· 6 years ago · Jul 06, 2019, 11:16 PM
1Rings of Attunement (2k each) x6:
2*Luckstone (Attuned)
3 While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
4Rope of Nope (50ft. 16ft radius)
5 A coil of strong rope. If arranged in a circle, creates an impassable barrier (nothing outside can get in, nothing inside can get out, except from snails) not even light, or air. You suffocate in 6 hours minus 1 hour for every two people inside past the first. Get warned as you run out of air. Keyword "nope" will activate the rope
6Eversmoking Bottle, Uncommon - Modified
7 Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. The cloud remains centered on the Bottle.
8
9 The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.
10Arcane Door, Rare - https://www.dandwiki.com/wiki/Arcane_Door_(5e_Equipment)
11 An arcane door is a set of two metal bars, linked by fine shimmering electrum chains. You can spend an action to seal a doorway by placing one bar on each side. The chains stretch across the doorway, then expand at right angles into a shimmering golden wall of force. The wall is solid and extends into the ethereal plane. Perception checks made through the doorway are made with disadvantage.
12
13 The arcane door can be deactivated and reactivated – by the creature that sealed the doorway – by speaking the command word within 30 feet of it. A dispel magic spell can deactivate the arcane door, for which it is effectively a 7th level spell. The wall can also be physically broken with a DC 25 Strength check, which deactivates the arcane door. The metal bars cannot be removed from the doorway while the arcane door is active.
14Broom of Flying x3, in Quiver of Ehlonna
15 Flight Speed: 50ft, if weight>200 Speed: 30ft, Max weight = 400lbs
16*+1 Bow of the elements, w/Blazing Bowstring, Very Rare, DMG183 (Attuned) Range: 300/1200
17 Damage: 1d10(pierce)+1d10(Fire)+1d6(Elemental)+1d8(Acid)+2d8(Radiant)+14
18
19 When knocking and firing and arrow the user names an elemental damage type, the arrow then does that type of damage instead of piercing damage. Arrows fired through this bow deal 1d6 additional elemental damage of the same type as the arrow.
20
21 As an action, the user may fire an overloaded arrow from the bow that will explode on impact. All creatures in a 20-foot radius from where the arrow landed must succeed a DC 16 Dexterity saving throw to take half of the 6d6 elemental damage. The bow may use this effect twice, and regains all uses of this ability at dawn.
22
23 As a bonus action, you may command the bow to give you resistance to one type of elemental damage until the start of your next turn. For purposes of the bow, elemental damage types are: fire, cold, acid, lightning, thunder, and poison.
24 + When activated, it makes any arrow that is fired from it ignite in flames to deal +1d10 Fire damage. (Blazing Bowstring)
25 + This bow has been fashioned from the horns of Metalic Dragons. A piece of ammo you fire from this weapon is magically infused with elemental energies. A longbow does an additional 1D8 of Acid damage and an extra 2D8 Radiant damage.
26
27 Also you can sense the presence and direction of any dragon within 5 miles of you as long as your passive perception is 16 or higher.
28
29 While you wield this weapon, you also have resistance to Acid damage.(Dragonhorn Bow)
30 + When you make a Wisdom saving throw, you may use your reaction to make an attack with this weapon. (Brave Weapon)
31 + The range of the weapon is doubled both in normal and long. While you hold this weapon and in conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.(Eagle Bow)
32 + Poison Generation. This weapon creates a mild poison that can be applied to ammunition fired. A creature hit with ammunition applied with this poison must make a DC 14 Constitution saving throw at the end of your turn. On failure, they take 5d6 poison damage and are poisoned for 10 minutes. On success, they take half that damage and are not poisoned. If poison is applied to ammunition, it lasts for 1 hour, after which it is harmless. The poison is automatically applied to the ammunition fired unless the creature attuned to this weapon spends 1 hour with a Poisoner's Kit to stop the generation.(Venomous Bow)
33 + Potent Poison. Poisons applied to ammunition fired from this bow cause the target to make the saving throw against the poison at disadvantage.(Venomous Bow)
34 + Thick Blood. Upon attuning to this weapon, you have immunity to poison damage and proficiency when using Poisoner's Kits. If you already have proficiency in Poisoner's Kits, you may double your proficiency bonus.(Venomous Bow)
35 + Compartmental. This weapon has small compartments, large enough for a vial, to fit. It can fit as many as 4 vials at a time.(Venomous Bow)
36*Canth's Bracers of Archery (Attuned)
37 + While wearing these Bracers, you have proficiency with the longbow and shortbow, and you gain a +4 bonus to damage rolls on ranged attacks made with such weapons.(Ring of Accuracy)
38 + The damage die of your weapons increases once when attuned to this bracer as follows: 1d8 -> 1d10 (Das Kinder Mallet Ring)
39 + When you make a ranged weapon attack that uses ammunition, the ammunition used in the attack becomes silvered until the start of your next turn. (Bracer of Silvering)
40 + When you are attacked by a spell that is meant to harm you, you can spend your reaction to create a magical shield that appears from your wrist protecting you from the effects of the spell. The shield can protect you against different magical attacks, for example:
41
42 *If the wielder is attacked by a spell that targets his AC, the shield give him a +5 bonus to AC till his next turn.
43 *If the wielder is attacked by a spell that forces him to make a saving throw, the shield give him a +5 bonus to the required save throw till his next turn.
44 *If the wielder is attacked by a magic missile spell, the shield automatically deflects the attack.
45 The bracelet has 6 charges, it regains 1d6 charges at dawn. (Shield Bracelet)
46*Canth's Boots of the Immortal King, Very rare (Attuned) - https://www.dandwiki.com/wiki/Immortal_King%27s_War_Boots_(5e_Equipment)
47 Your Constitution score increases by 1, to a maximum of 20, your base movement speed increases by 20 feet and you ignore difficult terrain caused by ice, plants, and rocks.
48 +Fast Dashing. When you use your action to Dash, your speed for the turn triples instead of doubles. (Pegasus Boots)
49 +Charge Attack. On any turn you use your action to Dash, if you move at least 10 feet straight towards a creature or object, you can use your bonus action to make one melee attack at the end of that movement. (Pegasus Boots)
50 +Dashing Leaps. The distance of your long jump doubles, but only if you have a running start. (Pegasus Boots)
51 +Perfect Landing. When falling from a height less than or equal to your walking speed, you may use your reaction to land safely upright on the ground without taking falling damage. (Boots of Landing)
52Bracers of Deft Hands, Uncommon - https://www.dandwiki.com/wiki/Bracers_of_Deft_Hands_(5e_Equipment)
53 While wearing these bracers, when you use your action to make an attack with a ranged weapon that has the loading property, ignore the effects of the loading property. When you use your action make an attack with a ranged weapon that does not have the loading property, you may make another attack with that weapon as a bonus action.
54*Canth's Mask, Rare (Attuned)
55 While you are wearing this mask, your facial features are obscured and any divination spell or effect that attempts to identify you will automatically fail.
56
57 If a creature other than you, the wearer, attempts to physically remove the mask from your face, that creature must succeed on a DC 22 Strength check to do so.
58 + A very useful item for both dungeon delvers and daring pickpockets, the Dragonseye Lens is a rosy glass lens framed with gold scales. While looking through the lens any gold, silver, or gemstones within 80 ft. light up like a bright light for the viewer. The viewer can see through objects and creatures to see such treasures, but cannot see through lead or 10 ft of stone. (Dragonseye Lens - https://noblecrumpet-dorkvision.tumblr.com/post/165775777407/rogue-week-new-magic-items)
59 + Looking through it reveals the presence of magic as though the detect magic spell were in effect. (Mage Lens)
60 + The wearer gains a +3 bonus to Investigation, and can cast the Identify spell 1d3 times a day. (Eyepiece of Clear Sight, Monocle)
61 + The wearer gains a +3 bonus to Perception, and can see invisible objects and creatures. (Eyepiece of Clear Sight, Eyeglasses)
62 + The wearer cannot be blinded, and can see through magical and nonmagical darkness, fog, sandstorms, snowstorms, and other phenomena that would cause the wearer's vision to be hindered. (Eyepiece of Clear Sight, Goggles)
63
64*Canth's Cloak of Shadows, Very Rare (Attuned)
65 While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
66
67 While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
68 + This cloak is made of simple unassuming materials, it seems tattered and rough as if it has been used for years and not cared for. Wearing this cloak makes you seem unimportant and beneath notice. Creatures must succeed a DC 15 Wisdom (Perception) check to be able to notice you. The check is a DC 10 if you are not in a public place. Attacking or other "obvious" actions ends the effect for any creature that can see the action. (Cloak of the Innocuous)
69 + A cloak of all black. while wearing this cloak you can make a DC20 Stealth check to become invisible. (Cloak of GREATER Concealment)
70 + As a bonus action, the player can use a charge to activate this item and shift into the Ethereal Plane when moving. Until the start of your next turn, your movement speed increases by 15 feet and your movement doesn't provoke opportunity attacks.
71
72 This magical item has 4 charges, and regains 1d4 charges at midnight. (Cloak of Verna mist)
73 + This black silk cloak and hood covers the wearer in constant shadow. These shadows are impenetrable by normal means, but true seeing can see through them.
74
75 While wearing this cloak, you can use your bonus action to step into one shadow other than your own and use it as a portal to teleport to another shadow within 60 feet. Once this effect is used, it cannot be used again until the next dusk.(Wraith's Cloak)
76 + If you already have darkvision, the radius of your darkvision increases by 90 feet. (Wraith's Hood)
77*Canth's Quiver
78 Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
79
80 You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
81 + This enchanted quiver appears to hold 20 arrows or bolts. When one is removed, another one magically appears in its place moments later.
82
83 While attuned to this quiver, ammunition used from it is automatically replaced as it is used. The ammunition produced by the quiver is only considered magical to the attuned, and if taken out of the quiver, it disappears after 1 minute. You have a +2 bonus to attack and damage rolls made with ranged weapons with these arrows.
84
85 Poisons and oils may still be applied to individual arrows, which retain their potency while in the quiver for the duration. (Quiver of Endless Arrows +2)
86Fortune's Friend, Rare - https://noblecrumpet-dorkvision.tumblr.com/post/165775777407/rogue-week-new-magic-items
87 You may roll this magical eight-sided die to gain a random boon for 24 hours. Once the die has been rolled by someone it cannot grant a boon to anyone for another 24 hours. Each side of the die has a different color that grants a different boon. Roll 1d8 to find out which boon is granted when the die is rolled:
88 1 - red: -1 on all attacks and saves. 5 - blue: +2 on INT skill checks
89 2 - orange: +2 on STR skill checks 6 - indigo: +2 on WIS skill checks
90 3 - yellow: +2 on DEX skill checks 7 - violet: +2 CHA on skill checks
91 4 - green: +2 on CON skill checks 8 - white: +10 max HP
92Living Slumber Jewel, Very Rare
93 This jewel necklace has one gem on it. The jewel is the magical part of the item.
94
95 The jewel allows you to store one Huge creature or smaller inside of it.
96 The jewel does not work on constructs and undead.
97 To use it is a bonus action. To store a humanoid or creature, the target must be within 5 feet of the gem user and a word must be spoken: Haizen!, in order for it to become stored inside the gem.To release said creature, the sentence: Zeige Dich!, must be uttered and the creature within comes out within 5 feet of the gem user
98 A unwilling creature must succeed on a Wisdom saving throw, DC 17, if the creature is willing the DC is not necessary.
99 Once inside the jewel, the creature can see everything the wearer see and hear things in a radius from 30ft. Time seems to move slower within the gem. Any creature entering it, will come out in the same condition it was in when entering, no matter how many years has passed. Within this gem the creature does not age.
100Lantern of Revealing, uncommon, DMG179
101 While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
102Ring of Water Walking, Uncommon, DMG193
103 While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground
104*Ring of Protection, Rare (Attuned)
105 You gain a +1 bonus to AC and saving throws while wearing this ring.
106Periapt of Proof against Poison, Rare, DMG184
107 This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.
108Periapt of Health, Uncommon, DMG184
109 You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.
110Amulet of Translation, Rare - https://www.dandwiki.com/wiki/Amulet_of_Translation_(5e_Equipment)
111 While wearing this amulet, you can speak and understand the vocal words of any language.
112*Apothecary's Amulet, Rare (Attuned)- https://www.dandwiki.com/wiki/Apothecary%27s_Amulet_(5e_Equipment)
113 While attuned to and wearing this amulet, your maximum hit points increases by a number equal to your player level, and you gain 2d10 hit dice to add to your pool. Whenever you receive healing for any reason, you regain an additional 2 hit points for each dice rolled, or for each 10 hit points received if no dice were rolled.
114Gloves of Thievery
115 These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
116Portable Hole
117 This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
118
119 You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
120
121 You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
122
123 If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
124Rope of Climbing, DMG197
125 This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
126
127 If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.
128
129 The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
130Tan Bag of Tricks, Rare, DMG154
131 This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
132
133 You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.
134
135 The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
136
137 TAN BAG OF TRICKS
138 d8 Creature d8 Creature
139 1 Jackal 5 Black bear
140 2 Ape 6 Giant weasel
141 3 Baboon 7 Giant hyena
142 4 Axe beak 8 Tiger
143Marble of Liquid Storage (20), common - https://www.dandwiki.com/wiki/Marble_of_Liquid_Storage_(5e_Equipment)
144 A magical glass marble that can contain 1 keg of any liquid. To contain liquid inside of it, drop it into the liquid. To release the liquid, squeeze for slow release or break for a massive splash. - 90gp each
145Acid Arrows (200), Uncommon - https://www.dandwiki.com/wiki/Acid_Arrows_(20)_(5e_Equipment)
146 +2d4 Acid Damage - 200gp per 20
147Vile Arrows (200), Uncommin - https://www.dandwiki.com/wiki/Vile_Arrows_(20)_(5e_Equipment)
148 +2d4 Poison Damage - 180gp per 20
149Flame Arrows (200), Uncommon - https://www.dandwiki.com/wiki/Flame_Arrows_(20)_(5e_Equipment)
150 +1d4 Fire Damage & +1d4 Fire Damage at start of it's turn - 100gp per 20
151Frost Arrows (200), Uncommon - https://www.dandwiki.com/wiki/Frost_Arrows_(20)_(5e_Equipment)
152 +1d4 Cold Damage & DC12 Con Save or 1/2 Speed until end of next turn - 90gp per 20
153Arrow of Razorwind (200), Uncommon - https://www.dandwiki.com/wiki/Arrow_of_Razorwind_(5e_Equipment)
154 When you shoot this magic arrow, it splits into three. The three arrows can all attack one creature, or attack three different creatures. Each extra arrow deals 1d8 piercing damage on a successful hit. - 260gp per 20
155Highwire Arrow (200), Common - https://www.dandwiki.com/wiki/Highwire_Ammunition_(5e_Equipment)
156 This arrow or bolt has a spiral carved down the entire shaft that is filled with silver wire. It functions as a normal piece of ammunition unless you activate it before firing.
157
158 To activate the highwire ammunition, you use a bonus action to touch the back end of it to a solid surface while saying the command word. You fire the activated ammuntion at another solid surface within 75 feet. When it hits, a thin metal cable is conjured that stretches between the two points, connected solidly. The conjured cable vanishes after 10 minutes or when it is cut through (AC 15, 20 hit points). The cable can hold up to 300 pounds at a time without breaking. - 70gp per 20
159
160Attunement Slots (9 total)
1611: Stone of Good Luck
1622: Longbow of the Elements
1633: Bracers of Archery
1644: Cloak of Canth
1655: Ring of Protection
1666: Boots
1677: Canth's Mask
1688: Quiver
1699: Apothecary's Amulet