#fantasy item

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✨New item!✨
Percussive Pinecone
Wondrous item, uncommon

This spiky pinecone is slightly warm to the touch and thrums with volatile energy. You can use an action to throw the pinecone up to 60 feet. The pinecone bounces once an additional 20 feet in a random direction (determined by rolling a d8) and explodes on second impact. Each creature within a 15-foot radius of where the pinecone explodes must succeed on a DC 13 Dexterity saving throw or take 4d6 thunder damage and 4d6 piercing damage on a failed save, or half as much damage on a successful one. The explosion can be heard from up to 300 feet away.

Certain species of conifer have evolved pinecones with the ability to disperse their seedy payload with extreme force. The sudden sound of an explosion is common within the Maimwood for this very reason.
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✨New item!✨
Twin Amulets of Arcane Affinity 
Wondrous item, very rare (requires attunement by a spellcaster) 

These matching amulets resonate with a harmonious frequency when in each other’s proximity. In order to attune to an amulet, you must do so simultaneously with another attuner. While you are both attuned, when the other amulet is within 30 feet of you, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your spells. Additionally, when you cast a spell that affects multiple creatures, you can choose to exclude the other amulet wearer from the effect. As an action, you can touch the other amulet wearer and expend 1 spell slot of 3rd level or lower. The other wearer regains an expended spell slot of an equivalent level. If the other amulet wearer is within 30 feet of you and is reduced to 0 hit points but not killed outright, you can use your reaction to expend 1 spell slot of 5th or higher to drop them to 1 hit point instead of 0. You can use this reaction once per long rest. 

The twin mages Jiménez and Jerónimo were always seen together. Twas rumored they had never been in separate rooms, for fear of what might happen if one could not see the other. As you can imagine, their eccentric behavior caused much stir in the arcane community. Eventually, word of the inseparable pair reached the king, and he summoned them to court. To sate his morbid curiosity, the king had the brothers forcibly separated into two lead-lined chambers for 1 whole minute. They solemnly shared one last glance before the rooms were sealed. At first, their screams caused uproarious laughter in the court. But as the time pressed on, and their screams fell silent, so too did the courtiers. When the doors were opened, both brothers lay dead. No mortal wounds were discernible. The only items of note on their bodies were these matching amulets of arcane affinity, a great unsolved mystery. And now their priceless jewelry can be yours! I’ll accept bids starting at 500 gold! Do I hear 500 gold for the dead twins’ necklaces!”
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✨New item!✨
Masterwork Flail
Weapon (flail), rare

You have a +1 bonus to attack and damage rolls made with this nonmagical weapon. The flail can be swung over protective cover, allowing you to ignore AC bonuses from shields while attacking with this weapon. When you successfully hit a creature with this weapon you can choose to deal no damage and instead cause the target to drop one item of your choice that it’s holding. The object lands at its feet.

Although it’s not imbued with any fancy magic, this flail was crafted by a master weaponsmith. Superior steel and exquisite balance allows for supreme maneuverability in the hands of a skilled warrior.
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 ✨First Item✨Corrupted Treant HeartWondrous item, very rare (requires attunement by a Druid)_____

✨First Item✨
Corrupted Treant Heart
Wondrous item, very rare (requires attunement by a Druid)
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This twisted and blackened wooden heart is strung through with thorny vines and worn as a pendant.

Thorns dig into your neck while you are attuned to this magic item, and your hit point maximum is reduced by 5. Your skin develops a black and spiny bark-like appearance and you gain the benefit of the barkskinspell (doesn’t require concentration). Additionally, creatures that hit you with melee attacks take 1d4 piercing damage.

Once per dawn, as an action you can cause a surge of thorns to erupt from the ground in a line 5 feet wide and 60 feet long. Any creature on the same surface as you that is caught in this area must make a Dexterity saving throw against your spellcasting DC. On a failure they take 8d4 piercing damage and their walking speed is halved until the start of your next turn. On a success a creature takes half damage and its walking speed is not halved.
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✨New item!✨
Essence of the One Eyed God
Potion, uncommon

This small glass vial contains 1 ounce of orc blood imbued with savage vigor. When you drink this potion, you gain the aggression of an orc for 1 minute. As a bonus action on each of your turns, you can move up to your speed toward a hostile creature that you can see.

Sheila downed the viscous crimson liquid, shattered the vial in her bare hand and let out a mighty bellow before charging into the fray.
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✨New item!✨
Sand Maiden
Armor (padded), very rare (requires attunement)

This padded armor is a billowing assemblage of earth-colored cloth that seems to flow with the wind as if made of sand itself. You have a +1 bonus to AC while wearing this armor. Padded armor normally imposes disadvantage on Dexterity (Stealth) checks, this armor doesn’t.

Additionally, you have advantage on saving throws you make against exhaustion effects due to extreme heat. You gain the ability to glide across the desert, while you are on sand you ignore difficult terrain.

As an action you can transform into the aspect of the sand maiden. For 1 minute, or until you end this transformation with a bonus action, your skin glimmers like a mirage and you move like a swirling sandstorm. While in this state you gain the following benefits:

  • You have advantage on Dexterity saving throws.
  • You can move through the space of another creature and pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces.
  • Your movement doesn’t provoke opportunity attacks.
  • Your speed increases by 20 feet.

The armor can’t be used this way again until the next dawn.

The Sand Maiden was the ruler of the dunes. Her shifting visage was stunning to behold, appearing to embody the form most desirous to a desperate onlooker. Those who had tested themselves against the vast expanse of her domain and failed would be visited by her in their final moments. Only those who have survived this encounter know what pact is offered in exchange for mercy.

This cloth armor was woven from loose strands of her hair found drifting across the desert contour. Dunefolk treasure this material for its magical properties that bestow a fraction of the maiden’s power upon the wearer.
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✨New item!✨
Weirdwood Bow
Weapon (any bow), uncommon (requires attunement)

While this bow is on your person, you cannot be surprised, except when you are incapacitated. Additionally, when a creature within this bow’s range is targeted by an opportunity attack, you can use your reaction to make a ranged attack with this bow against that creature.

The mysterious weirdwood is a tree that remains ever vigilant, its many lidless eyes shifting and scanning. Bows shaped from its wood bestow uncanny alertness upon the wielder, allowing skilled archers to exploit every fleeting misstep.
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✨New item!✨
Dread Pincer
Wondrous item, rare

This hollow crab claw is large enough for you to put your arm inside. While your arm is inside the claw, it adheres to your body and can be manipulated from within. The claw functions identically to your arm, however Dexterity (Sleight of Hand) checks using the claw are made with disadvantage.

The claw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you hit a creature with an unarmed strike using the claw, you can use a bonus action to attempt a grapple check. You can use your reaction to deal 1d6 + your Strength modifier bludgeoning damage to a creature that fails a check to escape the claw.

The claw can only be removed from your arm with an action if you submerge it in boiling water.

Amplified. This claw is a piece of the Crab Lord set. The claw gains the following attributes while used with other Crab Lord set pieces:

  • Creatures make checks to escape the grasp of this claw with disadvantage if you are also wearing the Dread Carapace.
  • The damage dealt by this claw increases to 1d8 + your Strength modifier if you are also wearing the Chitinous Crown.

“The crab lords of Plunderbrook must be molting!” Blubbington exclaimed, hefting the massive crustacean carapace onto the back of her hippocampus. The kelp obscured movement in her periphery as the freshly molted crab lords used the element of surprise to descend upon poor Blubbington, who was never seen again…
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Little book of horrors (aka necromancer’s tome)

Little book of horrors (aka necromancer’s tome)


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