1d4 bludgeoning + 3d8 psychic - Light
When a creature who is holding concentration takes psychic damage from this weapon, their save is actually the psychic damage taken or 12 whichever one is lower. If you are concentrating on a spell when you make an attack you must also make a save with that DC. you take the damage on a failure.Ā
1d4 piercing - Finesse, light, thrown (range 20/60)
If you spend an action to plunge this dagger into the ground, all creatures within 30 ft of the dagger get blind slight, and advantage on perception checks while it is in the ground. If this is a +X weapon, all creatures may add X to their perception score while still within the range of the dagger.
1d4 slashing - Light, two-handed, thrown/Reach (range 10/20)
As a bonus action you may make a Two-Weapon Fighting attack with the ball on the other end of the chain, it deals 1d4 bludgeoning damage.Ā
Spear of the Willow wispĀ
1d4 piercing + 1d4 fire - Thrown (range 20/60), versatile (1d6 + 1d6)
Has advantage on attacks made against anyone who has killed a person who did not pose a threat to their life.
1d10 slashing - Versatile (1d12)
Battleaxe of the Hecatoncheires
1d2 slashing - Versatile+ (1d4)...(1d100)
Versatile+ - For every arm this weapon is held with increase the damage die by one type up to a maximum of 1d100
1d8 bludgeoning - Reach, 15ft
If you hit on an attack, you may reduce your reach by 5ft and attempt to make a grapple check against the target that you hit. You regain the reach if the target creature is not grappled or is released from grapple. While a creature is grappled you may add an extra 1d8 damage for each creature grappled. Each creature grapple takes 1d8 damage on a hit.Ā
Glaive Strength StealingĀ
1d10 slashing - Heavy, reach, two-handed
While you are wielding this weapon, you may choose one creature per turn. That creature must make a saving throw with their highest stat, the DC is your equivalent stat. If they fail you swap that stat with there's. You may only have one stat swapped at a time, if you choose another creature to make a save your stats are revered.Ā
Greatsword of the phantom axe
2d6 slashing + 1d12 necrotic - Heavy, two-handed
On a hit a phantom great axe hits the target, do not add the 1d12 damage if the environment you're in is unconducive to undead.Ā
1d12 piercing - Reach, special
When you attack with this weapon, you use roll initiative instead of your attack. This means you may only add your proficiency to this attack if you are proficient in initiative, and you may only be granted advantage or disadvantage if it could do so to your initiative roll.
1d8 slashing - Versatile (1d10)
All creatures that can see your weapon including you become frightened of. As a reaction, you can blind yourself until the start of your next turn.
All damage done by this item heals creatures upon hit, if they are vulnerable to this weapon's damage type they heal half, and if they are resistant they heal double. This weapon's damage counts as magical.Ā
1d6 piercing - Finesse, light
Right after making an attack, you may, as a free action once per turn, make a DC 10 Luck saving throw (roll 1d20 add nothing). If you fail nothing happens. If you fail by more than five you lose the rest of your turn. On a success you may make another attack with this weapon. On a success of five or more, you may take another action. On a nat 1 this item loses its power until the next dawn, on a nat 20 this item becomes a Shortsword of luck +1 until the next dawn, this can stack.Ā
Ā Heavy Crossbow of splinter shotĀ
3x - 2d4 piercing - Ammunition (range 100/400), heavy, loading, two-handed
You make three attack rolls as an attack action, each one deals 2d4 damage on a hit. The damage is magicalĀ
Shield of Rock, Paper, ScissorsĀ Ā
When you are hit by an attack, your player plays a game of Rock, Paper, Scissors with the controller of the attacker. If you win you nullify the damage, if you tie you take normal damage, if you lose you take double damage.Ā
While equipped all terrain is difficult terrain, and you can cast the Tree Stride spell at will.Ā Ā
15 + Int modifier - DisadvantageĀ
While equipped you can forgo your reaction and movement on your turn to cast a spell without one of its components.Ā
16 - Wis 13 - Disadvantage
While equipped you are considered restrained. On your turn you may use a bonus action to command the armor to move. The armor has a movement speed of 40ft and it hovers 5ft off the ground at all times. As a reaction you can choose to turn one dexterity save into a wisdom save. On a success the armor completely blocks any half damage that would have been dealt. As an action you can command the armor to restrain a target within 10ft of you. Target creature must make a wisdom saving throw with the save dc being 8+Wis+Proficiency. On a failure the creature is dragged next to you and is restrained. When the armor has another creature restrained, your size is considered one larger than the larger of the creatures it has restrained, and is unable to restrain another target. While a creature is restrained with a wisdom score of less than 13 it takes 2d6 psychic damage each turn.
20 - Str 16 - Disadvantage
While equipped all d20 rolls now crit on a 19 or 20, and crit fail on a 1 or 2. Before you roll damage, you can instead choose to take the average. When you fall on a target, they take double the falling damage you would take before resistances.Ā
Potion of Mental Expansion
When you drink this potion your mind expands. You gain the effects of the feats Alert, Keen Mind, and Observant, the warlock evocation Eldritch Mind, and the warlock class feature Awakened Mind. you also can cast mage hand at will. This lasts for 1d4 hours.
Ring of phantom greatswordĀ
You may treat this like a greatsword when you attack. You use your spell attack as your attack modifier, if you don't have a spell attack, then you use the average of your three mental stats as the base and use that for a spell attack. You use your spell modifier for the bonus for damage. It deals cold damage instead of slashing.
As an action, you may throw this in the air, when you roll a 1d100, on a 99 or more choose up to 1d10 creators, they are all struck by lightning. Use the damage from call lightning as if it was cast at half your level, minimum of 3d10. If you throw it in a storm, it drops to 75 or more. Add 1 to the roll for every failed attempt to call lightning
Upon opening this scroll, all creatures within 120 feet you gain a darkvison equal to 120 - their distance from the scroll. This is permanent. If a creator gains less than 30 ft they cannot see in full darkness only in dim light. If they gain more than 80 ft they can see in magical darkness at a range of their darkvison - 80.
When you use this to cast a spell to move or increase movement/decrease movement. That spell will affect movement by an extra 5ftĀ
The wand has charges equal to 10+your initiative modifier. You may spend a charge to add 1 to hit with your next spell, you may only do this before you roll.Ā
Tongue of Vicious Choir (Wonderous item)Ā
As a reaction, you may spend charges to impose a penalty on any roll of your choice. For each charge spent the penalty die is increased by one die class starting at a 1d2. This item has 10 charges, and regains 1d2-1 charges each hour. Over a week, if this item never reaches full charge, it powers off for 1 day. When it powers on it is fully charged.Ā
You gain expertise in arcana checks related to modifying spells.Ā
While equipped every dawn roll a 1d6 per type of damage. On a 1 you are vulnerable, on a 2-5 you are affected normally, on a 6 you are resistant.Ā
Headband of Magic PotencyĀ
While you are wearing this all attacks made by you, or made against you are counted as magical and ranged.Ā
While you are wearing this you have the following benefits. You are resistant to fire damage. You may use 10 ft of movement to fly 5ft in any direction, if you are not touching the ground at the end of your turn you fall. If you take non magical damage from a melee attack, you can inflict 10 piercing damage on yourself to reflect the damage and deal it back at the attacker as magical slashing damage.Ā
Key of the Action Economy
You may use this key while you hold it to do any of the following features.
As an action - you may choose one of the following abilities, and force another creature to use that ability. It costs the same price as it does for you.
As a bonus action - you choose up to three creatures. Each one may choose any number of hit dice. Then they all roll those dice and add them all together. Finally divide the total among the creatures evanly. They heal that much.Ā
As a reaction - when anyone takes an action, bonus action, or reaction in combate, you may lock that ability/feature until this spot in initiative again.Ā
In place of your movement - you may choose one creature, that creature may move up to half of your movement speed as a reaction until your next turn (this does not cost them any movement).
As an object interaction - you may choose one object that has a hinge and is no larger than 10ft by 10ft. You lock that hinge from moving from the angle that it is at.Ā
At will (once per turn) - you may choose one creature, they must make a DC (8+proficiency+(half your level rounded down)) on a failure you lock one of their senses or ability to speak. On a success they may choose one of the previous abilities, and you are forced to do it.Ā
One minute - you may unlock any lock, if the lock is arcane in nature, it is a DC 10+spell level arcana check to beat it. If you fail this key becomes inactive for 2d6 hours.