet. ***Freeze.*** When a creature makes a melee attack against you and rolls a 1 on the attack roll, you can use your reaction to freeze that creature solid. If you freeze the creature, it remains frozen until the end of its next turn. A creature is immune to this effect if it is immune to cold damage, is immune to being petrified, or has legendary actions. A creature that is frozen this way is petrified, and it dies if it suffers a critical hit. The creature and everything it is wearing and carrying, except magic items, are shattered into thousands of icy pieces. The creature can be restored to life only by means of a *true resurrection* or a *wish* spell.
brewed by u/emulca
\pagebreakNum #### Cape of the Cornered Beast *Wondrous item, rare (requires attunement)* ___ While you wear this cape, your weapon attacks score a critical hit on a roll of 2–20 if your current hit points are equal to or less than a quarter of your hit point maximum (rounded up), or if you are blinded, restrained, or knocked prone either by a hostile creature or as the result of a harmful effect. #### Claw of the Cornered Beast *Weapon (dagger), rare (requires attunement)* ___ Melee attacks made with this magic dagger score a critical hit on a roll of 2–20 if your current hit points are equal to or less than a quarter of your hit point maximum (rounded up), or if you are blinded, restrained, or knocked prone either by a hostile creature or as the result of a harmful effect. \pagebreak #### Nemesis Pauldrons *Wondrous item, very rare (requires attunement)* ___ While wearing these pauldrons, your first weapon attack against a creature that has not taken any damage since the start of your last turn scores a critical hit. In addition, the weapon attack is considered magical and the damage dealt ignores all of the target's damage resistances. \columnbreak #### Robe of the Reluctant Mage *Wondrous item, rare (requires attunement by a sorcerer or wizard)* ___ This soft garment is made from terry cloth and includes a waist sash. While you wear the robe, your base AC is 20 as long as you have unexpended spell slots. For each level of your expended spell slots, reduce your base AC by 1. For example, if you have a 1st-level and a 2nd-level spell slot expended, your AC is reduced to 17. The lowest that your AC can be reduced to this way is 5. ***Curse.*** This robe is cursed. Once you attune to it and put it on, you can't remove it unless you are targeted by the *remove curse* spell or similar magic. \pagebreak #### Beast Master's Flute *Wondrous item, uncommon (requires attunement by a ranger of the Beast Master archetype)* ___ While you are attuned to this flute, the beast companions that you gain can be of Large size. In addition, if you play the flute, you spend 1 hour instead of 8 hours when obtaining a new companion. You can use an action to play the flute to command your companion to take the Attack action indefinitely, targeting a creature that you specify. The beast continues to attack the target on its turn (no command required by you) until it suffers a condition that prevents it from attacking, or you command it to take a different action, or you command it to target another creature. If you have the Extra Attack feature, you can only benefit from it once on the turn that you use the flute to command the beast. This limit also applies to the beast's Bestial Fury; on the beast's subsequent turns, it makes only one attack. \columnbreak #### Collar of Subjugation *Wondrous item, legendary (requires attunement by a creature of evil or neutral alignment)* ___ The *Collar of Subjugation* is a magical collar of demonic origins, rumored to have been in Graz'zt's possession at some point during the eternal wars of the Abyss. It resembles a length of fire-blackened leather and can stretch to any size. While you are attuned to this collar, you can use an action to speak its command word and attempt to put it on a creature of any size, type, or anatomy. A creature that can't be charmed, or has legendary actions, is immune to the effect of this collar. Make a Charisma check contested by the creature's Charisma check. If you succeed, the collar fastens itself around the creature and it is charmed by you for as long as you concentrate (as if concentrating on a spell), up to 8 hours, or until you or your companions do anything harmful to it. If you fail, the creature is immune to the effect of the collar for the next 24 hours. The effect ends early if you use an action to speak the collar's command word again, you end attunement to the collar, or you lose concentration. When the effect ends, the collar unfastens itself from the creature and falls to the ground. While a creature is charmed this way, you can mount it and control it as a mount (see "Mounted Combat" in chapter 9 of the *Player's Handbook*). The creature has the same attitude towards you and your companions that it had before it was charmed, but it can't willingly do anything harmful to you or your companions, and it must obey your commands as a mount. If you issue no commands, the creature functions as an independent mount. If you mount a creature that is larger than you by two sizes or more, you must spend an amount of movement equal to half your speed times the number of size categories it is larger by. The DM rules the results of all other possible scenarios, such as creatures that can't reasonably support your weight, have no solid form, have an exotic anatomy, or have a harmful aura. \pagebreak #### Bringer of Undeath *Weapon (any weapon that deals slashing or piercing damage), rare (requires attunement)* ___ When you slay a living humanoid with this magic weapon, it rises 1 minute later as a zombie under your control as if you had cast the *animate dead* spell, unless the humanoid is restored to life or its body is destroyed. You can have no more than twelve zombies under your control at one time. A zombie remains under your control until you end attunement to this weapon, fall unconscious (but not from natural sleep), are on a different plane of existence, or dismiss all of the zombies as a bonus action. Once a zombie leaves your control, it immediately becomes hostile toward you. \columnbreak #### Face of Nightmares *Wondrous item, very rare (requires attunement)* ___ This mask is stitched out of coarse burlap fabric and can instill terror in those who look upon it. While you wear it, you can use a bonus action to force a creature within 5 feet of you that can see you to make a DC 18 Wisdom saving throw. On a failed save, the target is frightened of you for 1 minute. While the target is frightened in this way, any attack roll against it has advantage. The target must also spend its turns moving at least half its speed away from you. If the target ends its turn at a distance equal to or less than half its speed from you, it falls prone. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. Once you use this mask, you can't use it again until you finish a short rest. ***Cascading Terror.*** If a creature dies while under the effect of this mask, it has a look of terrible anguish forever plastered on its face. Each creature not already frightened of you that is within 120 feet of that creature, is allied to it, and is aware of it, must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened of you for 1 minute, and suffers the same effect as if you had used this mask. \pagebreak #### Mighty Weapon *Weapon (any weapon), very rare (requires attunement)* ___ When you hit a creature for the first time since combat started, it is stunned until the end of its next turn. \columnbreak #### Mistcatcher Bottle *Wondrous item, very rare* ___ This etched bottle has a cork stopper. When you use an action to remove the stopper, any vapor, gas, mist, or similar phenomena of your choice originating from a single spell, magic item, or creature ability within 1,000 feet is immediately sucked into the bottle, which you stopper as part of the same action. This includes any creature in mist form, such as those transformed by the *gaseous form* spell or the Shapechanger trait. A creature trapped in the bottle doesn't need to breathe, eat, or drink and doesn't age. The bottle can hold only one effect or creature at a time. If the bottle is full, you can use an action to remove the stopper and release its contents. If the contents are the effects of a spell, you release it as if you had cast the spell, and it uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster. Contents released from the bottle last for the duration specified in the spell, magic item, or creature ability. If the contents is a creature, it appears in the nearest unoccupied space from you in its true form. Looking at the bottle is enough to reveal if it is full, but the only way to determine the contents is to open the bottle. A newly discovered bottle might already contain contents chosen by the DM or determined randomly. | d10 | Contents | |:---:|:----------:| | 1 | *Fog cloud* | | 2 | *Stinking cloud* | | 3 | *Cloudkill* | | 4 | Smoke from an *eversmoking bottle* | | 5 | Fetid cloud of a dretch | | 6 | Commoner | | 7 | Warhorse | | 8 | Pegasus | | 9 | Vampire | | 10 | Yochlol | \pagebreak #### Totem of the New Moon *Wondrous item, very rare (requires attunement)* ___ This totem is a polished onyx sphere that fits comfortably in one hand. It can be used as a druidic focus. While you hold this totem, you can speak its command word as an action to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. This light appears like moonlight and suppresses shapechanging effects from the following sources: - A creature's Shapechanger trait - A creature's Change Shape ability - The druid's Wild Shape feature - Any transmutation spell that changes the shape of a creature Each creature except for you that is in the totem's light assumes its true form and can't change into another form. While a shapechanging effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. The light persists until you are incapacitated, or you use an action and speak the totem's command word again. \columnbreak #### Rod of the Necromancer *Wondrous item, very rare (requires attunement by a spellcaster)* ___ The rod has 3 charges. It regains 1d3 expended charges daily at midnight. When you cast the *animate dead* or the *create undead* spells while holding this rod, you can expend 1 charge as part of the same action to reduce the casting time to 1 action. In addition, you can use an action to expend 2 charges to sacrifice an amount of undead creatures under your control equal to or less than your spellcaster level, which causes each creature to crumble into a pile of dust. For each undead creature sacrificed this way, you regain 1d8 hit points. \pagebreak #### Weird Mojo *Wondrous item, rare (requires attunement)* ___ While you are holding this mojo, you can prevent yourself from suffering harmful effects. When you are subjected to any of the following conditions, you can use your reaction to ignore it: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, and stunned. If you ignore the condition, it becomes absorbed by the mojo. The mojo can only contain one condition at a time. If you transfer a condition to the mojo while it's full, you immediately suffer the condition that was stored in it. \columnbreak #### Thunderbird Amulet *Wondrous item, rare (requires attunement)* ___ When you take damage while you are wearing this amulet that reduces your hit points to an amount less than a quarter of your hit point maximum (rounded up), and you don't fall unconscious, the amulet awakens and a large spectral thunderbird materializes above your back. The thunderbird beats its wings and creates an effect that you can aim, as if you had cast the *thunderwave* spell. You regain 1d8 hit points for each creature that takes damage from this effect. At the end of each of your turns, if your hit points are less than a quarter of your hit point maximum, this effect repeats: the thunderbird beats its wings, and you regain hit points. The effect continues at the end of each of your turns until your hit points are greater than or equal to a quarter of your hit point maximum. When the effect ends, the thunderbird fades away and the amulet can't be activated again until the next dawn. \pagebreak #### Wraps of the Mummy Lord *Wondrous item, legendary (requires attunement)* ___ These wraps are fashioned from a sectioned length of threadbare linen. While you wear it, you constantly emanate an aura of necrotic energy that extends 30 feet from you in every direction, including through total cover. A hostile creature takes 10 necrotic damage when it enters the aura for the first time on a turn or starts its turn there. ***Curse.*** As long as you are attuned to these cursed wraps, you can no longer spend Hit Dice at the end of a short rest. In addition, you no longer regain hit points at the end of a long rest. \columnbreak #### Emblem of Service *Wondrous item, very rare (requires attunement)* ___ While you are attuned to this emblem, you can touch it to a willing creature for 1 minute during a short or long rest to place it under your protection, making it your ward. You can only place one creature under your protection at a time this way. When a warded creature that you can see is hit by an attack and you are wearing the amulet, you can use a reaction to teleport to its space, causing yourself to be hit instead. The warded creature is immediately shunted to the nearest unoccupied space that it can occupy away from the attacker. \pagebreak #### Electrified Armor *Armor (medium or heavy, but not hide), legendary (requires attunement)* ___ While wearing this armor, you gain a +2 bonus to AC and you have resistance to lightning damage. In addition, if you take more than 15 points of damage from a melee weapon attack, the attacker takes an amount of lightning damage equal to the excess, as a surge of electricity courses through them. \columnbreak #### Amulet of Endurance *Wondrous item, rare (requires attunement)* ___ This amulet is shaped like a heart and made from iron, providing the wearer an endless font of stamina and lessening the worst effects of exhaustion. While you wear this amulet, you gain the following benefits: - You can make a Constitution saving throw against any effect that would increase your level of exhaustion. The saving throw DC is equal to 15 + your current level of exhaustion. This benefit is in addition to any saving throw you would normally make to prevent exhaustion. - Your speed can't be reduced to less than 5 feet from exhaustion. - You don't die from level 6 exhaustion; instead, you fall unconscious. You regain consciousness and your exhaustion level is reduced to 5 after 2d4 + 4 hours. \pagebreak #### Wishes Parchment *Wondrous item, very rare* ___