It can either unlock any lock once, whereupon the key shatters, or it can be used to stab one target, ignoring AC and dealing damage equal to 3x the targets WISDOM, whereupon the key shatters. Magnetic Charge - A fist-sized metal ball with a button on top. Flask of the Fist - When a character imbibes the contents of this flask, they gain 1d6 damage to their Unarmed strikes for 3 rounds of combat. Typical farming, gardening, and husbandry tools often found in the hands of commoners. After casting a spell that restores a creatures hit points, the wearer rolls a d20. No matter what incense is burned in the censer, it gives advantage on wisdom saving throws. Death Elk Head - The severed, decomposed head of a Giant Elk. Fletchers Mitt - A green glove that allows the user to avoid or catch a projectile. For this variant the double weapon instead uses the highest damage die (including the versatile die if applicable) and proficiency of it's two weapon counterparts, its cost is four times that of the base weapon, and it gains the two-handed and special properties; which reads as follows: Special. Ten-Gallon Hat - The 10-Gallon Hat of Hootin' an' Holerin' is a Ordinary looking Cowboy hat with the the words "Uhh, Yee-Haw?" But in the next round, the character takes 1 point of exhaustion. Deodorant Soap - A bar of soap that, when used to wash ones body, eliminates body odor and grants +1 to Stealth and Persuasion. Belt of Returning - A finely crafted dark leather belt with three loops, each decorated with a shard of sapphire. Can be used once to summon the Headless Horseman to fight beside you in one battle, whereupon he takes the lantern and leaves with it. It can only be recharged by the wearer changing one letter in their own race or class. Made as a gift for an obsidian miner to avoid complications with volcano fumes. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. However, the bodysuit provides no benefit if you wear other clothing or armor, other than belts, pouches, scabbards, or bandoleers, on top of it. Villains Cudgel - A well-made wooden club, wrapped in barbed wire. The Mephit can speak. In order to teleport, choose how far you want to travel, then do an Arcana check. It generates heat on the wearer if blown upon by wind. June 2016 When the wearer speaks, everyone in earshot must make a DC 15 WIS save, and everyone who fails will believe whatever the tie-wearer has said, no matter how ridiculous. Antigravity Sphere - A small, fist-sized glass ball filled with a silvery smoke. Made for a shy human boy who had trouble talking to people. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Once awakened, it assumes a form of your choice that is small and with challenge rating less than or equal to 1/8. Ring of Kinetic Storage - This simple silver ring allows the wearer to store energy from their body's motions throughout the day, and release it in strong bursts. But Stronmaus is a fickle god; jokes that fail are punished with 1d6 lightning damage. It grants advantage on Wisdom (Animal Handling) checks to train animals. purposes of proficiency. Circlet of the Planeswalker, Very Rare (Requires Attunement) - While you wear this circlet, you can choose to be considered on your native plane for the effects of banishment and other spells used against you. On a 17 or higher roll, the healing spell does not cost the user a spell slot. January 2018 Ring of Naming - A simple iron ring with 3 charges. If you impale this dagger in a surface you may, for the next minute, use a bonus action to teleport to its location as long as it is within 100ft of you. The user continues to roll a d20+WIS, and for every consecutive roll above 15, the arrow shoots through another target the same way. It gives a small, hologram-like view of an elemental plane, changing which plane is displayed by changing the gemstone. As your move action you can instead teleport. Additionally, when you are subjected to lightning damage, you can use your reaction to channel the energy through the gauntlets. Helens Earring - An earring that telepathically describes whatever is visible in front of the wearer, whether they can see it or not. This kit includes bait, animal calls, snares, cage traps, and hunting traps like those found in the adventuring gear section. It is used by hunters when lying in wait in natural environments. Climber's Kit. Has 5 charges, can be recharged by heating them with dragonfire. If all five charges of the ring are expended, the target is pushed back 5 feet away from you. It can only be used if full of tea, which must be brewed and steeped normally. A creature can use its action to make a DC 13 strength check, freeing itself or another creature within its reach on a success. Once you use this ability it can not be used again until you finish a short or long rest. Trapper's Tools. Whatever the material, this is a magic hat that gives the consumer 1 usage of Inspiration if they say out loud, "If I'm wrong, I'll eat my hat!" A matched bracelet with the same emblem. Enemies become disgusted and will avoid the user for 1d6 rounds, only attacking the user if they are attacked. Made for a laborer with low self esteem. Bracelets of Bonding - A set of bracelets that when one is broken the other immediately breaks as well. When you take the attack action and make a two-handed attack with a double-ended weapon, you can use a bonus action to make a melee attack with the opposite end of the weapon. The catch is, the conjured magehand can be attacked or damaged, and any injury inflicted on the magehand will also be inflicted to the wearers hand. This kit includes a sledge hammer, miner's pick, shovel, hammer, chisel, brushes, and panning screens. Medallion of the Labyrinth - A medallion that, when focused on, always displays a faint blue line, curving around trees or arching over rocks. Each failed check deals 1 piercing damage to the trapped creature. Fairy Dragon Coffee - For one round of combat, the drinkers speed is tripled, they have +5 to AC, they have advantage on Dexterity saving throws, and the character can do 3 Actions. This consists of a snorkel, crude goggles, flippers, and occasionally a skintight suit. Orrery of Planes - A small brass claw, meant to be set on a desk and have a gemstone inserted into its top. An elf made them so that he and his adopted daughter could read some elvish adventure tomes that he brought home together. Wind Sword - A steel cutlass that resembles a giant feather. September 2015 November 2015 Back to Main Page 3.5e Homebrew Equipment Mundane Weapons, https://www.dandwiki.com/w/index.php?title=Stiletto_(3.5e_Equipment)&oldid=1265888. Oct 14, 2020 - Explore Tanita.M.C's board "DnD inspiration" on Pinterest. Pendant of Sorrows - A music box pendant, that, when wound and played, emits a somber, soothing song, like one sung by a long-dead but much-loved parent to their child. February 2015 All or Nothing Coin - On a roll you would normally use a d20, flip a coin instead. Lens of Tracking - A monocle that allows the user to once a day see the footprints of a specific person or creature that has been within the area. October 2014 This ring contains up to 5 charges, the number of charges stored in the ring increases by 1 for every 2 days the ring is worn. The quartz tip breaks after 3 uses and must be replaced. This suit is made of loose strips of green cloth. Commissioned by a noble after his daughter almost drowned in the estate fish pond. Has the effect of Featherfall. This 1-foot-long, gold-tipped, iron rod glows brightly when struck, providing bright light in a 30-foot radius and dim light for an additional 30 feet. Once per day, on a successful attack roll, if the wearer can deliver a one-liner, quip or appropriate pun before rolling damage, the attack is converted into a critical hit. Strange Key - A big iron key the size of a human forearm. Thus, a friendly game of chance run by a con artis A perfect example of what these rules do best are the human-centric and low magic worlds of Game of Thrones and Conan the Barbarian.While these rules support traditional dungeon delving, monsters that scale far beyond human capabilities are dreadful encounters that can make or break your players. This vest gives the wearer advantage on Initiative rolls and +2 to Intimidation rolls, plus proficiency with Crossbows. Loud music can be heard 100ft from the impact site. Jack OLantern - A carved pumpkin with a candle inside. Grease Grenade - A fist-sized glass ball that spills 1d20+5 feet of Grease when and where it shatters. Three one-handed weapons with the thrown property can be 'attuned' to the belt. While wearing these gauntlets, your unarmed strike deals an extra 1d4 lightning damage on a successful hit, and you gain resistance to lightning damage. When used, the spyglass grants advantage on Wisdom (Perception) checks to spot distant objects. Pole (10-foot). While in this form, it functions as in the Find Familiar spell. Has 3 charges, refills charges every day at dawn. d100 Strange But Useful Magic Items for D&D 5e. Even the lower level members, who earned their gold as beggars, cut-purses, thugs and fences followed these rules as they went about their daily duties. Grit and Glory is intended for campaigns where players and opponents are made using similar rules. Finger Blades These are very short razor-sharp blades that fit over the fingers. Its been reanimated by necromancy and roars ominously when it makes eye contact with another living being. If two magic-users wearing these rings high-five as an Action, they can combine their two Spellcasting Ability stats and cast one spell at that level on their next turn. If the jest pleases Stronmaus, he rewards the adventurer by recharging up to 1d10+Con HP. If you recognize an item you made, feel free to credit yourself in the comments. Misspell Book - Requires attunement. Farming Implements. Scrying Bones - Once per day, these knucklebones can be used to ask a yes, no, or maybe question to the fates (DM). This band has a single charge, which recharges each day at dawn. If it is turned inside out or damaged, it disgorges 5d100 rats and the bag is destroyed. There are three bones carved into happy faces and sad faces. The hat compels the wearer to Speak in a western accent, Frequently use "YEE HAW", will call anyone the wearers knows "Partner" and Unknown people "Stranger', and replace all "ing"s with "in'"s, even when writing. You can spend 3 charges to Counterspell at 3rd level using your reaction without spending a spell slot. May 2019 Causes no damage. Whenever you teleport or cross a planar boundary (such as with the Blink spell), you may heal 1d4 Hit Points. Blanket of Starlight - A soft, well made blanket that can, once per long rest, emit a soft glow, maintained by concentration. Collar of Finding - A leather collar with a small metal emblem of a star on it. The Shadow Thieves were discreet in their activities, even in Amn where they were known by just about every citizen of the nation. If the wearer completely avoids the attack, the user catches the projectile. However, if the jape is deemed to have fallen flat the wearer is overcome by lethargy and behaves as if affected by the spell slow, until the end of it's next turn. This functions as an arcane focus. Grants +2 to Charisma. Whatever you write/draw on one scroll (in ink) appears on the other within 3 minutes. LUCILLE on the back combat roll against that specific enemy and transform into a +1 AC against ranged Get back up disables the effect of gravity of everything within a 30ft radius an abacus merchant's. Is teleported to wherever the arrow returns to the max charges the can. 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