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Profane and Profound 9

Check out part 8 here.

Ascendant Bane 4000

This +1 mace depicts robed figures along its head pierced by random spikes of metal. When wielded against a creature from a good aligned plane or against a creature with the ability to cast cure wounds, this mace causes them to bleed for 1d4 damage at the end of each round. The bleeding wounds automatically dispel the creature’s attempts to cast or create a healing or radiant spell or effect. A target may make a Wisdom save, DC 12, at the start of each turn to end the effect.

Brandish 9000

This +2 silvery weapon can shift its form between a lance, greatsword, shortsword, and longsword as a free action. The first successful attack made after being drawn for the first time in battle or after slaying an evil enemy is followed by a blast of white light. By focusing their will, this burst of light can be channeled to cast dispel magic using a +4 bonus targeting the struck creature, attempt to outline any number of the creatures within 15 ft with faerie fire for 5 rounds, or target any number of creatures within 15 ft with a bless spell.

Cursesmother 2000

A dual ended wand, with a white haired wood face on one end and a black haired gnarled wood face on the other. Touching this wand to a creature bearing a curse or compulsion allows the user to either lengthen the effect by 50% of its original duration unless they succeed on a save against the original effect DC or reduce the remaining duration by 25% of the original duration. Touching the wand to a creature with no curse allows the wielder to grant that creature advantage against the next save they make against a curse or compulsion within the next hour or places a weak hex on the creature. Should the target fail a Wisdom save against the hex, DC 13, they are cursed with disadvantage on saves against curses and compulsions for the next half hour. Despite its dual-sided appearance, both the boon and bane granted by this wand can be applied from either end and doing so requires a bonus action.

Darknet 3000

This net perpetually cloaked in shadows restrains the shadows of creatures it is thrown over, requiring a wisdom save, DC 13, or the creature becomes restrained. In places with faint or no shadows, the target gains advantage on their saving throw. Incorporeal creatures and those from the plane of shadows suffer disadvantage on their saving throws. As an action, a creature may attempt a new save against the Darknet. The Darknet has 30 hit points and is partly incorporeal and is resistant to bludgeoning and piercing damage.

Earring of Eight 500

This gold coin has been flattened and drilled into a circular, hoop earring. As an action once per short rest, the wearer can create a spare the dying effect to restore a suffocating creature as if it had just run out of breath. They can also cast mending once each day but only on naval equipment or vessels. Once each day, the wearer can intuit the weather with one weather related question each day as per druidcraft.

Fast Brooch 1000

Woven braids of grain stalks are clasped together by a tiny millstone bolo. The attuned wearer of the Fast Brooch can ignore some of the penalties for starvation and dehydration if they give away their own rations of food and water to the needy and downtrodden of society. This effect continues for as long as the wearer does not willingly eat or drink more than a half ration each day. Starvation and dehydration build up at one quarter their usual speed so long as the wearer continues to fast. Additionally, they suffer the penalties of exhaustion as if they had one fewer levels of exhaustion and exhaustion penalties are halved (reducing disadvantage to a -2 penalty). So long as the wearer of the Fast Brooch continues to keep favor with the many gods aligned with caring for the poor and needy, they will find divine luck interceding on their behalf, granting them one reroll of any roll for each level of exhaustion they have.

Gilded Vest 5000

While a Gilded Vest starts its life as a plain sackcloth vest, as its attuned wearer accumulates and donates wealth, its fibers fill with gold. It is associated with deities for whom prosperity and charity are signs of godly favor. For every order of magnitude of wealth donated to a church or charity with such a prosperity gospel plus half of the wealth owned by the wearer as non-functional wealth, they gain a cumulative +1 bonus. As a free action, the attuned wearer can draw on the power of the Gilded Vest to apply that bonus to a skill check or attack roll after rolling but before hearing the result. Each use weakens the vest, lessening the bonus by 1, but the vest is restored to its full potency at the end of each long rest. When using the Gilded Vest’s ability on checks related to financial or business management, the bonus applied to the check is doubled.

Humble Sash 2000

Tied tightly around the waist, this sand-colored sash has a calming mental effect. It grants a +1 bonus to saves against mental effects. Its wearer may spend a short rest meditating, doing nothing strenuous to increase the bonus by +1. The bonus may be increased to a maximum of +4. Whenever the wearer makes a saving throw against a mental effect, the bonus is reduced by 1, to a minimum of +1. Should the wearer fail a save and come under the effects of a compulsion or other mental effect, they may spend a free action to become restrained and prone instead, meditating for the remaining duration of the mental effect.

Heartfeather Scale 10000

A Heartfeather Scale is a palm sized, balance scale with a feather stuck to one hanging basket. A user need only touch the scale to a willing or helpless creature to turn the small device into a truth-diving object. With a thought, the wielder can judge the target creature against either the truth, the morals of the target, or a sworn oath made by the target. Should the target fail to live up to the chosen standard, the Heartfeather Scale will tip such that the feather laden arm swings up. If they are telling the truth, living up to their own morality, or sticking to their oath, the feather arm will fall down. With regards to the target creature’s morality, their deity or a sympathetic deity is the one that makes the judgement of their moral character and imparts the wielder of the scale with a vague sense of what moral principle the creature has broken of their own moral code.

Idle Fingers 15000

These smooth leather gloves mold themselves to fit their wearer’s hands. With a thought, their appearance can be changed to any type of hand covering or jewelry, although their physical form remains the same under the glamour. An attuned wearer gains a spiritual ‘coin’ for every order of magnitude of value they have stolen from the corrupt or vainglorious. Additionally, the attuned wearer gains a separate ghostly ‘coin’ for each tenth of those goods that were subsequently donated to the poor and downtrodden. The sum of these two determines the maximum number of coins the wearer can have and their current total is always. as if they had a coin purse attached to their soul. Once per roll, the wearer can expend a ‘coin’ to get a +1 bonus added to the result of one ability check or saving throw. The wearer can expend three instead to reroll the ability check or saving throw instead. Once spent, the wearer will feel the coins replenish themselves at the end of each long rest.

Jade Platter

Offerings like candles, incense, food, or luxuries allow the attuned user of this green, embossed tray to make a stronger connection to the divine. By placing 10sp of offerings as a ritual they may cast bless, with 100sp they may cast weal/woe instead, and 500 sp allows the casting of talk with dead to commune with spirits, fey, ancestors, or the like depending on the beliefs of the user. If they lose their concentration during the ritual or fail a charisma check after casting the spell, DC 15, the spell consumes the offerings. Offerings count as if they were an additive 10% greater for each other Jade item attuned to the user. When attuned to three or more Jade items, one half of the modified value of any consumed offerings are returned the the user instead.

Knight Banner 12000

Knight Banners are the catch-all term for the many different magical flags and relics that crusaders bring to battle to inspire their fellow troops. The symbology they bear is directly drawn from the god or ideology they support. Troops that can see the Knight Banner within 200 ft and are aligned with the wielder gain a +1 bonus to rolls regarding their morale as well as +1 temporary hit points per hit die. An attuned bearer of this banner or relic receives advantage on charisma checks to hire, convince, or negotiate others into enjoining a battle or war for a common goal.

Lorebond Bookmark 3000

Usually placed between the pages of a wizard’s spellbook or a clerical tome, this silver bookmark bears the engraving of an open eye. Its owner gains a +1 bonus to their knowledge and history skill checks if they have an uncast spell slot of 1st level or higher. Once attuned, the bonus is instead equal to the spell level of the highest unused spell slot they have available. This bonus only applies to books that the wielder has had continuously in their possession for at least one long rest.

Mantle of Blood 9000

This is a flowing cape of overlapping red silks from bright pinks to dark burgundies draped from dark leather pauldrons that constantly flake off brown-black bits. As the wearer deals more damage, new silk pieces grow from the pauldrons and each of these silk strips can be commanded to aid the wearer’s combat efforts, expended for a reroll for an attack roll, damage roll, or death saving throw. For every order of magnitude of damage dealt, the Mantle of Blood sprouts a new red silk ribbon. Only one reroll may be used each turn. If the wearer has any rerolls left when they begin a long rest, half of them wither away, rounded up, and the damage total of the wearer is reset allowing for more silks to be earned by dealing damage. Dealing the first point damage since the last long rest sprouts one silk, having dealt 10 total damage grants another, and a third after dealing 100 damage, and so on.

Notched Handle of Crafts 2000

The plain wooden handle is well worn but meticulously maintained. With a mental command, it can take the form of any masterwork tool, providing a +2 bonus to the related skill checks. For tool kits or skills that use multiple tools concurrently, the Notched Handle of Crafts transforms into a suitable multi-tool or quickly changes between multiple forms to fulfill the same function. Each item created using this magical tool is granted a single-use reroll against its first failed saving throw or opposed check that would result in its destruction.

Otherbomb 10000

Charged with discordant magical energies of opposing disciplines, schools of magic, and philosophies, colors smash against each other inside this glass sphere. Holding this sphere aloft and commanding it with an action causes all creatures within 60 ft to make a Wisdom save, DC 14, or temporarily lose their sense of self. Affected creatures become passive for 5 rounds. The passive creatures act only with basic self-preservation instincts to avoid harm but otherwise do nothing except attempt a new save at the end of each of their turns. Alternatively, the sphere can be covered in cloth to release its energies in a slower, more controlled manner against a helpless creature and forcing it to make two Wisdom saving throws, DC 14, with disadvantage or lose 1d4+1 minutes of memory of the user’s choice. If the target succeeds on both saves, they are unaffected. If they succeed on one, they are aware of memory tampering but not what memories were lost. Lost memories and gaps are filled in with plausible false-events based on suggestions of the Otherbomb wielder. There is a 1 in 10 chance of one minute of memory returning to the victim at the end of each long rest, as dreams help them remember. Once used three times, the Otherbomb becomes an empty glass sphere. Recharging the Otherbomb requires the simultaneous expenditure of four spellcasters using the spell energies of a 3rd level spell or higher. None of these spellcasters can share the same class or expend a spell from the same school of magic.

Parable’s Book of Stories 1000

A rudimentary book of hand-copied children’s stories, bound with colored twine, allows spells cast using it as a focus to exclude non-combatant children at will. Healing spells cast using this book as a focus heal 25% more, rounded up, but the extra healing cannot put a creature above ½ its hit point maximum.

Quickbrush 500

Artists can use this zebrawood and horse-hair brush as a focus or tool when crafting art to produce the items five times faster, although they suffer a -5 penalty to the related skill check. Additionally, the user may choose to pour their own vitality into their work, suffering levels of exhaustion to gain a +2 bonus on the crafting check for each level of exhaustion they choose to suffer.

Resting Shawl 12000

Swiping this gossamer cloak at creature within 30 ft as a free action drives the shivering touch of death into their soul. The target must make death saving throw as if they were at 0 hit points. If this results in a failed death saving throw, it lingers until they complete a long rest or they recover after dropping to 0 hit points. Once touched by a Resting Shawl, a creature is unaffected by it for 24 hours. Creatures which do not make death saving throws that are touched by the shawl feel death claw at their essence, forcing them to make a Constitution or Wisdom save, DC 13, or take 2d8+2 damage. Corpses touched by this cloak or creatures killed while under its effects cannot be raised from the dead or bound by undeath. A Resting Shawl will not harm its attuned wearer.

Stone of Blessings 6000

A cornerstone blessed during the founding of a new temple, and often extracted when an old temple is being replaced or demolished, this stone has the power to radiate the effects of any bless spell cast on to friendly creatures occupying the building it is attuned to. To become attuned, the Stone of Blessings must be an integral structural component of the building and must have been part of the building for at least a week. A single bless spell can affect all or part of the building in a ten foot square. Each spell level higher than the 1st used to cast this Bless spell doubles the length and width of the area of effect. If the area of effect is not large enough to encompass the whole building, the caster must choose rooms contiguous with the location of the Stone of Blessings until there are no more adjacent rooms small enough to fit in the total area of effect. Creatures invited in to the building are by default considered friendly unless consciously excluded during the casting of the spell. The stone of blessings can inversely be targeted by a bane spell, but the caster must be aware of each creature they intend to target within the area of effect. Only the owner of the building, or their designated steward, are able to utilize the Stone of Blessings.

Staghorn Helmet 9000

Great horns sprout from the sides of this gnarled wooden helm after becoming attuned to its wearer or when after wearer completes a long rest. For a creature that can change forms, they may choose to keep the horns, which resize to fit the new form. Additionally, if the wearer has the horns of the Staghorn Helmet, the magic of the helm allows them to speak or communicate in all the forms their base form can. The horns provide a +2 bonus to charisma based skill checks and may be used as a weak natural weapon for whatever size form they take. If the wielder chooses, they may shed the horns to reroll any single roll.

Timekeeper 30000

Grown, hollow crystals meet at a metal-enclosed point to form a three-pronged hourglass balanced inside a flat wire basket hanging from a thin necklace. Giving the hourglass a spin causes the user to freeze in time while the small hourglass rotates in place. During this time, from the free action of spinning the Timekeeper to the end of  end of their next turn, they are invulnerable to damage and cannot be moved or changed. This device may be used up to five times each day. Ongoing effects on the user are likewise paused and do not take effect nor expend their duration. To the user of the Timekeeper, the world around them instantly jumps forward in time, and with stronger spins they may choose to skip up to five rounds with each use.

Undying Oxbone Collar 9000

These white collar bone collar stays connected by dark bronze lapel chains are constantly growing at a slow rate. It provides a regenerative source of bone to their wearer that infuse created bone constructs, necromantic summons, or other bone spells to grant them the residual strength of oxen. Those creatures and constructs gain +2 strength as well as +1 hit point per hit die or inch of thickness. Alternatively, the bone fragments from the collar can substitute for missing bones, allowing the wielder to create necromantic constructs from badly damaged skeletons that would normally be unusable.

Vial of Divine Tilled Earth 50000

A crystal decanter hangs from a short loop of chain. Inside the sealed vial a handful of earth is overgrown with tiny plants and moss. The wearer may cast bless, aid, or similar spells over an acre of cultivated farmland, maintained grazing areas, or the like. This protects the plants and crops from disease and pests, while increasing fecundity to increase the resulting yield by half its base production. The effect lasts for one growing season. For every spell level higher than 1st used to bless the land, the user may increase the yield by another half its base value, double the acreage effected, or increase the duration by one growing season. One tenth of the harvest must be tithed to the hungry or needy, or else the boon will turn to a five season curse despoiling the productivity of the land to half its value. For each consecutive use of the Vial of Tilled Earth on a given acre after the first, the tithe demanded by its effects increases by 1d10 percentage points. Each growing season an acre goes unblessed reduces the demanded tithe by 2d10 percentage points, to a minimum of 10. Creatures that derive the majority of their food from acreage blessed by the Vial of Divine Tilled Earth roll any increases to their maximum hit points with advantage.

Wheel of Woe 5000

A small, multicolored wheel and pointer that can either be held or affixed to a shield. With a thought, it can be made to spin, imposing good or bad fortune from alternate realities. Whenever the wearer rerolls a die or group of dice, the Wheel of Woe stores the result. As a reaction, the user can then replace the fortunes of another creature within sight with the stored fortunes. The target must be rolling the same die or group of dice that generated the stored result and if they succeed on a Charisma saving throw, DC 13, the Wheel of Woe expends the stored fortune without effect. A new result cannot be stored in the Wheel of Woe until the previous one is used and its effects can only be used to target creatures hostile to the wearer.

Xionic Glyph 9000

An indescribably shaped psionic 4th dimensional non-euclidean construct of folded, dark-green glyphs delivered by alien gods. Its holder is granted visions of possible futures, allowing them a reroll of any die roll once each day. They may receive additional rerolls by allowing themselves to be flooded by the thoughts pouring from the device. Every reroll used beyond the first requires a random mental saving throw, either Wisdom, Intelligence, or Charisma, versus a DC of 10 + 3 for each Xionic Glyph reroll the wielder has used since the last long rest. On a failure, the user gains some form of insanity or an existing insanity is made worse: compulsions, phobias, manias, disorders, delusions, or vices.

Yarn of Yarns 16000

Each day, this shimmering thread can be woven into a living story that serves as inspiration to its holder, improving their skills. This provides a +2 bonus to one type of rolls chosen when the Yarn of Yarns is woven: one attribute’s saving throws, one skill or equipment checks, or a single damage type. Weaving the yarn into a symbolic shape is done over the course of a short or long rest. Between rests, the user may attempt to reweave the Yarn of Yarns to change its boon by telling it a story and making a performance check, DC 10 +5 for each previous time it has been rewoven since the last long rest. On a failure, the weaving fails, and the yarn remains unwound without providing any bonus until the user completes a long rest during which they untangle the Yarn of Yarns.

Zest of Life 100000

The white sand in this sealed jar glows with a golden light shedding dim light out to 60 ft. Creatures within the faint light make death saving throws with advantage. The fertility of non-sapient plants and animals are doubled if they give birth or go to seed within the light, producing or conceiving twice as many offspring as they normally would while suffering no ill effects from the extra burden. If the jar is broken, the golden glow leaves the sand and seeks out the nearest corpse of a creature that died within the last 24 hours, then restores that creature to life while fully healing any injuries, poisons, or diseases it had, no matter how old the injury or ailment. Creatures that had perished due to age will live for another 1d4% of their original lifespan.

Zebra Feather 3000

One side of this giant feather is mostly black with white stripes and the other side is the reverse. As a bonus action, the wielder can turn the Zebra Feather around in order to cast spells as if they were the opposite alignment for the purposes of spontaneously cast cure wounds or inflict wounds. Other effects or abilites that rely on this choice, such as turning or commanding undead, are also flipped. Magical abilities or spells of 5th level or lower will perceive the wielder as having this alignment.

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