#magic item
Don’t look.
Flame Tongue! From the DMG! This weapon was probably forged by Goblins or Kobolds!
Are these still a thing here?
Increase the chance of stepping on d4 by using them more often.
Some items to keep yourself fit. I should give them to one of my own characters as well.
Woke up so dehydrated that I almost fell down when I got up. Don’t do the same mistake.
No more “hE sUrViveD wiTh oNe hP leFt”, which happes surprisingly often.
(applicable to other weapons)
big brain time
Not enough carrying capacity to bring home the dragon’s hoard? Don’t look any further!
I wish all billionaires a very lose your money.
diversity win! the amulet that made you immortal has also made you genderfluid
I created this player handout for an auction of magic items in my game. The lot descriptions were designed to give the players a loose understanding of the function of the items without handing the players a stat-block for them.
From my notes:
- Hauberk of Koval-Kithir: A set of adamantine scale mail (DMG, p.150).
- Amulet of the Shrouded One: An amulet of proof against detection and location (DMG, p.150)
- Wulga’s Bell-Ringer:a custom made magic weapon, read its stats here.
- Sphere of Syranarvas: A driftglobe(DMG p. 166)
- Vulcan’s Flintlock: A magical flintlock pistol that requires no ammunition, and doesn’t need to be reloaded.
- Potions of Healing: 3 potions of healing, 3 potions of greater healing (DMG p. 188)
- Cloak of the Solemn Sisters: A lovely, but non-magical cloak.
- Lilith’s Armband: a magical armband that can be turned into a poisonous snake with a command word.
- Grimoire of the Unforgotten: Anything written in this tome by one who attunes to it is magically written in their mind, as if they had memorized it perfectly. This can include drawings and figures, but not magic spells (the Grimoire cannot function as a wizard’s spellbook).
- Quiver of Koval-Kithir with Eight Arrows: Eight +2 arrows, usable with a longbow or a shortbow, and a finely-crafted non-magical quiver.
Description
- This is a heavy warhammer, made of dense steel. The head is emblazoned with thunderbolts, mounted on a long hickory handle wrapped in stiff goat hide.
- This weapon gives +1 to attack and damage rolls made with it. The wielder ignores any penalties imposed by inclement weather, including roaring winds, torrential downpours, and chilling blizzards.
- Once per day when the wielder hits with the weapon, they can swing with Wulga’s might and the hammer’s power emits a flash and a thunderous crack. The target must make a DC 13 Constitution save. On a failure, they are both blinded and deafened, as if under the effects of blindness/deafness. At the end of each of the creature’s turns, the creature can attempt the save again. The sound created by this effect is audible to all creatures within 1000ft.
Lore
- This weapon is known as Wulga’s Bell-Ringer. It was wielded by a dwarf woman who served as a scout in the Wythover military several decades ago, named Wulga.
- Wulga climbed the Tower of Crozca to ring the Great Bell of Clavomir, warning the city of Clavograd of a treacherous sneak-attack from the navy of Osmis.
- Wulga later fell in the battle, but in the years since she has become a cultural hero to the dwarves of Wythover, and her actions are credited with saving Clavograd from utter defeat on the eve of Wythover’s first major battle in the War of Three Kings.
Description
- This amulet is crafted from gold and copper, wrought in the shape of a pair of fiery wings in flight.
- The metalwork surrounds a brilliant, teardrop-shaped ruby that glitters in the light of any open flame.
- If a character wearing the amulet fails a death saving throw, the amulet gains 1 charge. Roll a d6. If the result is equal or less than the number of charges the amulet has, it crumbles into ash, and restores the wearer to their full HP.
- When a character is restored to health this way, the amulet deals 2d6 fire damage to all creatures within 20 feet of the character (DC 14 Dexterity save for half damage).
Lore
- When the explorers from the far-off land of Dallica traveled across the Sea of Cronus, their artificer-priests crafted special amulets to protect them, and invoked the ancient phoenix spirits that roamed their land so many years ago.
- Over a thousand years later, many of these amulets were scattered across the Northern Kingdoms, mostly useful as archaeological curios for more scholarly nations such as Tammarand.
- Only about one in fifty amulets still contains the power it once had, as many bound spirits have fled their artificial trappings in their thousand years of silence.
Image credit: aranwen.deviantart.com
Description
- This is a slender wand that appears to be carved from a single piece of light-colored driftwood. The arcane energy bound in the wand causes the tip to glow a faint green color when it is wielded, and evokes a nostalgic feeling in the wielder.
- Small green buds of plant life bloom along the length of the wand when spells are cast through it.
- The wand is masterfully carved with scenes depicting elven ships sailing the Tethys Sea.
- True North gives +1 on spell attack rolls when wielded. It also grants the user advantages on Strength (Athletics) checks that involve swimming.
- When a command word is uttered, the wand rises into the air and points North.
Lore
- True North was the wand of an elven sea captain, from the old days of Oryth. The captain was always nostalgic about his homeland when he was abroad, so he commissioned a wizard to craft him a magic item.
- Originally, the wand was designed to guide its owner to his homeland, which was his True North. However, the original owner of the wand is long dead, and now that True North has been separated it merely points geographic north.
First thing’s first! This is only half of the full brew! You can view the full brew HERE!
Howdy all! Been a bit. So, remember those SCP items I did a while back? They actually did quite well and I had a lot of fun working on them. Well, I intended on doing a whole lot more of them, like what I’ve been doing with the Risk of Rain items. Do a batch at a time and work my way through the list. But that whole plan fell apart when I lost a bunch of the assets I used to make them and I think it was around that time I got overwhelmed with commissions so my personal projects had to take a back seat.
Now that that era of my work is over, I figured it was about time to start working on these again. But hey, since I have to redo everything anyway, why not redo everything? In a continuing effort to go back and revisit my old works, the original batch of SCP items were ripe for a rework.
And quite the rework they got! I’ve got a new Homebrewery theme that mixes old Containment Breach document details with an updated aesthetic, all in a relatively easy to use template that will let me make items much quicker in the future, as well as other SCP themed content. There are SO MANY other items I want to work on, and I’d love the chance to attempt to work on some of the creatures as well. Lots of fun mechanics to work out.
As for the items themselves, I rebuilt basically all of them from the ground up as many of them were super vague in how they worked and were honestly a mess. I also made the decision to not rework the Artist’s Pen. To be frank, while it was kind of a neat item, it wasn’t particularly useful so I swapped it out for something else from my list.
Anyway, hope you enjoy the finished product as much as I have.
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