Magic Items

Traveler's Timekeeper
(Requires attunement)

"A rusty pocket watch with an engraving of the name "Arkhad." Despite its age, the watch still clicks away the seconds."

When attuned, the user may use their bonus action to click a button on the time piece to immediately get another turn. This can only be used once per week, starting from the time used.

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Mask of Apathy
(Requires attunement)

"A fairly dirty mask depicting a face sneering in disgust. It appears to be made from bone, but feels as if it is made of cold metal. No matter how hard you try, the grime just doesn't seem to come off."

When attuned, the user is giving advantage to saving throws against Fear and Charmed conditions while wearing the mask.

CURSED: While wearing the mask, the user always goes last in the initiative order.

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The Thief's Lucky Coin:
"A coin minted from the kingdom of Dolmin. It is incredibly devoid of any dirt, showing clear signs of importance to its previous owner."

If the coin is polished for 10 minutes, the coin's power activates. Instead of an attack roll, the user may spend their action to flip the coin into the air. On heads, the attack roll is a hit. On tails, the attack misses. The coin may be used once per 24 hours, its power vanishing until it is polished again 24 hours after use.

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Staff of Growth:
"A staff made from a grey-colored wood. Four spirals of green, leafy tendrils curl around the staff up to the top, which ends in a blood-red gem shaped into the form of a rose. Placing your ear next to the staff and focusing reveals the staff gives off the sound of a light breeze moving through a forested area."

When the staff is activated, an empty space within 15ft of the user (of their choice) grows a common flowering plant the user wishes. After 7 days, the bush wilts and dies.

If the user activates the spell on the same plant they already created for 7 days in a row, the plant does not wilt away and lives its regular lifespan.

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Amulet of Vermin:
"The amulet is in the shape of a rats head, its eyes are tiny polished rocks. The string holding the amulet together feels awfully like a rat's tail."

Once per day for a minute, the user may use an action to summon a CR 0 beast in an empty space within 30ft. The beast is either a Fiend, Fey, or Celestial (User's choice) The beast attempts to do whatever it is told to do within its ability. If the beast drops to 0 hit points, or the minute is up, the beast vanishes.

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Trumpet of Deathly Animation:
"A trumpet made of brass. Engravings and inlay silver depict various images of skeletons in varying, animated poses. All the skeletons appear happy in the images."

Once per day, the user may begin playing the trumpet. If there are any corpses, who have been dead for longer than a week, of humanoids nearby, their skeleton climbs out of their skin and begins to dance among the other skeletons and humanoids. Only 12 skeletons can be dancing and summoned at a time. The skeletons are completely non-hostile and do not heed any commands other than to dance.

After 1 hour, the magic song of the trumpet vanishes and the skeletons collapse.

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Sword of Swallowing:
"A plain-looking short sword at first glance, but, upon close inspection, the sword has light carvings of a human digestive tract along the blade."

The user of this sword is able to plunge it down their throat like a sword swallower. You are unable to harm yourself while doing so. You also get advantage on Performance rolls made with sword swallowing.

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Dying Light:
"A small, stone shaped into the form of a candle. A tiny gem, shaped like a small candle's fire, is aglow with a dim, purple light at the top of the stone candle."

Using an action, the user may speak the command word to cause the gem in the candle's wick to glow. While glowing, the candle emits dim light in a 5 ft radius. Using another command word, the candle will cease to glow.

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Mug of Brewing:
"A large mug made of silver that reeks of alcohol, but never one specific kind. Inlay of gold depicts a number of humanoids, ranging from Dwarves to Humans to Goblins enjoying a drink around a single, long table."

Any liquid placed in the mug transforms into alcohol. The rarer the liquid, the better the alcohol. Toxins, venom, and poisons or otherwise dangerous liquids turn into alcohol but still retain their properties, making the alcohol dangerous to consume.

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Whistle of the Best Friend:
"A small, silver whistle. It appears to have an engraving drawn by a child of, what you think is, a dog. Blowing into the whistle makes no sound, strangely."

Using an action to blow into the whistle, the user can summon an ethereal mastiff in an unoccupied space within 60 ft. of the user. The mastiff is friendly to anyone the user is friendly to and attacks anyone the user commands it to. The mastiff has its own initiative, which is rolled immediately after being summoned. The mastiff lasts for one hour. The mastiff can be summoned once per day.

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Whistle of the Floating Cacophony
While blowing on this whistle, you slowly float 2 feet off the ground, however, the whistle releases a scream that can be easily heard for 120 ft. away. The floating aspect of the magic item does not stop the user from falling great distances.

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The Vessel of Avarice:
"A green pot with black mist that swirls inside of it. The detail on the outside of the pot is a man's face gleaming with a full, toothy smile."

Allows the user the ability to draw 2 coins from its opening per day. Roll a d100 to see what coins are drawn. Only two coins can be drawn each day.

1-20: Copper coin

21-40: Silver coin

41-60: Electrum coin

61-80: Gold coin

81-100: Platinum coin

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Wand of Lesser Demons:
"A wand with glowing abyssal runes engraved into it. Various teeth of unknown origin protrude from the shaft of the wand. You feel your skin scrawl just looking at it."

The wand contains 1d4 charges of the spell 'Conjure Lesser demon' which is cast as an action. All charges regenerate after being submerged in an innocents' blood for 24 hours.

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Amulet of Zenituul's Hunger:
(requires attunement)

On a reaction to being struck by a melee attack, writhing tentacles protrude from your body, damaging everyone around you in 10 ft. radius centered on you. Creatures other than you in the radius must succeed a DC 12 Dexterity saving throw or take 8d4 bludgeoning damage, half as much damage on a successful save. This can be used once per day.

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The Bloodied Cloak
"A white cloak that, as the closer you get to the bottom, turns a dark red, clearly stained with blood. The cloak always feels damp and a blood red liquid occasionally drips from the lower part of the cloak. No matter how hard you clean it, the blood never goes away."

While wearing this cloak, the user gains 10 hp to their maximum hp.

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Basilisk Scale mail
While wearing this armor, the user had advantage on checks against being petrified.

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Flail of the Drifter
"The weapon appears as nothing more than the haft of a flail. However, upon closer inspection, you can see an almost invisible chain and spiked ball attached."

The first attack against a creature has advantage. A creature can make a DC 15 (Passive) Perception check to spot the weapon. Any creature that knows the flail is nearly invisible is no longer affected by the advantage effect. Creatures with True Sight and Blind Sight automatically see the flail.

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Orb of Rejuvenation
(Requires attunement)

"A hollow, glass orb that emits a near dull lime green light deep inside of the center of it."

When attuned to the orb, the user is granted 1d6 charges on the orb. The orb grants 1d4 hp per use as a bonus action per charge. Multiple charges may be expended at once.

If the user drops to 0, or below 0, HP, the user is immediately stabilized and all charges are expended as rolls (Example: 3 charges remain, user is dropped to 0 HP, roll 3d4, regain that HP.)

If the user was to die, the orb is immediately destroyed and the user is stabilized, but remains unconscious at 0 HP.

1d4+1 charges regenerate after 24 hours without use.

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Wand of Pandemonium:
"A wand with form that never stays consistent. It shapeshifts and convulses into different forms ranging from glowing, engraved, elegant mithril to heavy, repulsive, black iron. One thing always remains the same however: The end of the wand is a finely carved face of a laughing, old, long-bearded, human man: The face of Endrax. The face of Spells shoot from the open mouth."

As a bonus action, the user may cast from this wand. When casting, roll a 1d100 and use the magic described on the sorcerer's wild magic table.

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Scarf of Safety
Wondrous Item (Requires attunement): "A royal purple scarf made of very soft fabric. Two black stripes line the middle of the scarf from each end. If the scarf is buried in the user's face while wearing it, they feel an odd sense of security and warmth. The scarf smells of the user's beloved."

The scarf possesses 10 charges.

While wearing and attuned to the scarf, you can use your action to cast Thunderwave, As a first level spell using one charge, a bonus action to cast Misty Step, as a second level spell using two charges, an action to cast Thunderstep, as a third level spell using three charges. Casting a spell at a higher level consumes one extra charge per spell level.

1d6+1 charges are recharged at midnight.

While wearing the scarf and attuned, the spell Nondetection is always cast on the user.

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Giant Slayer's Sling:
"A small sling that fits into the hand nicely. Despite being magically resilient, the sling is covered in marks, Its master clearly used it quite often."

This sling is a +1 magical item for attack and damage rolls. When a piece of ammunition strikes an enemy, it deals an additional 1d4 damage. If the enemy that is struck by an attack is a giant, they take an additional 4d4 damage.

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Parasitic Heart:
"A normal looking human heart. The heart beats rhythmically on its own, despite having no body attached to it. It seems to beat faster when held closer to your chest."

The Parasitic Heart will attempt to eat its way into a creature's chest as soon as it has the opportunity, which is normally done when the user is sleeping or if the creature tells the heart to do so with telepathy. After the parasitic heart eats its way into the user's chest and consumes the old heart, the user gains Poison resistance and advantage on checks against poison and disease. If Identify is cast upon the heart, it says it is magical, but does not reveal any more information.

The user also gains advantage on death saves.

Should the user die while the heart is still in their chest, and the body is not destroyed, the parasitic heart will assume control of the corpse 10 minutes after death as an aberration called a "Parasitic Host."

The Parasitic Host gains access to all the abilities the user had at death, including spellcasting and multiple attacks as it consumes the brain for knowledge. This also includes any disease or otherwise still ongoing effect the corpse would still have.

The Parasitic Heart is Chaotic Evil and does what it pleases. The Parasitic Heart seeks to breed more spawn, which is done by the Parasitic Host inseminating another creature, normally of the same race as the original host. 2 months after insemination, 1d6 mature Parasitic Hearts are born, one of which will eat the birthing creature's heart and become the creature. If the user dies from poison damage, or otherwise dies in such a way that the parasitic heart is also destroyed, the parasitic heart dies alongside the user. If any kind of disease removal is cast upon a creature before the hearts mature, they wither and die.

In combat, the Parasitic Heart has 4 hp and 10 AC and can bite for 1d4 piercing damage with a +2 to hit. When bitten by a hidden Parasitic Heart, it injects a numbing agent that takes effect immediately, causing the creature who is bit to not notice the bite. A DC 17 (Passive) Perception check reveals the bite the moment it happens.

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Ash Maker's Knuckle Dusters
(requires attunement)

"The knuckle dusters are colored grey with a fine ash. No matter how much you rub and clean, the ash never seems to stop flowing. When held together, Vez'Harrah script along the knuckles reads, "Dust to Dust." "

Deals 1d4 bludgeoning damage. Upon striking a creature, they take an additional 2d4 necrotic damage. If an organic creature dies to the necrotic damage, they instantly turn to dust. Worn objects are unharmed.

Once per day, the user may use their bonus action to create A 20-foot-radius sphere of dust centered on the user until a wind of at least 10 miles per hour blows it away, or until a minute has passed. The dust spreads around corners and heavily obscures the area it fills.

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Great Axe of Obliteration
(Requires Attunement)

Once per long rest, the user may slam the ground with the axe, causing a 15 ft. radius centered on a point within 60 ft. explode into shrapnel. Anyone within the 15 ft. radius must succeed on a DC 15 Dexterity saving throw or take 6d6 bludgeoning damage and fall prone, half damage on a successful save and the creature remains standing. The 15 ft. radius remains as difficult terrain. 3/per long rest, when the user hits an enemy with an attack from this weapon, the user can force the target to make a DC 15 Strength saving throw or be pushed back 15 feet from a sudden explosion of force from the axe. This attack also deals an additional 1d10 force damage. If the enemy collides with an object or person, they both take an additional 1d6 bludgeoning damage.

Damage rolls against objects are critical hits, doing the regular double damage dice.

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Vital Rapier
Weapon (Rapier) (Requires Attunement)

"A rapier of masterful Dolmin design, thin engravings cover almost every inch of the blade with a strange red metal, giving the look of a sword already tainted with blood. A low, gentle hum reverberates from the rapier when held. The pommel is formed in the shape of the head of a Ki-Rin."

The rapier does an extra 1d4 Radiant damage per consecutive hit up, to 5d4. All consecutive damage is lost if an attack misses. The blade glows more and more white hot after each consecutive strike. The rapier has 3 charges, one charge is used when the Radiant Burst ability is used. All charges regen at dawn. In addition, treat this sword as a +1 magic item for attack rolls only.

Radiant burst (Recharge 5-6). As an action, you cause a large burst of raidant energy to eject from the sword, damaging every one around you. Each creature within 20 feet of that user must make a DC 16 Dexterity saving throw, taking 54 (8d8) radiant damage on a failed save, or half as much damage on a successful one. If the user has consecutive damage, it is used up and added to the damage rolls as well.

Prick:
Weapon (Dagger) (Requires Attunement)

Prick was forged by an archmage of unknown name to be used by the Kingpin of the Disciples of the Coin, an Oni named Gripe. For many years, Gripe used Prick as his go to weapon and the duo were unstoppable, giving Tivoli the worst crime rate in history. However, Gripe was eventually killed in an ambush by the Tivoli guards in the sewers and Prick to be without a master in the dark.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. As an action when you speak the command word, you can cast the Mage Hand cantrip.

Shadowstep. As a bonus action, the user may teleport to an unoccupied space behind an enemy within 60ft and gain advantage on the next attack against the enemy.

Eye of the Beholder. Prick can appraise any gemstone or art object with perfect accuracy brought within 5ft of it.

'''Sentience. '''Prick is a sentient, Lawful Evil weapon with an Intelligence of 12, a Wisdom of 16, and a Charisma of 8. It can see and hear out to 120 feet and has darkvision. Prick can speak, read, and understand Common, Goblin, and Orcish. It communicates by speaking telepathically to the attuned user, no matter the distance, as long they exist on the same plane at the same time and understands any language its attuned user does. Its voice is of a cruel young adult human.

Personality. Prick seeks to make as much money as possible, which mostly includes seedier ways, such as burglary, theft, and hits, he also enjoys jobs that also include hearing valuable information; the worse it would be if it was public, the better.

Prick opposes harming beggars and other poorfolk, who are usually the best, and cheapest, informants, due to the code of the Disciples of the Coin. If the wielder attempts to harm anyone in the Disciples of the Coin, or a beggar, a conflict occurs. Prick vehemently despises charity, seeing it as "useless" when there is no transaction being made. Prick prefers to rob rich individuals and will often make remarks about how the user should bulglarize the rich.

Prick is quite clever and prefers to make plans over charging into battle, especially since that was the reason why his first user died. When Gripe was killed, Prick fell into the Tivoli sewers and remained there for many years in the cold, disgusting dark. Because of this, Prick hates to be left without its user and even more so left completely alone, however, Prick will never admit this and give all kinds of excuses as to why he can't be left alone. Prick also refuses to be covered in refuse for too long and wants to be wiped perfectly clean after use. If he is not cleaned, a conflict occurs.

Prick harbors a feeling that it is the reason why Gripe died. Prick believes that he could have stopped it had he just paid more attention to what was going on around them. Prick refuses to allow this to happen again.

Void Light
Weapon (Longsword) (Requires attunement):

"A gleaming Longsword made of pure Electrum. When held in your hands, it hums with magic energy. Various delicate engravings adorn the surface of the blade. The pommel is engraved with the symbols of the five Progenitor kingdoms, above is an engraving of the Solarium and below is an engraving of Eternal Void. The weapon seems completely unscathed, despite its age. Blood and grim that collides with the blade simply slides away from the weapon, leaving it completely clean."

Void Light was created as a fail safe for the use of slaying creatures from the Eternal Void and the Solarium. Originally, the weapon was designed to be mass produced, but, sadly the Vez'Harrah kingdoms fell and the original blade was lost. A Morkoth named Hamgrannellin accidentally stumbled onto the weapon and brought it to its demiplane as a treasure, one of its prized possessions.

While attuned, the weapon acts as a magic +3 longsword. If the user is not attuned, it acts as a magic +1 longsword. When attuned and brandishing the longsword, the user can use a bonus action to speak one of the two command words of the magic sword, causing the weapon to either flow black mist or radiate bright light of the user's choice.

Light Form. The radiant form of the blade radiates light in a 40ft radius and dim light for an additional 40ft. With the blade flowing with searing light, it deals 2d6 extra radiant damage to any target it hits. In addition, the radiant form has 3 charges, which regenerate at dawn, to cast the listed spells: Dawn, Freedom of Movement, Guardian of Faith, Lesser Restoration.

The spells are cast as a DC 18 and are cast at their lowest level.

Dark Form. In the flowing dark mist form, the blade may summon a being from the Eternal void on any space within 60ft as an action. The DM either chooses one of his choice or rolls a 1d100 from the summon table.

The summon acts under any order you give it. The summoned being retains all of its statistics, but becomes an aberration and gains immunity to necrotic damage. The creature remains alongside you for as long as it has more than 0 hp. If an enemy or ally is standing on the summon location, they take 1d10 necrotic damage from the void portal. This action may be done three times per day and only one creature may be summoned at a time. The charges return after the sword is held under moonlight for 1 hour.

With the icy negative energy flowing from the blade, the weapon deals 2d6 necrotic damage on any target it hits.

Summon Table:

1-40: Cr 1/8

41-70: Cr 1/4

71-85: Cr 1/2

86-95: Cr 1

95-100: Cr 2

Curse of the Blind. The attuned user's eyes turn into black glass, blinding them, if Void Light is further than 10 ft away from them. When the weapon is brought within 10 ft. again, their eyes return to normal.

Supernatural Senses. The attuned user gains Darkvision. This Darkvision allows you to see in full color instead of shades of grey. While attuned to the artifact, you cannot be charmed or frightened.

While drawn, the sword's blade spews black smoke when a creature from, or a follower of, the Eternal Void is within 120 ft. The blade spews white smoke when a creature from, or a follower of, the Solarium is within 120 ft.

Portal Blade. Creatures the Solarium of the Eternal Void that are struck by the blade must make a DC 10 CON save. On failure, they are forced back into their respective plane. If the creature is native to the plane, nothing happens.

Sentience: Void Light is sentient and can communicate to the attuned user via telepathy and the sword can read and understand Vez'Harrah and Common. Void Light has darkvision out to 120 ft. Void Light is actually two separate entities, both with their own personalities; Void and Light. Void is the darker half of the blade and speaks in a harsh, violent male voice. Void's alignment is Lawful Evil. Light is the lighter half the blade and speaks in a sing-song, pleasant female voice. Light's alignment is Lawful Good. Both Void and Light have an Intelligence of 18, Wisdom of 14, and Charisma of 16.

Personality: Despite their differences, Void and Light both have a platonic love relationship and they bicker constantly, similar to that of an old married couple. During a debate, the attuned user may be dragged into their bickering to pick a side as a 2-to-1 vote. If the wielder can dream, they enter a demiplane with Void and Light. Void is depicted as a male skeletal vez'harrah wearing a long black cloak and several missing chunks of bone in its skull, whereas Light is depicted as a beautiful, female vez'harrah with pale white skin and a long white cloak. The demiplane looks however Void and Light wish for it to look, but it normally appears as a white and black room separated at the center by a single table. Light sits on the white side, Void on the black side. Another chair sits in between both white and black.

If Void Light senses any creature from the Solarium or the Eternal Void, outside of the summoned creature from Dark Form, it will force the user to remove them from the material plane. If the user does not comply, Void Light attempts to take control of the wielder, the wielder must make a Charisma saving throw with a DC equal to 15.

Void prefers to engage deep in combat and revels in slaughter. Void prefers to execute enemies rather than allow them to surrender. If an enemy is not killed by Void Light when surrendering, a conflict occurs.

Light prefers helping those in need without having to get bloody. If a creature is suffering, Light tells the user to do whatever it can to help it. If the wielder does not attempt to help the creature, a conflict occurs.

Curse. This curse affects any non vez'harrah attuned to it. Even if attunement ends, the curse remains. With each passing day, the user looks more and more like a vez'harrah as they grow a tail, scales below on the neck and below, and soft hair along the tail and back. The creature neither loses its original racial traits nor gains the traits of a vez'harrah. The changes caused by the sword are not magical, but it can be undone using the Remove Curse spell with a spell slot of at least 7th level.

Destroying the Sword. The only way to destroy the sword is to bathe the weapon in the magma of Nostrom's hidden forge in the Kiln, the destroyed Vez'Harrah capitol, for 10 years before it finally succumbs to the lava and is destroyed.