Weapon (whip), uncommon
This whip was pulled from the ooze of a gelatinous cube. When motionless, the whip appears to be a s…
This whip was pulled from the ooze of a gelatinous cube. When motionless, the whip appears to be a sword hilt with a blob of ooze at its end. When you attack with this magic weapon, the ooze extends elastically to form the length of the whip. This whip adds 10 feet to your reach when you attack with it, instead of 5. Targets hit by this weapon are marked with an acidic residue. At the start of each of your turns, any marked target takes 1d4 acid damage, and the acidic residue disappears. While you are attuned to this weapon, its ooze is harmless to you.
Snap, sizzle, drop.
Wondrous item, common
This Tiny, sentient fragment of a charmed water elemental has an endless desire to create tea. When …
This Tiny, sentient fragment of a charmed water elemental has an endless desire to create tea. When given a leaf or other potential tea ingredient, its watery form gurgles happily as it begins to steep it, magically heating the water surrounding the ingredient to its ideal brewing temperature. It only picks up materials it chooses to and can control whether or not it's wet to the touch. The tea weird can inhabit up to 1 gallon of water, or as little as 1 ounce. Any water controlled by the tea weird is magical for the duration. The tea weird is considered a magical object and is not a creature. It has a speed of 5 feet and can hover up to 5 feet off the ground. It has AC 10, 10 hit points, and has resistance to all damage. The tea weird regains all its hit points if given at least 1 ounce of water. Drinking the entire tea weird is harmless to you, but destroys the item. Sentience. The tea weird is a sentient chaotic good item with an Intelligence of 3, a Wisdom of 8, and a Charisma of 6. It has hearing and darkvision out to a range of 60 feet. It can't speak or read, but understands Aquan and Common. Personality. The tea weird is dedicated to making tea. It will happily collect moisture, steep it with fresh ingredients, and then separate itself from the freshly brewed tea by pouring it into a cup or similar vessel. It avoids combat at all costs and enjoys resting in cups, kettles, or the pockets of friendly creatures.
"Hey, what flavor is this?"
"You mean the tea? I think the tea weird found a mint leaf about a mile back."
"No no, not that. I meant the flavor text."
"Oh, that's meta flavor. It gets old quick, but it's nice to try it out again every once in a while."
Chain Devil Gloves
Wondrous item, rare
These leather gloves are fashioned from the hands of a slain chain devil. While wearing these gloves…
These leather gloves are fashioned from the hands of a slain chain devil. While wearing these gloves, an ethereal chain attaches itself to any weapon you throw that has the thrown property. The chain has a reach of 60 feet and breaks its connection to the weapon if the weapon is held by a creature or if you are ever more than 60 feet away from it. You can have up to 4 of these chains at any time. As an action, you can cause these chains to suddenly retract and pull any attached weapons with them. Any creature within the path of one or more of these weapons must make a DC 15 Dexterity saving throw. On a failed save, a creature takes force damage equal to the damage die of the thrown weapon. A solid object or wall blocks the path of the retracted chain and weapon. A retracted weapon lands harmlessly at your feet or in an open hand once it reaches you.
"As if I'd leave my toys laying around like that."
Heart of the Sleeveless
Wondrous item, common
This vest is made from a luxurious, silky material that seems to always make the wearer appear more …
This vest is made from a luxurious, silky material that seems to always make the wearer appear more fit. The clothing gently hugs the wearer, redistributing weight and muscle to flatter and accentuate their physique. It seems to deflate sadly once taken off. While worn, the fabric’s color changes with the wearer’s mood or flash of emotion. Refer to the table below for the vest’s colors when under different emotions. While unworn, the fabric’s color becomes a muted blue. Emotion Color Anger Red Anticipation Orange Joy Yellow Love Lime Fear Green Sadness Blue Disappointment Indigo Disgust Purple Jealousy Black Surprise White
"She slapped me again, Feh'raar," said the man in the indigo vest before slumping down in his chair.
He rubbed his now red cheek with a careful tenderness: whether it was to soothe the pain he felt or caress the hand that caused it remained uncertain. His cup stared back at him for a while before the man took another drink, heaved a great, heartfelt sigh, and took back off towards to the waitress: the vest now a vibrant, light green.
Wondrous item, rare
This pale gray thread is made from the remains of a powerful mystic's brain. The overdeveloped organ…
This pale gray thread is made from the remains of a powerful mystic's brain. The overdeveloped organ creates a congealed fiber that, once spun, can be used as a functional bowstring. It's always oily to the touch and leaves a faint residue on your fingers when pulled. Ranged attacks made with a weapon strung with this thread are considered magical. When you hit a creature with a ranged attack using a bow or crossbow that was strung with this thread, you can speak the thread's command word as part of the attack to charge the arrow or bolt with psychic power. When you do, the target of the attack takes an extra 1d8 psychic damage and is forced to make a DC 15 Intelligence saving throw. On a failed save, the creature is stunned until the end of your next turn. On a successful save, the creature is not stunned. A construct or undead creature automatically succeeds on the saving throw. This property of the thread can't be used again until the next dawn.
"So, you let another one get away?"
Zarlyn wanted to be anywhere but here right now. He stood before Inlara, whose hands were entirely covered in blood as he emptied the insides of a skull on the worktable. Inlara was frequently like this: covered in a variety of fluids, usually blood, that were a result of some magical experiment.
"Obviously not on purpose." He grumbled. "The bastard was tougher than he looked. Took two arrows but still kept running."
Inlara stood and cleaned his hands in a nearby basin. "Still, he got away. We can't have that. Which is why I've spent the last few months making this."
Inlara dried his hands before picking something up from the end of the worktable. It was a long, grey thread. It looked like a long nerve, and it seemed to pulse with a strange magic.
"What is it?" asked Zarlyn.
"A new bowstring. For you." said Inlara. "Made with…'donated' materials from the Ensafrani guild scholars, including our guest here." He gestured to the cleaned corpse on the table. "It will help keep your targets from escaping you again."
Zarlyn stared at his friend for a long moment before feeling a smile creep across his lips. He took the thread.
"You're a scary man, Inlara."
"No more than you, friend. Happy hunting."
Armor (any light armor), common
While wearing this armor, you feel light on your feet and agile. When you make a long jump onto or a…
While wearing this armor, you feel light on your feet and agile. When you make a long jump onto or alongside a wall or similar surface that isn't slippery for the first time on your turn, you can move along that wall for the length of the jump during the move. While on that surface, you can make a second jump, provided you have the movement to do so.
Unhindered by his older leathers and plates, he felt free to move. He dashed, he leapt, and his feet were able to carry him in new and exciting ways. It was a new sensation of freedom, and while it was dangerous, it was intoxicating.
Life's Flower Restorative
Wondrous item, rare
This vital branch pulses with life and resembles a crude limb. To attune to this item, you must atta…
This vital branch pulses with life and resembles a crude limb. To attune to this item, you must attach it to the end of your missing arm or leg, at which point the branch magically forms an elegant copy of the appendage it’s replacing. This prosthetic is a fully capable part of your body and can't be removed against your will as long as you're attuned to it. The prosthetic branch has 10 flowers and regrows 1d6 + 4 missing flowers daily at dawn. While attached, the branch provides these benefits: When you regain hit points as part of a spell or magical effect, you can choose to expend any number of flowers to regain an extra 5 hit points for each flower spent. This property can restore you to no more than half of your hit point maximum. If you start your turn with 0 hit points while the prosthetic has 3 or more remaining flowers, you can choose to expend 3 flowers to regain 5 hit points. This property can't be used again until the next dawn.
Lin awoke gently. She was sore, and the last thing she remembered was falling, the airship above her shrinking to a miniscule point in the swirling clouds. She'd known she could do nothing, known she was going to die. Then the cold embrace of water struck at extreme speed, and—
She tried to push herself up as she reached a hand to wipe the haze from her eyes, before she stopped short. There, where the familiar old war scars and weathered skin should be was beautiful, polished wood in the form of a smooth, perfect hand. She experimentally tried to move her hand, and the limb mimicked her intention; it was hers, the small flowers growing on its surface somehow feeling as much a part of her as her remaining arm.
Taking in this discovery, she was shocked when someone tapped her gently on the shoulder. Soldier's instincts firing, she spun around to face the unknown person and was met with the most beautiful eyes she had ever seen.
Lin tried to ask…anything really, but the dryad before her pressed a finger to the fighter's lips and laughed, softly, before gently handing her a small stone bowl of clean, clear water.
She could feel tears welling in her eyes, nobody had shown her kindness for years; she'd always projected an air of confidence and unapproachability, but here, at her most vulnerable….
Lin always told herself she was just resting until she had regained her strength, but even as the flowers on her verdant arm grew ever more vibrant she never had the heart to go.
Now, years later, she cannot imagine life without the flowers, the forest, or her love.
Gauntlets of Eldritch Ferocity
Wondrous item, rare
These leather gloves are protected with ancient stone plates inscribed with indecipherable runes. Wh…
These leather gloves are protected with ancient stone plates inscribed with indecipherable runes. When you hit a target with the eldritch blast spell while wearing these gauntlets and roll damage, you can treat any 1 on a damage die as a 2. Additionally, while wearing these gauntlets, you can choose to create an additional beam of energy and make an extra attack whenever you cast eldritch blast. When you roll a 1 or 2 on an attack roll made with this extra beam, you take 3d12 necrotic damage, and until you finish a short or long rest, your hit point maximum is reduced by an amount equal to the necrotic damage you take. This necrotic damage ignores resistance and immunity, and if it reduces you to 0 hit points, you die.
Those who seek power from eldritch origins oft think little of the consequence. They want more strength, more magic, more… more.
Each of this leather ring's three braided bands bears the design of a dark, winding serpent. You can…
Each of this leather ring's three braided bands bears the design of a dark, winding serpent. You can use an action to submerge the ring in a potion of healing or similar healing draft. If the ring is left to sit in a potion for 1 minute in this way, the ring magically consumes it and any of its healing properties. For each potion the ring has consumed, one of its dark serpents glows with a faint red light. The ring can have up to 3 consumed potions at a time. Immediately after you take damage while wearing the ring, you can use your reaction to speak its command word and gain the healing effects of one of the ring's consumed potions (your choice). The consumed potion is then lost, and one of the ring's serpents becomes dark once more.
"Why on earth would you put that thing on?"
"What, the ring? I thought it was cute. Lookit the little snakes."
"We haven't even figured out what it does yet. That could be cursed. You could be cursed right now. Maybe you'll suffer a snake bite each time you sit down now, or something. Or be poisoned each time you stub your toe."
"Unlikely. Snakes aren't poisonous, they're venomous, so it wouldn't make sense for me to be poisoned."
"Oh, sure, of course. My mistake. You'll probably magically heal or something instead when you stub your toe. Way more likely."
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