Miscellaneous Magics (Part II)

Miscellaneous Magics (Part I)

Mask of Shaping 50000

A simple wooden mask lined with a mirror on its internal side. While worn, all of your statistics are increased by +1 or to 17, whichever is higher and you can shift your statistics by altering yourself. Every point a statistic is lowered buy, it returns a number of points equal to its modifier and increasing a statistic costs a number of points equal to what modifier it would become. For example a 19(+4) would cost 5 points to increase to a 20 (+5) or refund 4 points to lower to an 18. It takes a week to attune, and at the moment of attunement, the wearer gains the bonuses and makes the choice of how to distribute their statistics. This remains until they remove the mask and lose attunement.

Mask of Shaping, Master’s 200000

An ebony mask that oddly mimics your face while its internal side is lined with liquid quicksilver that holds the mask to you, like a cooling mask of water. While worn, all of your statistics are increased by +2 or to 19, whichever is higher and you can shift your statistics by altering yourself.. It takes three days to attune, and at the moment of attunement, your statistics gain a +2 bonus, or become 19, and you may then distribute your statistics by lowering and raising them within a shared pool of points. Once chosen, this arrangement remains until you remove the mask or lose attunement.

Every point a statistic is lowered by, it returns a number of points equal to its modifier and improving a statistic costs a number of points equal to what modifier it will become. For example a 23(+6) would cost 7 points to increase to a 24 (+7) or refund 6 points if lowered to a 22. Unused points form a pool that can be each spent before making a single d20 roll to modify the relevant statistic used to be one of your choice, such as rolling a perception check using Strength or an attack roll with Charisma. You regain this pool of leftover points when you complete a long rest.  

 

Hunter’s Pelt 7000

The Hunter’s Pelt is a patchwork of different animal skins that form a loose sash with a few sewn in pockets. Your Dexterity and Constitution are increased to 17 or increased by +1, whichever is higher. You have advantage on saves against exhaustion while traveling, reduce your exhaustion levels by 1d3 with each night of rest. Once each day, you can take an extra action and make a Constitution save, DC 15, or gain two levels of exhaustion. On a success, you gain one level of exhaustion instead.

Hunter’s Pelt, Master’s 20000

The Master Hunter’s Pelt is a patchwork of dire animal skins replete with scars and exotic colorations forms a loose sash filled with pockets and pouches. Your Dexterity and Constitution are increased to 19 or increased by +2, whichever is higher. You have advantage on saves against exhaustion while traveling, reduce your exhaustion levels by 1d3 with each night of rest. Once each short rest, you can take an extra action, move up to half your speed as a bonus action, and make a Constitution save, DC 15, or gain two levels of exhaustion. On a success, you gain one level of exhaustion instead.

Athlete Gloves, Master’s 30000

Smooth black, fine leather gloves sandwiches a mesh of fine mithral chain while the exterior of these gloves have white, dire sharkskin grip applied to the palms and fingertips.  The wearer’s Strength, Dexterity, and Constitution become 19 or increase by +2, whichever is greater. The Master Athlete’s Gloves grant advantage on climb, athletics, acrobatics, dance, grapple, and any other sport related checks. While wearing these gloves, you have a climb speed and swim speed equal to your land speed. Also, you can jump, from standing, up to your movement speed. With a reaction, you can safely catch any thrown projectile attack against you that misses, assuming it is something you can lift.

Thinker’s Crown 12000  

A marble crown depicting a sitting humanoid, lost in thought. The Thinker’s Crown grants advantage on knowledge, investigation, insight, or thought related skill checks. Additionally, its wearer’s Intelligence, Wisdom, and Charisma increase to 17, or increase by +1, whichever is greater.

Thinker’s Crown, Master’s 30000  

A platinum crown depicts a sitting humanoid, lost in thought surrounded by orbiting stars and planets made of precious gems. The Master Thinker’s Crown grants advantage on knowledge, investigation, insight, or thought related skill checks, also its wearer gains a +2 to Intelligence, Wisdom, and Charisma or increases those statistics to 19, whichever is higher.  Additionally, its wearer gains one additional spell slot of 1st, 2nd, and 3rd level. If the wearer does not have the ability to cast spells, instead they gain a cantrip, 1st, and 2nd level spell of a spellcasting class of their choice that they can cast using those spell slots. The numeric effects of spells that the wearer casts are increased by 5%, rounded down.

Choker of Dualism 7000

A Choker of Dualism is split band of black silk and white fish scales worn around the neck, held with a circular iron clasp. Its wearer gains +1 Strength and Intelligence, or increases their Strength and Intelligence to 17, whichever is higher. The one wearing it may expend spells for physical might or trade physical self for spells. By wearing it, they can overchannel a spell by taking damage equal to its spell level as a free action while casting, then increase its effective spell level by one, this can be done multiple times for the same spell. Alternatively, to empower the spell, they can burn their Strength score by taking half that much Strength damage instead. By calling on its power, they can hypertrophy their body’s muscles by expending the energy of a spell, as a bonus action, to gain its spell level as a bonus to the Strength modifier for of one of: a single type of strength based-skill, Strength saves, melee attacks, melee damage rolls, or carrying capacity. This effect lasts for a number of minutes equal to the level of the spell expended. Alternatively, to empower the body, they can burn their Intelligence score by taking half the bonus modifier as Intelligence damage instead, rounded up.

Choker of Dualism, Master’s 20000

The choker is made from a woven strand of opaline crystal threads and matte sable hair. A Master Choker of Dualism grants its wearer +2 Strength and Intelligence, or increases their Strength and Intelligence to 19, whichever is higher. The one wearing it may expend spells for physical might or trade physical self for spells. By wearing it, they can overchannel a spell by taking damage equal to its spell level as a free action while casting, then increase its effective spell level by two, this can be done multiple times for the same spell. Alternatively, to empower the spell, they can burn their Strength score by taking half that much Strength damage instead. By calling on its power, they can hypertrophy their body’s muscles by expending the energy of a spell, as a bonus action, to gain its spell level as a bonus to their Strength modifier. This effect lasts for a number of minutes equal to the level of the spell expended. Alternatively, to empower the body, they can burn their Intelligence score by taking half the bonus modifier as Intelligence damage instead, rounded up.

Jacket of Indomitability 7000

A simple leather duster is beaten, worn, and marked by many burns, cuts, and scrapes. It no longer has any of its original buttons to fasten it closed, and it moves dramatically with even the slightest breeze. The wearer of this jacket has their Constitution and Charisma increased to 17, or increased by +1, whichever is higher.  Once each day, the wearer can make a save to prolong the results of an attack, action, or spell against them for one round. For a physical effect, the wearer must make a Constitution save, with a DC equal to the damage or the effect’s DC. For a mental or spell effect, the wearer must make a Charisma save, with a DC equal to the damage or the effect’s DC. On a success, the results affecting only the wearer do not take effect until the end of the wearers next turn: including damage, spell effects, equipment damage, ect.

Jacket of Indomitability, Master’s 20000

A black leather duster is beaten, worn, and marked by many burns, cuts, and scrapes. It is studded with silver buttons beaten out of shape beyond recognition and a platinum badge on its breast, bearing an insignia with no relation to nations or authorities but radiating purpose and will. The wearer of this jacket has their Constitution and Charisma increased to 19, or increased by +2, whichever is higher. Once each short rest, the wearer can make a save to prolong the results of an attack, action, or spell against them for 1d4 rounds. For a physical effect, the wearer must make a Constitution save, with a DC equal to the damage or the effect’s DC. For a mental or spell effect, the wearer must make a Charisma save, with a DC equal to the damage or the effect’s DC. On a success, the results affecting only the wearer do not take effect until the end of the wearer’s next turn after the 1d4 rounds are up: including damage, spell effects, equipment damage, ect.

Efficient Quiver of the Huntress 1500  

This sectioned quiver, made of leather with silver trimming, can hold numerous objects, munitions, and weapons while maintaining the same 5 pound weight, utilizing extra-dimensional distortions. One section can hold up to one thousand arrows or bolts, another can hold up to two hundred javelins, a third can hold five bows, staves, or similar, and the final, smaller section at the bottom can store up to fifty small throwing weapons. If the wearer is attuned to this quiver, the item they intend to retrieve appears at the top, but if they are not attuned, the last item put in the quiver is the first to be pulled out.

Eyomar’s Endless Quiver 8000

When a full set of ammunition is placed within this mahogany veneer quiver, the quiver will produce an endless supply. If the ammunition was magic, affected by magic, made of exotic materials, modified with alchemical substances, or the like, it will revert to a mundane piece of ammunition after striking its target and coming to a stop. Only by reaching in carefully to remove the entire bundle of ammunition at once can the Endless Quiver’s production of munitions be changed out for another.

Crooked Wand 2400  

Bent and misshapen, glue holds together this crooked wood wand. The Crooked Wand allows you to cast a spell with a ranged attack roll as if your line of effect could make a single turn no greater than 90 degrees along its path. A target not in your line of sight is considered to have full cover against this attack.

Crooked Wand, Master’s 7200  

Twisted and forked, this resin treated wood rod allows you to cast a spell with a ranged attack roll as if your line of effect could make any number of turns during its path. The range is still limited by the linear travel distance of the spell. A target not in your line of sight is considered to have cover against this attack.

Overchannel Button  500

Crush the multi-colored and faceted, infused sugar crystal and inhale its alchemical powers. These buttons can be disguised in any number of shapes or inside tiny or larger objects. The Overchannel Button grants its user a number of bonus spell slots, of their choice, that total up to the highest spell level they can cast. Its vapors also give them advantage on concentration checks and allow them to concentrate on an additional spell while the Overchannel Button is active. The caster’s spell DC is increased by 1 for the duration. Each spell cast under these effects deals 1 damage per spell level to the caster. These effects last as long as the user has any of the associated bonus spell slots remaining. When the effect fades, the user gains one level of exhaustion and must make a Constitution save (DC 10) or become addicted to Overchannel Buttons.

 

The following items are updated originals changed to fit this new (and I think better) style of statistic increasing items in 5e.

Belt of Fire Giant Strength  27000

Belts of Fire Giant Strength are made of large cast-iron buckles woven and bolted together in a single-file chain girdling the stomach. Long threads of red, ember-filled twine run through and around the bolts and buckles. Fire giant hair stays hot and strong long after being shorn. The wearer’s strength becomes 21 or receives a +4 bonus, whichever is higher. The wearer is treated as proficient with large, bulky improvised thrown weapons, such as large rocks or logs. In addition, the wearer takes no penalty from wielding weapons one size larger for that type of improvised thrown weapon. The wearer gains resistance to fire and cold.

Belt of Hill Giant Strength  3000

The wide leather band of this lifting belt is encircled by a band of woven hair. Grimy, dirt filled hair for this belt is taken from hill giants. The wearer’s strength becomes 17 or receives a +1 bonus, whichever is higher.

Belt of Stone Giant Strength  9000

Graying, cracked leather has been cut out into a wide band and trimmed with a stone-fiber thread. The stone fibers are hairs taken from a stone giant. The wearer’s strength becomes 19 or receives a +2 bonus, whichever is higher.. The wearer is treated as proficient with large, bulky improvised thrown weapons, such as large rocks or logs.

Belt of Storm Giant Strength  60000

Flat panes of quartz crystal, filled with arcing purple bolts of electricity, are tied together with blue-purple strands of silk. The wearer’s strength becomes 23 or receives a +6 bonus, whichever is higher. The wearer is treated as proficient with large, bulky improvised thrown weapons, such as large rocks or logs. In addition, the wearer takes no penalty from wielding weapons up to two sizes larger than normal for that type of improvised thrown weapon. When they strike a foe with a bulky, improvised thrown weapon, they deal 3d8 sonic damage to all creatures within 20 ft of that enemy. Those that take sonic damage must make a Constitution save, DC 8 + the wearer’s Strength Modifier, or be stunned for 1 round. The wearer is immune to electricity and cold.

Gauntlets of Ogre Strength  400

Heavy lead plates are sewn onto these leather gloves, making them incredibly heavy. If the wearer’s strength score is less than a 15, it becomes a 15, otherwise the user gets +1 to damage rolls on strength based attacks.

 

Cat Whisker Gloves  7000

These gloves are black, skin tight, and thin enough to see through. Their elegance is disturbed by errant threads poking out at odd angles. Their wearer gets +1 Dexterity and +1 Wisdom, or their Dexterity and Wisdom are increased to 17, whichever is higher. If the wearer touches the ground, wall, or another solid surface, they gain tremorsense out 5 ft. on that surface. The sense is clumsy but still enough to feel movements of gears behind walls, even if it cannot pinpoint the exact location.

Cat Whisker Gloves, Greater  18000

These greater gloves are black, skin tight, and thin enough to see through. Symmetrical rows of fine black hairs streak out nigh invisibly, twitching and swaying. Their wearer gets +2 Dexterity and +2 Wisdom, or has their Dexterity and Wisdom increased to 19, whichever is greater. If the wearer touches the ground, wall, or other solid surface, they gain tremorsense out 20 ft. along that surface. The sense is fine enough to pinpoint the number of night crawlers in a rotten log, or detail the movement of tumblers in a safe.

 

Brawler’s Belt  7000

The Brawler’s Belt is a thick, fraying length of rope tied around the waist. It is dotted here and there with a few dried drops of blood. The wearer gains +1 Strength and +1 Dexterity, or increases their Strength and Dexterity to 17, whichever is greater. When they wield no weapons or they wield improvised weapons, those attacks have their damage die increased by one size.

Brawler’s Belt, Master  18000

Braided, twine ropes with the combined width of an apple wrap around the wearer. The simple knot is topped with a hexagonal golden emblem bearing a clenched fist. The wearer gains +2 Strength and Dexterity, or increase their Strength and Dexterity to 19, whichever is higher. They are considered proficient in attacks without a weapon as well as with improvised weapons. They make those attacks with advantage and their damage dice for them are increased by one size.

 

Ironbones Amulet   7000

Ironbones Amulets are made with a thick iron chain welded to a thick chunk of raw iron ore that hangs heavily around the neck. The wearer gains +1 to both their Strength and their Constitution, or they increase their Strength and Constitution to 17, whichever is higher. In addition, they are treated as if they were one size category larger opposed grapples, sliding, moving, or other cases where the wearer would gain a bonus if they were treated as a larger size, excluding weapon damage.

Ironbones Amulet, Greater   18000

The Greater Ironbones Amulet is a thick chain of iron ore blocks hanging an iron ingot around its wearer’s neck. The wearer gains +2 to both their Strength and their Constitution, or they increase their Strength and Constitution to 19, whichever is higher. Also, when wielding weapons, the wearer of this amulet counts as one size larger for purposes of calculating weapon damage and two sizes larger for any other purpose in which it would confer an advantage to be heavier or larger. The wearer is made much more dense and their weight increases by 50%.

 

Athlete’s Gloves  12000

Skin tight, finger-less white gloves are painted with black stripes. The wearer’s Strength, Dexterity, and Constitution become 17 or increase by +1, whichever is greater. The Athlete’s Gloves grant advantage on climb, athletics, acrobatics, dance, grapple, and any other sport related checks.

 

Scholar’s Spectacles   7000

These thick rimmed glasses sit heavily upon their wearer’s face, constantly drooping to the end of their nose. Scholar’s Spectacles grant a +1 bonus to both Intelligence and Wisdom, or the wearer’s Intelligence and Wisdom become 17, whichever is greater. In addition, the wearer need only spend half as much time copying spells, writing scrolls, translating languages, or learning new skills. The material and expense costs of those tasks do not change.

Scholar’s Spectacles, Master  18000

Master Scholar’s Spectacles are half inch thick glasses set in golden rims. Also, small rods hold additional lens of to the side of the main lenses, allowing them to be swung into place for further magnification. The wearer gets a +2 bonus to both Intelligence and Wisdom, or their Intelligence and Wisdom become 19, whichever is higher. In addition, the wearer need only spend one quarter the normal time copying spells, scribing scrolls, translating written languages, or learning new skills from written texts.

 

Beguiler’s Cloak  7000

Radiant blues and greens sparkle along the trim of this pale, silvery cloak. The Beguiler’s Cloak gives a +1 bonus to both Charisma and Intelligence or increases them to a 17, whichever is higher. It also increases, by 1 round, the duration of any enchantment or illusion spell its wearer casts or activates.

Beguiler’s Cloak, Master  18000

Master Beguiler’s Cloaks ripple softly even in still air, creating waves of blue and green rays reflecting off the trim of the shimmering silver cloth. Illusory images, creatures, words, and terrains twirl in and out of focus among these colors. The wearer gains +2 Charisma and Intelligence or has their Charisma and Intelligence increased to 19, whichever is higher. Illusion and enchantment spells cast or activated by the wearer last 50% longer, rounding up.

Owl Eye Necklace   7000

An Owl Eye Necklace holds a round gem with diamond-shaped iris gently in its copper chain. This necklace increases its wearer’s Wisdom and Charisma by +1, or increases them to a 17, whichever is higher. It also allows the perfect recall of written or oral information encountered up to two days prior. This might allow the wearer to perfectly reproduce a language unknown to them for someone else to translate, for instance. The wearer wins any ties in initiative.

Owl Eye Necklace, Greater   18000

A large concave gem bearing a diamond-shaped iris sits on this thin gold chain. The Greater Owl Eye Necklace increases its wearer’s Wisdom and Charisma by +2, or increases them to a 19, whichever is higher. Its wearer can perfectly recall anything seen or heard in the last month. By pressing the gem against another creature’s forehead, the wearer can impress a chosen memory into that creature’s mind, bypassing any chance of miscommunication. The wearer rolls initiative and perception checks at advantage and wins any ties.

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