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Cloaking Scabbard Shoes of Remembrance: Credits

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Cloaking Scabbard Shoes of Remembrance

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)

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