Monstery Monday Week 42 - Magic Items

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Uncommon Wondrous Item

Tea Time! Any liquid inside is transformed into perfectly brewed tea.

I wish I had a nice cup of tea.

Uncommon wondrous item

As a free action you can change this leg into one of these forms or into a regular leg shape: -Blade +1 speed

-Claw You gain a climbing speed equal to your speed

-Fin You gain a swimming speed equal to your speed

you can't judge a man until you've walked a mile in his legs. And climbed a mile in his legs. And swum a mile in his legs.

Rare wondrous item

(3 charges) When defending against fire damage you can expend 1 charge to defend for double and:

-Consume. Gain HP equal to your armour. OR:

-Exhale. (Line 3) Everyone takes armour fire damage

Recharge: Bury it beneath a fire for 24 hours.

Old legends claim they were made to punish vile fiends, whose souls are sealed within, forced to help mortals as punishment.

Uncommon wondrous item

Functions like regular rope, except it floats upwards when dropped instead of falling down.

Magical rope for when you need to go up, not down.

Very Rare wondrous armour

Wearing this on top of your mail/plate armor gives you +1 armor and:

Killing intent (1/day) Action: Every creature in reach 4 makes a 10+KEY WILL save. On fail: frightened for 1 minute or until damaged. If they fail by 5 or more they are also incapacitated for 1 turn.

There’s something undeniably intoxicating about the feeling of power one gets by terrorising others. This armour grants you the ability to release a wave of lethal intent powerful enough to make creatures tremble in fear.

Rare Weapon - cursed

1d4+DEX piercing.

Gain 1 extra die for your Sneak Attack. If you are not a Cheat, gain the Vicious Opportunist feature.

You are Blinded except on a Cone 6 in front of you. Move to change Cone direction.

It changes hands as you change targets: all the goddamn time, and it's always bloody in between.

Rare Wondrous Item - Cursed

+5 Inventory slots.

The bag of scolding is very picky in regards to its contents. Put "junk" into it and you will never hear the end of it.

Rare Wondrous Item

Underworld Connections: You know Thieves' Cant and have advantage on checks to find or haggle with criminals.

Looking for A.C.? Yeah I have seen him around here..

Rare wondrous item

(1 use) When you throw this every space in Reach 4 becomes full of magic gas for 1 minute. Breathing in the gas causes you to roll on the chaos table.

A grenade filled with distilled magic made by a crazed alchemist to cause chaos.

Uncommon wondrous item

(1/day) Before throwing the coin look at a creature and ask them heads or tails and the magical coin forces them to answer. After that throw the coin. Whoever loses has to roll on the chaos table.

Created by a magician after he lost all his possesions gambling.

Very Rare Shield

Armor: 5

Dancing Deflect: (Reach: 6) Reduce the damage of an attack against an ally withing reach by 5 for free 1/round.

Imbued by a noble guardian spirit.

Uncommon Consumable

Apply to weapon: 1 action.

On Crit: Incapacitated (any damage or 1 action from an ally to end).

On Damage: Dazed.

On Miss: You are Dazed.

(Might not work against some enemies or against the same enemy multiple times in a row)

Rare Weapon

2d4+DEX Slashing.

From insult to injury: Advantage against taunted enemies.

You fight like a dairy Farmer!

Legendary Weapon

1d8+STR bludgeoning, Thrown 8, ignores Rushed attack penalty and returns between every attack.

Against creatures above Medium, damage is 1d20+STR instead. Indestructible.

Forged on the First Anvil, blessed by kings and elders alike, it is any dwarven warrior's dream to glance at this perfect stone hammer. This weapon will answer the call to its people's needs, unfailingly... the wearer better be ok with this!

Uncommon Potion

For one day, the drinker ignores effects that compel truth or read thoughts, instead his mind and speech are drowning with meaningless trivia, tidbits and anecdotes. Every 6 hours, the drinker rolls WIL DC 12; if failed, the drinker reveals something very embarrassing or of consequence.

He had a bad reaction to the elixir, and since that day, his verbal diarrhea has never waned. Obviously, he is now the major of our town.

Rare Armor - Mail

Armor rating: 13 + DEX≤2.

1/day, during a Field Rest, grows magical fruits at random. Roll 1d8:

1 = rotten fruit, DIS on Influence while wearing;

2-6 = daily ration for 1 Medium creature;

7 = Mendberry;

8 = Mendberry upcasted at Tier 5.

The fruits remain until another fruit is grown. If the wearer knows Terramancy, he rolls with ADV.

Blessed by the Oba, this wooden armor brings with it the nurturing energies of the Forest Crescent... usually!

Rare Weapon - Cursed

When attacking, roll an additional d6 (total of 3d6), either of the d6s can fail or crit (if both, normal hit). If you fail, it deals twice the weapon's damage to you.

1/ENC, after dealing damage, you create a tether with the target: at the end of your turn, deal 2d6 to the tethered creature and gain that many HP. All damage is necrotic.

Originally wielded by a berserker whose rage was kept on a leash by a powerful necromancer, it has been at the side of many a perpetrator of grisly massacres.

Very Rare Wondrous Item

The mount becomes a level 2 Zephyr.

Legendary Wondrous Item

The mount becomes a level 7 Way of Flame Zephyr.

Uncommon Wondrous Item (1 charge)

1 charge: Spend 1 action to succeed on a failed roll.

Recharge - Pay it forward: Pass the coin on to a stranger.

This old worn coin gives you a feeling of warmth and safety.

Holding on to an uncharged coin is rumored to be a magnet for bad luck.

Uncommon wondrous plant

(1 use). When you place it on a surface a magical beanstalk will grow in the opposite direction. Grows through most materials for 20 ft. in 5 seconds and then stops growing.

The seed of a bean said to have come down from a land of giants in the sky.

Uncommon Wondrous Item

Alakazam! 1 Action: Speak the magic words to summon a tiny harmless beast.

You don't know where they come from..

Rare wondrous tree

Every 24 hours produces 1d4 mendberries (Free action: heal 5HP, they work for 1 day) as long as the following conditions were met:

-It was in bright light for at least 1 hour

-It got watered for more than a quarter gallon of fresh water (but not more than half)

-A creature spent at least 10 minutes pruning and tending the bonsai (must succeed on a DC10 naturecraft check).

An exceptionally fast-growing magical bonsai that needs constant care.

Uncommon wondrous item

(1 use). When buried create a small oasis for 24 hours. All animals that are less than a 1 hour walk away, make their way there and peacefully spend their day in it.

Rare wondrous item

(3 uses). ACTION: eating it sets your HP to 1d20

Mysterious lunchbox that always has a different meal when opened. Sometimes a tasty treat and sometimes dubious food.

Rare mushroom

(1 use). When you drop to 0 HP immediately heal everyone in Reach 2 for 2d4+4 HP.

Grows on the edge of mountain cliffs and collected by adventurers, to save themselves in their most desperate situations.

Very Rare wondrous item

Touch a tree while wearing this ring to mark it. When you touch another tree you can turn it into a temporary portal to the marked tree for 1 minute.

Crafted by dryad artisans and given to dryads going into the world to give them an easy way back.

Rare item - Cursed

Beautifully crafted Greatmaul (1d12 + STR Blugeoning).
(1 / encounter) Turn any attack into a crit (or make a crit explode). The hammer's grip on your mind strenghtens each time.

It starts with a twich on your dominant arm. But then it grows. By the time you realize what's happening, a voice in your head keeps on repeating: "Fight. Slay. Destroy."

Rare consumable

Golden salts that glitter in the dark.
Action : Spray the salts in a circle, sanctifying a 2x2 zone. Radiant spells within the zone gain advantage. Any undead or unholy creature within the zone attacks and saves with disadvantage.

Time for the good ol' reliable. - Tidegrave, enthiusiast ghost hunter

Uncommon Shield

+2 Armor.

Shield Bash: A spiked shield is considered a light melee weapon that deals 1d4+STR damage.

Youch!

Uncommon wondrous item

Can blend perfectly into a tree by standing completely still in front of it for 5 minutes.

Made by dryads from the magical trees of the elderwild, they are given as gifts to adventurers they've taken a liking to.

Uncommon Weapon

(2-handed, Vicious, Req. 2 STR to count as dual wielding)

1d6+STR Bludgeoning.

One-Two Punch: Deal an additional 1d6 while dual wielding.

On Crit: Prone.

Move like a minotaur and swing like a gnoll.

Very Rare Consumable

Heals 20HP and all conditions.

Unicorns are very rare and sought after for their phenomenal healing capabilities.

Very Rare Wand - Tier 3

2 charges.

Recharge: Build a new home by mundane means for people in need, then leave the wand hanging above the housewarming dinner.

Hospitality is its own brand of magic.