You are on page 1of 2

Plate armor of acid resistance.

(requires attunement) +1 armor. When the user takes acid damage, reduce the
damage by half.

Dagger of venom.
(requires attunement) +1 dagger. Once per day the wielder can flick a switch located in
the hilt to coat the blade of the dagger in a thick black poison. The poison lasts for 1
minute or until you hit with an attack. The creature needs to succeed a DC 15
constitution check or suffer 2d12 poison damage

Flame tongue dagger.


(requires attunement) You can use a bonus action to speak this magic sword' command
word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot
radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra
2d6 fire damage to any target it hits. The flames last until you use a bonus action to
speak the command word again or until you drop or sheathe the sword.

Frostbrand shortsword.
(requires attunement) when you hit with this weapon the creature suffers an extra 1d6
cold damage. Whilst holding the sword the user also has resistance to fire. When drawn
the weapon can extinguish all non magical flames within 30 feet( this property needs 8
hours to recharge). In freezing temperatures the blade sheds bright light within 10ft and
dim light in a further 10 ft.

Luckstone.
(requires attunement) The holder of this stone adds + to all skill checks and saving
throws.
Ring of arcane weaving.
(requires attunement) adds +2 to a caster's Dc score and spell attack modifier.

Bow of the Ancestral flight.


(requires attunement) As a bonus action one can call on the past wielders of this bow to
launch ax extra 2 attacks( this must be rolled for and copy the properties of arrows
used). This can be done twice per day. This is a +1 bow.

You might also like