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Cape of Blades Helm of Screaming

Wonderous item, rare (requires attunement) Wonderous item, rare (requires attunement)
While wearing this cape, when you move within 5 feet of a At the start of each of your turns, roll a d10. On the roll of a
creature, and then move at least 5 feet away from that 1, your are frightened of the helm until the start of your next
creature without stopping, the cape whips around to strike at turn. While you are frightened, creatuers that can see you
the creature. The cape's attack is resolved as if you had made must succeed on DC14 Wisdom save or be frightened of you
an attack with a shortsword, and the attack is resolved before until you stop being frightened. Once a creature succeeds on
any attacks of opportunity are made. If the attack hits, that this saving throw, they are immune to this effect for 24 hours.
creature may not make any attacks of opportunity until the
end of your turn. This feature may be used once per turn. If Inclement Cape
the movement would make multiple creatures eligable for Wonderous item, rare (requires attunement)
attack by the cape, the creature attuned to it decides which You may only attune to this item while it is storming and
creature is attacked. lightning cracks the sky.
In addition, you can choose to magically draw daggers This cape is always billowing about you when you wear it,
from the cloak as if they were on your person. These daggers as if buffetted by some imperceptible wind.
are normal daggers in every respect, except that they deal While attuned to this cape, you are resistant to cold,
magical damage for the purposes of overcoming resistances. lightning, and thunder damage. You also suffer none of the ill
Any daggers drawn from the cloak disappear at the end of effects of extreme cold.
your turn. You also have advantage on saving throws against natural
and magical weather effects, such as those caused by gust of
Demon-Eye Amulet wind and sleet storm.
Wonderous item, rare (requires attunement)
You have advantage on insight checks against creatures Knuckle Dusters of Durro Kharn
within 10 feet of you, and they have disadvantage on Wonderous item, very rare (requires attunement)
deception checks made to deceive you. While wearing the Knuckle-Dusters you may not wield and
Additionally you may hold the amulet over your eyes. You other weapons, or a shield. In addition, your unarmed strikes
are blinded in all respects except that you can see in magical deal necrotic damage, and add your intelligence modifier to
darkness. the damage of your unarmed strikes.
When you hit a creature with an unarmed strike, you may
Flesh-Beast-Amulet elect to deal no damage to the target, and instead you target
Wonderous item, rare (requires attunement) that creature with a disintergrate spell. If you do this, you gain
This item is a lump of alien flesh, slightly warm and sticky two levels of exhaustion, unless the spell killed the creature,
to the touch, and its twin pod-limbs are just the right size and in which case you only gain one level of exhaustion. Once you
shape to fit around your neck. have used this feature, you may not use it again for 2d4 days.
As a reaction to taking damage, you may gain temporary hit Monk's that wear these Knuckle Dusters, must use their
points equal to half the damage taken, rounded up. At the end intelligence modifier in place of their wisdom modifier for
of each of your turns, any temporary hit points you have monk features, and may not spend or regain Ki whilst
gained in this manner decrease by 1d4. wearing them.
Hand of the Under-Thing Periapt of Cowerdice
Wonderous item, very rare (requires attunement) Wonderous item, uncommon (requires attunement)
This item is a sleeve of inky black rubber, that will stretch While you are attuned to this item, as a reaction to being
to accomodate the hand and arm of a medium or smaller attacked, you can make a friendly creature who is also within
creature. range of the attack the new target of the attack. If you do this,
While worn by a creature attuned to it, the hand amplifies your proficiency modifier becomes -2 until the end of your
the creature's senses, even into here-before unknown next turn.
spectrums, granting advantage on any Intelligence based skill
checks relating to an object that the wearer can spend at Periapt of Flesh
least one minute touching with the Hand. Wonderous item, rare (requires attunement)
In battle, the Hand acts almost like a sensory organ itself, This item is meaty, and warm with the blood that flows just
allowing the wearer to distend their hand without harm or barely visibly beneath its skin. While attuned to it, its claws
permanent effect into a great, slick-black mouth, replete with hook into you, and it feeds. Your hit point maximum
tongue-feelers and teeth-probers. If the wearer successfully decreases an amount equal to your level.
grappels a target, they become aware of any vulnerabilities, At the end of rests you take, you may sacrifice any number
resistances, and invulnerabilities that creature possesses. of hit die. You do not gain hit points from them, but the
Periapt gains a charge for each hit die so sacrificed. There is
no maximum to the number of charges this periapt may hold,
but give it too many, and it might start to grow...
As a bonus action, you may expend a charge to cast false
life at first level. Certainly there are no dangers to this, no
addictions, no further ramifications, certainly not.
When you are unconscious, you may expend a charge to act Ring of Mutualism
as if you were conscious until the start of your next turn. You Ring, uncommon
act as if you were conscious, only you cannot speak, you must When you cast a spell or use a feature that restores
stay prone, and you have a slow spell on you while you use another creature's hit points, you gain temporary hit points
this effect. You are still unconscious during this time. Do not equal to your constitution modifier (minimum of 1).
die while this effect is active; the consequences are unkown, When a creature casts a spell or uses a feature that
and it is better to be safe and never find out. restores your hit points, they gain temporary hit points equal
to their constitution modifier (minimum of 1).
Periapt of Serenity
Wonderous item, very rare (requires attunement) Ring of Nature Over Nurture
While attuned to the periapt, you have advantage on saves Ring, rare (requires attunement)
to resist being frightened or charmed. While you are attuned to this ring, when you make a skill
You also do not grant advantage to creatures that attack check, your proficiency modifier (if any) is halved, rounded
you if you are blinded, and you may never have disadvantage down, but your ability modifier is doubled (even if it is
on saving throws for any reason. negative).
However, you automatically fail saving throws caused by a
calm emotions spell, and you cannot enter a barbarian Rage. Ring of the Power Within
Ring, very rare (requires attunement)
Periapt of the Swirling Sands As an action, you may cast haste upon yourself, though the
Wonderous item, rare (requires attunement) ring concentrates on the spell for you. While haste cast from
As a bonus action, you may swirl a suddenly blast of sand this ring affects you, you take damage at the start of your turn
around you, with a radius of 10 feet. All creatures within that equal to your constitution modifier (if positive) + your
radius must make a Constitution saving throw with a DC of proficiency modifier.
14. If a creature fails the save, they are blinded until the end
of their next turn. Once you have used this feature, you Ring of Surpassing Confidence
cannot use it again for 2d4 turns. Ring, very rare (requires attunement)
While wearing this ring, you may use your Charisma
Ring of Battle-Trance modifier in place of all other modifiers you would normally
Ring, very rare (requires attunement) have for a skill check that you are not proficient in.
When you hit a creature with an opportunity attack
triggered by a creature's movement, that attack does not use Vagabond Shoes
your reaction. Wonderous item, uncommon (requires attunement)
While attuned to this item, when you disengage as an
Ring of the Fell-Handed Gambler action, you may take the dash action as a bonus action.
Ring, rare (requires attunement) In addition, you suffer no movement penalty whilst you are
When you want to make an attack, before you make the prone.
attack roll, you may nominate any number of numbers
between 1 and 20. If you roll one of the numbers you
nominated, that hit is resolved as a critical hit. When you
score a critical hit in this way, you take damage equal to 3
times the number of numbers you nominated. This damage
has no type, and cannot be resisted in any way, nor can you
be immune to it.
Ring of the Immovable Object
Ring, uncommon (requires attunement)
Creatures have disadvantage on skill checks to shove you
and to escape your grapples. You have advantage on Strength
saves to avoid being pushed prone.
Ring of the Irresistable Force
Ring, uncommon (requires attunement)
You have advantage on ability checks to shove creatures,
and push objects. Your movement speed can never be
decreased.

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