Items 2

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Bloodaxe--

The Bloodaxe is a +2 great axe, which deals 1d12 + 2 + STR slashing damage.
It deals an additional 1d6 necrotic damage against living creatures, and gives the
wielder 10 HP back for each kill.
Undead and constructs would be immune to this.

Belt of Dwarvenkind--

Requires Attunement

While wearing this belt, you gain the following benefits:

� Your Constitution score increases by 2, to a maximum of 20.

� You have advantage on Charisma (Persuasion) checks made to interact with dwarves.

In addition, while attuned to the belt, you have a 50 percent chance each day at
dawn of growing a full beard
if you're capable of growing one, or a visibly thicker beard if you already have
one.

If you aren't a dwarf, you gain the following additional benefits while wearing the
belt:

� You have advantage on saving throws against poison, and you have Resistance
against poison damage.

� You have Darkvision out to a range of 60 feet.

� You can speak, read, and write Dwarvish.

Dwarven Thrower--

Weapon (warhammer), very rare (requires attunement by a dwarf)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has
the thrown property with a
normal range of 20 feet and a long range of 60 feet. When you hit with a ranged
attack using this weapon, it deals an
extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the
attack, the weapon flies back to your hand.

Dancing Sword--

Weapon (any sword), very rare (requires attunement)

You can use a bonus action to toss this magic sword into the air and speak the
command word. When you do so, the sword begins to hover, flies up to 30 feet, and
attacks one creature of your choice within 5 feet of it. The sword uses your attack
roll and ability score modifier to damage rolls.

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet
to another spot within 30 feet of you. As part of the same bonus action, you can
cause the sword to attack one creature within 5 feet of it.

After the hovering sword attacks for the fourth time, it flies up to 30 feet and
tries to return to your hand. If you have no hand free, it falls to the ground at
your feet. If the sword has no unobstructed path to you, it moves as close to you
as it can and then falls to the ground.
It also ceases to hover if you grasp it or move more than 30 feet away from it.

Winged Boots--

Requires Attunement

While you wear these boots, you have a flying speed equal to your walking speed.
You can use the boots to fly for up to 4 hours, all at once or in several shorter
flights, each one using a minimum of 1 minute from the Duration. If you are flying
when the Duration expires, you descend at a rate of 30 feet per round until you
land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in
use.

Boots of Haste--

are an equipment that can be clicked together to cast


the Haste spell on the wearer for 1 minute, once per long rest. They require
attunement.

Belt, Blinkback --

A set of clips is attached to this segmented belt constructed of metallic links.

Up to two one-handed melee weapons or up to four light melee weapons can be hung
from the belt in straps or sheaths.
When the wearer draws a weapon attached to this belt and throws it before the end
of her next turn, the weapon teleports back to its strap or sheath immediately
after the attack is resolved.

Earring of Whisper--

An Earring of Whisper is a gemmed and enchanted item that delivers and receives
Message spells to and from the other connected earrings within five hundred feet.
To send a message, the wearer must activate the earring by touching it, although
it will passively receive messages.

Cincture of the Stone King--

The belt requires attunement. Once attuned, it grants the following:

The attuned gains resistance to psychic damage. In addition, they are immune to
being paralyzed or petrified and cannot be knocked prone.

As an action, you can channel your anger to produce a shock wave of thunderous
energy, as with the Thunderwave spell. The spell has a DC of 16 and is considered
to be cast at fifth level. Once used, you cannot use this feature again until you
complete a short rest

Amulet of the Shield--


This protective amulet acts as a Shield spell once per day.

Condemner

Weapon (heavy crossbow), legendary (requires attunement)

Dormant State

The wielder has a +1 bonus to attack rolls made with this weapon.
When the wielder hits with an attack using this weapon, the target takes an
additional 1d4 poison damage.
If the wielder hits with an attack using this weapon, instead of dealing
damage, they can choose one of two effects to trigger. Each effect can only be used
once, and they cannot be used again until the wielder finishes a short rest:
A Fog Cloud spell centered on the target.
A Silence spell centered on the target.

Awakened State

The bonus to attack rolls increases to a +2.


The poison damage inflicted on a hit increases to 1d6.
An additional effect that can be triggered in place of damage is added:
A Hold Person spell (spell save DC 15).

Exalted State

The bonus to attack rolls increases to a +3.


The poison damage inflicted on a hit increases to 1d8.
The spell save DC for the Hold Person spell increases to DC 17.
An additional effect that can be triggered in place of damage is added:
The Blight spell (spell save DC 17).

Honor�s Last

Armor (shield), legendary (requires attunement by a non-evil character)

This massive, silvered shield bearing the crest of the Platinum Dragon never
tarnishes. The metal is warm to the touch. [64]
Dormant State

While holding the shield, the wielder has a +1 bonus to AC. This bonus is in
addition to the shield�s normal bonus to AC.
The wielder is immune to the prone condition while bearing this shield.

Awakened State

The bonus to AC increases to a +2.


Whenever a creature�s attack against the wielder misses, they can use their
reaction to immediately attempt to make a shove attack against that creature.

Exalted State

The bonus to AC increases to a +3.


Using a bonus action, the wielder can protect an adjacent ally, imparting +3 to
their AC until the beginning of the wielder's next turn, or the ally is no longer
adjacent to them (whichever comes first).
Mythcarver

Weapon (longsword), legendary (requires attunement by a bard)

This incredible silvered blade once belonged to the White Duke himself, and many
more master bards before him. It resonates with nearby musical tones.[42]
Dormant State

The wielder gains a +1 bonus to attack and damage rolls made with this weapon.
Whenever the Bardic Inspiration feature is used, the wielder gains advantage on
attacks with this weapon until the end of their turn.

Awakened State

The bonus to attack and damage rolls increases to a +2. In addition, targets
damaged with this weapon take an additional 1d6 points of force damage.
Whenever the wielder uses their Cutting Words feature while wielding this
blade, the target has disadvantage on their next saving throw.

Exalted State

The bonus to attack and damage rolls increases to a +3.


The wielder can spend an action to let the spirit of the sword overtake them
momentarily. They make four melee attacks with this sword, then suffer one point of
exhaustion. They cannot use this ability again until they finish a long rest.[43]

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