This document summarizes the properties of several magic items:
- A Cloaking Scabbard that turns a dagger invisible until a hit is landed. The dagger becomes visible again after 8 hours continuously sheathed.
- Shoes of Remembrance that allow extra movement and no opportunity attacks per turn, but teleport the wearer back to where they activated at the end of the turn.
- A Bandolier of Relevant Replicas that allows drawing mundane weapon replicas to replace thrown weapons stored in its compartments.
- Bracers of Polar Opposition that give disadvantage to metal melee attacks against the wearer and turn any successful hit into a critical hit while active.
This document summarizes the properties of several magic items:
- A Cloaking Scabbard that turns a dagger invisible until a hit is landed. The dagger becomes visible again after 8 hours continuously sheathed.
- Shoes of Remembrance that allow extra movement and no opportunity attacks per turn, but teleport the wearer back to where they activated at the end of the turn.
- A Bandolier of Relevant Replicas that allows drawing mundane weapon replicas to replace thrown weapons stored in its compartments.
- Bracers of Polar Opposition that give disadvantage to metal melee attacks against the wearer and turn any successful hit into a critical hit while active.
This document summarizes the properties of several magic items:
- A Cloaking Scabbard that turns a dagger invisible until a hit is landed. The dagger becomes visible again after 8 hours continuously sheathed.
- Shoes of Remembrance that allow extra movement and no opportunity attacks per turn, but teleport the wearer back to where they activated at the end of the turn.
- A Bandolier of Relevant Replicas that allows drawing mundane weapon replicas to replace thrown weapons stored in its compartments.
- Bracers of Polar Opposition that give disadvantage to metal melee attacks against the wearer and turn any successful hit into a critical hit while active.
This document summarizes the properties of several magic items:
- A Cloaking Scabbard that turns a dagger invisible until a hit is landed. The dagger becomes visible again after 8 hours continuously sheathed.
- Shoes of Remembrance that allow extra movement and no opportunity attacks per turn, but teleport the wearer back to where they activated at the end of the turn.
- A Bandolier of Relevant Replicas that allows drawing mundane weapon replicas to replace thrown weapons stored in its compartments.
- Bracers of Polar Opposition that give disadvantage to metal melee attacks against the wearer and turn any successful hit into a critical hit while active.
Wondrous item, rare Wondrous item, very rare (requires attunement)
A cheap-looking dagger-sized scabbard with just a faint trace These seemingly ordinary shoes have a way of getting you of magic in it. A dagger sheathed in this scabbard is invisible both back and forth. While wearing these shoes, at the start to everyone but the creature possessing it. As the wielder of of your turn, you can activate the shoes (no action required). If the dagger, you gain advantage with melee-weapon attacks you do, you gain 10 feet of additional movement and don't made using the dagger until you successfully hit, at which provoke opportunity attacks this turn. At the end of your turn, point the dagger becomes visible to everyone. you are teleported back to the space where you activated the A cloaked weapon turns invisible again after being shoes, or the nearest unoccupied space if that space is continously sheathed for 8 hours. occupied. The shoes can't be used this way again until the next dawn. Bandolier of Relevant Replicas Wondrous item, rare (requires attunement) Upholding Boots Wondrous item, rare (requires attunement) This bandolier has three compartments that adjust to fit any weapon with both the thrown property and either light or These sturdy, jet-black boots have 3 charges. As a bonus finesse. As long as one such weapon is in one of the action, you can expend one or more charges to activate the compartments, you can draw a mundane replica from an inherent magic in the boots. When activated, the boots empty compartment as though drawing it from a sheath. A produce small energy fields that are suspended in place weapon drawn in this way disappears at the end of your turn. wherever the wearer steps, allowing them to walk on thin air as if climbing a staircase, or across chasms and rivers as if Bracers of Polar Opposition crossing a bridge. Wondrous item, rare (requires attunement) Additionally, for each charge you spent beyond the first, your movement is increased by an amount equal to your While wearing these bracers, if you aren’t wearing armor or normal movement speed. These effects last until the end of wielding a shield, you can use a bonus action to slam them the turn. The boots regain all expended charges daily at together, activating or deactivating them. While they're active, dawn. melee weapon attacks against you made with metal weapons are made with disadvantage. Any such attack that still Ice Crystal Gloves manages to hit, is a critical hit. Wondrous item, rare (requires attunement) Bonded Rings You can use a bonus action to speak these magic gloves' Wondrous item, very rare (attunement optional) command word, causing ice crystals to cover one melee weapon you are wielding. When you draw another weapon, This pair of simple silver rings shares an ancient, magical you can transfer the ice crystals to it from the other weapon bond. When a creature wearing one of the rings takes (no action required). While a weapon is covered with these damage that would reduce it to 0 hit points, but not kill it ice crystals, it deals an extra 1d10 cold damage to any target outright, if you are attuned to the other ring and can see the it hits. The ice crystals last until you use a bonus action to other wearer, you can use a reaction to magically substitute speak the command word again, you take fire damage, or you your own health for that of the target creature, causing that sheathe the weapon. creature not to take the damage. Instead, you take the damage. This feature can not be used again until both of you Emergency Belt have simultaneously been at maximum hit points. Wondrous item, rare (requires attunement) Brain In A Jar When you spend a Hit Die, you can choose to not regain hit Wondrous item, very rare points, instead having the belt gain one charge, up to a maximum equal to your level. As a bonus action, you can This brain in a jar sometimes communicates telepathically expend all charges to roll that many Hit Dice, regaining hit with you. Once an adventurous half-gnome, now the result of points equal to the total rolled — you do not add your a failed mind flayer experiment, it longs only to find a new Constitution modifier. The number of charges is halved after body, and new adventures. With the brain within reach, you you finish a long rest. make Intelligence (History) checks related to magic items, alchemical objects, or technological devices with advantage. Additionally, when you fail a saving throw made to resist being frightened or charmed, you can use a reaction to have the brain help you resist. You reroll the die and must use the new roll. Credits Created by redditor Groggen2. Template provided by The Homebrewery This is version 1.1 (2016-11-19)