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Miscellaneous Magics (Part I)

It has been a while since I have added any new magic items to my collection, and with my players looking for some specific items, it’s time to start writing new ones up. I didn’t realize that I had not created a complete set of basic stat upgrading items. As I do not want something that is just a +X, I’ve given my stat boosting items a twist…. Enjoy!

Miscellaneous Magics (Part II)

400 Jackalope Foot Earring

This rabbit’s foot earring hangs from a small crescent of antler. If the wearer’s Dexterity is less than 15, it is increased to 15. If it is 15 or higher, the wearer gains +5 ft. of movement speed.

3000 Bracers of Manticore Dexterity

This reddish leather bracer is lined with dulled manticore spikes, reinforcing its sleek structure. The wearer’s Dexterity is increased by 1 or increased to 17, whichever is more.

9000 Bracers of Displacer Dexterity

This blue-black leather bracer is decorated with the white tentacle spines of its namesake beast. The wearer’s Dexterity is increased by 2 or increased to 19, whichever is more. The wearer can, each round, ignore one trigger that would give an opponent an opportunity attack.

27000 Bracers of Roc Dexterity

Brown leather is arrayed with overlapping white and brown feathers. The wearer’s Dexterity is increased by 4 or increased to 21, whichever is more. The wearer can, each round, ignore one trigger that would give an opponent an opportunity attack. Additionally, they may stand up from prone with no movement cost and can jump from standing with no penalty.

80000 Bracers of Wyvern Dexterity

Green-grey scales make up this delicate, sleek bracer. The wearer’s Dexterity is increased by 6 or increased to 23, whichever is more. The wearer can, each round, ignore one trigger that would give an opponent an opportunity attack. Additionally, they may stand up from prone with no movement cost and can jump from standing with no penalty. Lastly, the wielder has resistance to poison and can spend a bonus move action each turn to withdraw or dash.

 

400 Minotaur Pelt Greaves

Dark brown, shaggy fur covers these thick rawhide boots. If the wearer’s Constitution is less than 15, it is increased to 15, otherwise the wearer can delay the onset of an injury or a loss of consciousness for 1 round.

3000 Pauldrons of Chimera Constitution

A bronze lion, iron goat, lead snake, and copper dragon heads decorate these metal pauldrons. Your Constitution is increased by 1 or to 17, whichever is greater.

9000 Pauldrons of Troll Constitution

Greenish metal has been formed into sneering, distorted faces on the ridges of these shoulder guards. Your Constitution is increased by 2 or to 19, whichever is greater.  Once each day, spend an action to gain regeneration 1 for five rounds during which you gain vulnerability to fire and acid damage.

27000 Pauldrons of Hydra Constitution

Dozens of intertwined copper snake heads form splaying shoulder pauldrons. Your Constitution is increased by 4 or to 21, whichever is greater. Once each day, spend an action to gain regeneration 2 for five rounds during which you gain vulnerability to acid damage. You may make grapple checks using their constitution modifier instead of dexterity or strength.

80000 Pauldrons of Kraken Constitution

Acid-etched, blue damascus steel is formed into swirling wave patterns on these shoulder armor pieces. Your Constitution is increased by 6 or to 23, whichever is greater. Once each short rest, you may spend an action to gain regeneration 2 for five rounds. You may make grapple checks using their constitution modifier instead of dexterity or strength. You can make one free grapple check as a bonus action on your turn as blue-steel tentacles reach forth from these pauldrons.

 

400 Slaad Tooth Amulet

A single, large yellowed tooth hangs from a twisted scrap of leather cord. It shimmers with a faint, nauseating rainbow of colors. If your Intelligence is less than 15, your intelligence becomes a 15. If it is 15 or higher, whenever you roll a critical on a spell attack, you may cast a cantrip as a bonus action.

3000 Crown of Rakshasa Intelligence

This simple crown of polished wood is lined with a glimmering tiger pelt and topped with polished feline incisors. The wearer’s Intelligence is increased to a 17 or by +1, whichever is greater.

9000 Crown of Beholder Intelligence

A blackened and pitted iron crown bears seven gemmed eye stalks from atop its brow. The wearer’s Intelligence is increased to a 19 or by +2, whichever is greater. Once each short rest, the user of the crown can change a spell from a single target spell with a save to a single target spell with an attack roll.

27000 Crown of Mind Flayer Intelligence

The Crown of Mind Flayer Intelligence is a golden tiara inset with twisted amethyst rough-cut gems. The wearer’s Intelligence is increased to a 21 or by +4, whichever is greater. Once each short rest, the user of the crown can change a spell from a single target spell with a save to a single target spell with an attack roll. Once each long rest, they may convert half of a spell’s damage to psychic damage. The wearer of the crown has resistance to psychic damage.

80000 Crown of Aboleth Intelligence

 

Obsidian and opal work together with magical forces to bend light around this crown such that it appears as a hole devoid of light to any creature lacking true sight. The wearer’s Intelligence is increased to a 23 or by +6, whichever is greater. Once each short rest, the user of the crown can change a spell from a single target spell with a save to a single target spell with an attack roll. Once each long rest, they may convert half of a spell’s damage to psychic damage. The wearer of the crown has resistance to psychic damage.The wielder of this crown can maintain concentration on any number of spells, but they take a -1 penalty to their concentration checks and spellcasting modifier for each spell they maintain beyond the second.

400 Will-O’-Wisp Bracelet

A ball of amber holds a shimmering ball of ghostly light within this silver-chained bracelet. If your Wisdom is less than 15, it is increased to 15, otherwise you may cast Minor Illusion as a bonus action whenever you cast a 1st level spell or higher.

3000 Amulet of Fey Wisdom

Hanging from a leather cord is a circle with an internal collection of knots made of twigs, bug wings, spider webs, and sparkling powder. Your Wisdom is increased by +1 or to 17, whichever is greater.

9000 Amulet of Naga Wisdom

A dreamcatcher made of dried snake skins, large iridescent snake scale beads, and serpent ribs holds a spiritual essence inspired by the naga. Your Wisdom is increased by +2 or to 19, whichever is greater.  Once each day, when one of your spells would deal damage to a creature, you may reduce that damage by half to deal one quarter of the spell’s damage to the creature for three rounds in the form of poison damage. You have advantage on saves against poison.

27000 Amulet of Treant Wisdom

Ferns, seed sprouts, and dirt-covered tree roots form a woven circle. Your Wisdom is increased by +4 or to 21, whichever is greater.  Once each day, when one of your spells would deal damage to a creature, you may reduce that damage by half to deal one quarter of the spell’s damage to the creature for three rounds in the form of poison damage. You have advantage on saves against poison. Non-magical difficult terrain does not affect you. You have advantage on saves or skill checks in dealing with magical difficult terrain.

80000 Amulet of Sphinx Wisdom

A colored sandstone frame holds an elaborate pattern of silk strands, faintly smoking incense, and reeds. Your Wisdom is increased by +6 or to 23, whichever is greater.  Once each day, when one of your spells would deal damage to a creature, you may reduce that damage by half to deal one quarter of the spell’s damage to the creature for three rounds in the form of poison damage. You have advantage on saves against poison. Non-magical difficult terrain does not affect you. You have advantage on saves or skill checks in dealing with magical difficult terrain. When you cast divination spells, you have advantage on checks to determine success or failure, and if both rolls would succeed, then you can ask one additional question.

400 Kitsune Tail Scarf

A red and white woolen scarf is styled to appear as a fox tail, complete with the occasional twitch. If the wearer’s Charisma if less than 15, it is increased to a 15. Otherwise the wearer can, once per short rest, create a distracting prank psychically granting advantage on one attack or opposed skill attempt against an opponent unless they succeed on a Wisdom save, DC 8 + your Charisma modifier + proficiency..

3000 Mantle of Doppelganger’s Charisma

This silver-grey short cloak partially mimics the colors of its surroundings. Your Charisma score is increased by +1 or to a 17, whichever is greater.

9000 Mantle of Lamia’s Charisma

This beige cloak is lined with purple and red scales and two ruby encrusted fasteners. The calming smell of incense drifts off this cloak. Your Charisma score is increased by +2 or to a 19, whichever is greater. Spells and abilities you use against an unaware, distracted, or surprised foe have their save DC’s increased by 2 or their attack rolls are increased by +2.

27000 Mantle of Siren’s Charisma

This aquamarine sailcloth cloak is studded with bits of coral, shells, and driftwood. It smells faintly of the sea. Your Charisma score is increased by +4 or to a 21, whichever is greater. Spells and abilities you use against an unaware, distracted, or surprised foe have their save DC’s increased by 2 or their attack rolls are increased by +2. Foes you charm are not immediately roused from their ensnarement upon being attacked by you or your allies, and instead get a new save with advantage to end the charmed effect.

80000 Mantle of Dragon’s Charisma

This white leather is studded with a rainbow of chromatic dragon scales and secured to the shoulders with a polished dragon tooth pin. The usefulness of this mantle requires that it be fashioned from freely given materials, necessarily requiring a skilled diplomat and negotiator to gather its components. Your Charisma score is increased by +6 or to a 23, whichever is greater. Spells and abilities you use against an unaware, distracted, or surprised foe have their save DC’s increased by 2 or their attack rolls are increased by +2. Foes you charm are not immediately roused from their ensnarement upon being attacked by you or your allies, and instead get a new save to end the charmed effect. Once each short rest, you can roar and force all creatures within 60 ft that can see and hear you to make a Charisma saving throw, DC 8 + your proficiency + Charisma modifier, or be frightened by you for one minute or until they spend an action to succeed on a new save.

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