Alishta's Raiment

This white robe which magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way. In addition, this robe never gets dirty.

Axe of Sel'thun

Source: Natalie's Setting

battle axe, unique

When in an area of undead energy the axe glows. When striking creatures from the Shadowfell or plane of shadow, add 3d6 radiant damage.

As an action you can cast detect good and evil. You can't use this property again until you finish a short or long rest.

Empowered

This is a +1 weapon.

Bindings of Nelistra Gemwing

Source: Natalie's Setting

bracers, unique

You have advantage on slight of hand checks.
You can cast burning hands at first level. You must finish a short or long rest before you can use this again.

Empowered

Your maximum ki points is increased by 2. You may spend two ki points to cast burning hands at the lowest level. You may spend extra ki points to increase the casting level. The total points spent must be less than or equal to your wisdom modifier.

Bracers of the Brute

Source: Natalie's Setting

bracers, uncommon

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once used this feature cannot be used until the next dawn.

Made for devils, when equipped any devil within 1 mile will know your location.

Brooch of Graces

Wondrous item, common (requires attunement)

This item appears as a blue gem set in swirling silver filigree. While wearing this item brooch, you can use a bonus action to change the apparent quality of the your clothing. The type, color, and basic shape of your garments do not change. For example, a rough cut dock workers tunic could change into a tailed dress shirt with gold trim.

As an action, you can attempt to impress your a target with your attire. You gain advantage on a single Charisma check made within the next minute. Once you use this property it can't be used again until the next dawn.

Claws of the Devil

Source: Natalie's Setting

boots, uncommon

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

Made for devils: when you make a Charisma against good creatures subtract a d4 from your roll.

Cloak of the Eladrin

Source: Natalie's Setting

cloak, unique

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

Depending on the season, you can cast one of the the following cantrips:

  • Hearth: Friends
  • Frost: Chill touch
  • Storms: Minor illusion
  • Light: Fire bolt
Empowered

You gain a +1 bonus to AC and Saving Throws while you wear this cloak.

Collar of Neffis

Wondrous item, common (requires attunement by a warlock)

The necklace is made of polished flat obsidian beads, each with three prongs. When adorned the prongs bite into your flesh, causing no damage but preventing the item from moving.

While you are wearing it, you gain the following benefits:

  • You can use the amulet as a spellcasting focus for your warlock spells.
  • As an action, you can ask for guidance from Neffis. You gain advantage on a single intelligence check made within the next minute. Once you use this property it can't be used again until the next dawn.

Copycat's Spellbook

Wondrous item, uncommon (requires attunement)

The pages in this pocket-sized spellbook are blank, and nothing seems capable of marking them or removing them. If you're holding the book when you see a creature cast a spell, you can use your reaction to make an Intelligence (Arcana) check (DC 15 + the level of the spell). On a success, you learn the name and details of the spell being cast, which magically appear in the book if it has room. While notes on a spell are in the book, you can use them as a written source for the purposes of learning that spell (such as a wizard copying a new spell into their spellbook or a creature with the Ritual Caster feat or Book of Ancient Secrets eldritch invocation learning spells with the ritual tag).

The book has room for three spells. You can use your action while holding the book to erase one or more spells from it, freeing up room for future use, and all spells it contains are erased if your attunement to the copycat's spellbook ends.

Crossroad Hammers

Source: Natalie's Setting

Light Hammers, rare (requires attunement)

Hammer's with they symbol of Idia, god of travelers and inns. You have a +1 bonus to attack and damage rolls made with this magic weapon.

As an action you can throw one of the hammers to call down a bolt of lightning in a cross shaped pattern. A lightning bolt strikes a target location up to 60' away and four bolts extend 10' in either each cardinal or intercardinal direction. Each creature in the area excluding you must make a DC 13 Dexterity saving throw, taking 3d6 lightning damage on a failed save, and half as much damage on a successful one. The hammer's property can't be used again until the next dawn.

While attuned you can use a bonus action to call the hammers back to your hands. The hammers must be within 300' for this to work.

Dagger of the Snake

Source: Natalie's Setting

Dagger, uncommon

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an Attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become Poisoned for 1 minute. The Dagger can't be used this way again until the next dawn.

Darnesh Warshield

Source: Natalie's Setting

shield, unique

You can cast the dnd.magic.spell.shield spell. You can't use this property again until you finish a short or long rest.

As an action you may select any number of targets within 30'. Each target may choose to gain a number of temporary hit points equal to twice your level. These hit points last 1 minute. You can't use this property again until you finish a short or long rest.

Empowered

When an enemy withing 30' of you strikes an ally you can see, you use a charge of Wrath of the Storm to deal damage to that target. In addition, when you strike a creature with a melee attack you may change the damage type to lightning damage.

Eclipse Blade

Source: Natalie's Setting

Weapon (any blade), common

As an action, the bearer can cause the unsheathed blade to create a dark aura, casting a shadow and creating dim light in a 15' radius. The wielder can see as if this area were covered by bright light. You can use this ability once and regain use at sunset.

In addtion the bearer can cast the dnd.magic.spell.umbraturgy cantrip.

Folding Knight

Source: Natalie's Setting

Wondrous Item, very rare

A small, nearly flat, box made out of intricate gears, plates, and wires. When set on the ground and the command word "cooperate" spoken it unfolds into a construct with the same statistics as Animated Armor. It can follow basic commands, as per the Unseen Servant spell, thought it can also be ordered to attack, defend, or watch. Once summoned it can remain open in 10 minute increments. Once closed it must rest for 1 day for each 10 minute increment it was opened. It can be open for a maximum of 60 minutes.

It can also be ordered to stand guard, which it can do for up to 1 hour. In this mode it presses against a wall and communicates with the creature which gave the order. When an hour is up or when ordered to collapse it folds back into a box and must remain in that form for 7 days.

It's name is Jormin.

If destroyed it can reassemble itself, taking 1 day for each hit point beyond zero it lost. If it drops to negative 30 hit points, it is destroyed.

Glimmerluck's Charm

Source: Natalie's Setting

ring, unique. Requires attunement.

As an action you can try your luck - roll 2d3 and consult the table below. You can't use this ability once and regain use when you finish a long rest.

Roll Luck table
2 Power surges around you
3 A stray star comes to your aid
4 Magic flows into you
5 A distant friend comes calling
6 A helpful promise is granted

You gain one luck point. After you roll a d20 but before the outcome is determined you may choose to roll another d20, keeping either result. You may also spend the point when an attack is made against you. You choose which roll to keep for the attacker's roll.

You can use this ability once and regain use when you finish a short or long rest.

Empowered

You can use Tides of Chaos to try your luck. Additionally, When you roll on the luck table, you can use your luck point to choose a result.

Hordebreaker

Source: Homebrew - https://goo.gl/W6w4yM

any Two-Handed weapon, usually Greatsword

This weapon counts as a +1 of its type. When making an attack with this weapon, the wielder may choose to attack two creatures in range instead of one by splitting the weapon into two one-handed versions as a free action. Roll an attack against both creatures. If either creature is hit, they take half damage, rounded down. If both creatures are at least one size category smaller than the wielder, they take full damage instead. This weapon can not be used to make an off-hand attack while split in two.

This ornate greatsword pulls apart into two smaller blades, bound to each other by magic. When pulled into two, the smaller blades seem to pull towards smaller creatures with great accuracy and precision.

Livesteel Weapon

Source: Natalie's Setting

Weapon (any metal), common, requires attum

This weapon is made of a strange material, as if thousands of strands of web were pressed together. It is as hard as steel though slightly lighter.

While attuned this weapon grants the user advantage on initiative as long as it is withing 10'.

Necklace of Energy

Source: Natalie's Setting

Wondrous item, uncommon (requires attunement)

This necklace in constructed of silver wires woven around a gem. While wearing the necklace your damage cantrips are able to ignore resistance to one type, based on the type of the gem.

d6 Gem Resistance ignored
1 green emerald acid
2 blue saphire cold
3 red ruby fire
4 yellow citrine lightning
5 diamond thunder
6 two gems roll twice, ignoring duplicates and 6s

Necklace of spirits

Source: Natalie's Setting

necklace, uncommon

On death can bind a spirit to the amulet, creating a bound spirit, this is an evil act. If the spirit is destroyed, the amulet looses it's power until a good humanoid is sacrificed to it.

Planar Disk

Source: Natalie's Setting

This is a flat, obsidian disk rimmed with mithril and is 9 inches across. The outer mithril ring has two bands which turn independently of the disk and each is lined with symbols. The inner disk is featureless except for a single rune etched on one edge.

You can use an action to cast the plane shift spell. When cast in this way you may only use the spell to teleport up to 8 creatures to a plane or to a teleportation circle. The spell cannot be used to banish creatures.

Once used the item requires 7 days to recharge.

Potion of Minor Firebreathing

Source: Natalie's Setting

Potion, common

1h duration or 3 fireballs, 2d6 fire, Dex 13 for half

Potion of Vigor

After drinking this potion a character can spend one or more Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains Hit Points equal to the total.

Primordial Charm

Source: Natalie's Setting

Wonderous Item, common

A wand sized rod of heavy black rock. Four ceramic snakes wrap the top(Red, blue, brown, white). Each can be removed and shattered, which summons a primordial serpent. Once all 4 snakes have been removed the item is no longer magical.

Color Elements
Red Fire damage and resistance to fire. vulnerable to cold
Blue Cold damage and resistance to cold. vulnerable to lightning
White Lightning damage and resistance to lightning. vulnerable to thunder
Brown Thunder damage and resistance to thunder. vulnerable to Fire

Ring of the Indecisive Wizard

Source: Homebrew - https://goo.gl/W6w4yM

requires attunement

This ring contains a single cantrip, which changes daily at dawn. Each dawn, roll a d20 and consult the chart below. That is the cantrip stored within the ring that day. Intelligence is the ability score used for Spellcasting.

  1. The ring has no spell this day
  2. Acid Splash
  3. Blade Ward
  4. Chill Touch
  5. Dancing Lights
  6. Fire Bolt
  7. Friends
  8. Light (self only)
  9. Mage Hand
  10. Mending
  11. Message
  12. Minor Illusion
  13. Poison Spray
  14. Prestidigitation
  15. Ray of Frost
  16. Shocking Grasp
  17. True Strike
  18. Stored cantrip stays the same as yesterday.
  19. Roll twice, rerolling results of 1 and 18-20. Wearer picks one.
  20. Roll twice, rerolling results of 1 and 18-20. Both are stored.

This iron ring is studded with 16 small gems around the perimeter of it, each one representing a minor spell stored inside. Everyday a new gem lights up, indicating which spell the ring has been randomly chosen to be available.

Scout's Longbow

Source: Natalie's Setting

Weapon (any bow), uncommon

This magical longbow is made by elves and given to the warriors which show exceptional bravery in defending their hometown. The items are treated with great respect and wielding one may cause elves to react as if a minor transgression occurred.

When fired, this bow and the arrow it fires make no sound. Additionally, the user may speak a command word and gain advantage on stealth checks 1/m. One the command word is used in this way, it may not be used again until after the next dawn.

Shifting Gem

Source: Natalie's Setting

Wondrous item, uncommon

Upon activation, allow swapping between material and spirit realm in locations of heavy undead energy. Lasts 1 hour, cannot be used until after the next dawn.

Shroud of Narh'rithi

Source: Natalie's Setting

cloak, legendary

Snake Oil

Source: Natalie's Setting

Wonderous Item, common

This is a bottle of a green fluid, with tiny flecks of scintillating scales floating in it. When emptied the fluid creates forms into a Constrictor Snake, which follows the direction of it's creator.

At the end of 10 minutes or when killed, the snake dissolves into a 5' patch of fluid.

Staff of the Traveling Mage

Source: Homebrew - https://goo.gl/W6w4yM

requires attunement

This staff contains 7 charges, and regains 1d6+1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff teleports out of your hand to an unknown location, possibly on another plane of existence. You can cast the following spells by expending the corresponding number of charges.

Misty Step – 2 Charges

Blink – 3 Charges

Dimension Door – 4 Charges

This staff is made from a dark, intricately carved wood, though it is very sturdy. A magical orb floats at the top of the staff between prongs, and a small gem is set at the bottom. The orb and gem change colors depending on which plane the staff finds itself.