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Homebrew Items Print Firendly

The document describes several magic items including a pocket watch that allows rerolling attacks, a cursed plate armor that grants strength but risks insanity, a greatsword effective against dragons, an oak shield granting defense against magic, an intelligent grasping rope, an axe shaft that allows throwing, and studded leather armor crafted from an magical oak.

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Alex Fer Vinif
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0% found this document useful (0 votes)
43 views12 pages

Homebrew Items Print Firendly

The document describes several magic items including a pocket watch that allows rerolling attacks, a cursed plate armor that grants strength but risks insanity, a greatsword effective against dragons, an oak shield granting defense against magic, an intelligent grasping rope, an axe shaft that allows throwing, and studded leather armor crafted from an magical oak.

Uploaded by

Alex Fer Vinif
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Chronomancer's Timepiece

Wondrous Item, Uncommon (requires attunement)


The Chronomancer's Timepiece is a meticulously crafted pocket watch, its ornate exterior adorned with intricate gears
and celestial motifs. It bears the mark of Archibald Haldor, renowned wizard and master of time manipulation, reflecting his
expertise in its design.
Once attuned to this timepiece, you gain the ability to manipulate time for a brief moment each day. You can choose to
reroll one attack roll, skill check, or saving throw. You must accept the result of the second roll, even if it is worse.
"Crafted by the skilled hands of Archibald Haldor, the Chronomancer's Timepiece holds the essence of temporal magic within
its delicate mechanisms. It is a tool coveted by those who seek precision and control, allowing them to bend fate ever so slightly
and rewrite the course of their actions."

The Black Armour


Plate Armour (heavy), Legendary (requires attunement) (Shows Cures)
This dark, menacing suit of plate armour is covered in jagged spikes and etched with ominous runes. It emanates an aura
of malevolent power.
Unparalleled Strength. While wearing this cursed armour, you gain a +2 bonus to your Strength score, and your
Strength's maximum limit increases by 2. Your melee weapon attacks deal an additional 1d6 necrotic damage.
Berserker's Onslaught. As a bonus action, you can activate the armour's curse, entering a state of frenzied rage. While
in this state, your melee weapon attacks score a critical hit is lowered by 1. You gain resistance (15)to all damage but
psychic, at the end of the onslaught’s effect you will take all that damage. Your movement speed increases by 10 feet.
However, you lose the ability to cast spells, speak, or take any action other than attacking; moreover you must attack the
closest creature to you.
Curse of the Beast. Once you activate the armour's curse, you must make a DC 16 Wisdom saving throw at the end of
each of your turns. On a failed save, you remain in the frenzied state. On a successful save, you can choose to end the
curse's effect. Ending the curse in this way imposes one level of exhaustion.
Soul Devourer. The armour has an insatiable hunger for souls. When you reduce a creature to 0 hit points while in the
frenzied state, you can use your reaction to make a melee attack against a creature within 5 feet of you. If this attack hits,
the target takes 4d6 necrotic damage, and you regain hit points equal to half the damage dealt. This ability can only be used
once per turn.
Price of Power. Wearing this armour takes a toll on your soul. Each time you activate the curse, you must make a DC 16
Charisma saving throw. On a failed save, your alignment shifts one step closer to chaotic evil, and you gain a level of
exhaustion. If your alignment becomes chaotic evil, you are permanently controlled by the armour's malevolent spirit.
“The Black Armour, a malevolent masterpiece of dread and power. This nightmarish suit of heavy plate armour, adorned with
wicked spikes and foreboding runes, exudes an aura of ominous might. Its insatiable hunger for souls grants unparalleled
strength to its wearer, but beware the cost – to invoke its berserker's rage is to dance with the beast within, and the price of such
power may prove unbearable.”
The Black Armour
Plate Armour (heavy), Legendary (requires attunement) (Hidden Curse)
This dark, menacing suit of plate armour is covered in jagged spikes and etched with ominous runes. It emanates an aura
of malevolent power.
Unparalleled Strength. While wearing this armour, you gain a +2 bonus to your Strength score, and your Strength's
maximum limit increases by 2. Your melee weapon attacks deal an additional 1d6 necrotic damage.
Berserker's Onslaught. As a bonus action, you can activate the armour, entering a state of frenzied rage. While in this
state, your melee weapon attacks score a critical hit is lowered by 1. You gain resistance (15) to all damage but psychic, at
the end of the onslaught’s effect you will take all that damage. Your movement speed increases by 10 feet. However, you
lose the ability to cast spells, speak, or take any action other than attacking.
Frenzy of the Beast. Once you activate the armour, you must make a DC 16 Wisdom saving throw at the end of each of
your turns. On a failed save, you remain in the frenzied state. On a successful save, you can choose to end the curse's
effect. Ending the effect in this way imposes one level of exhaustion.
“The Black Armour, a malevolent masterpiece of dread and power. This nightmarish suit of heavy plate armour, adorned with
wicked spikes and foreboding runes, exudes an aura of ominous might. To invoke its berserker's rage is to dance with the beast
within, and the price of such power may prove unbearable."

The Dragon Slayer


Weapon (greatsword), Legendary (requires attunement)
It was too big to be called a sword. Massive, thick, heavy, and far too rough. Indeed, it was a heap of raw iron.
Heavy. To wield this massive weapon you must have a strength score of 18 or higher, but your weapon attacks deal 1d6
extra slashing damage.
Dragons Bane. The Dragon Slayer is anathema to dragons and other massive creatures. When used against creatures
of the dragon type, giants, or colossal beings(size Gargantuan), it deals an additional 3d6 slashing damage.
Warriors Frenzy. As a bonus action you can enter a state of frenzy. gaining advantage on attack rolls and adding your
Strength modifier to damage rolls twice with the Dragon Slayer for 1 minute. During this time, you cannot be frightened or
charmed. Once you use this ability, you can't use it again until you finish a long rest.
Ancient Empowerment. The sword continually seeks out the essence of dragons. Whenever you defeat a dragon, the
Dragon Slayer becomes more powerful. You gain a permanent +1 bonus to attack and damage rolls with the weapon for
each dragon you have defeated.
Dragonslayer's Resilience. The sword grants you resistance to the damage type associated with the dragon's breath
weapon. For example, if facing a red dragon, you gain fire resistance. This resistance lasts for 1 hour and can be used
once, regaining its use at dawn. The base resistance is 10 but increases at the same rate as Ancient Empowerment.
Curse of the Dragon's Mark. While attuned to the Dragon Slayer, your fate becomes intertwined with dragons. You can
sense the presence of dragons within 10 miles. However, dragons can also sense your presence and location within the
same radius. Additionally, you become vulnerable to fear effects and may become obsessed with hunting dragons, putting
your party or allies at risk.

Ironheart Oak Shield


Wondrous Item, Uncommon (requires attunement)
Description: This sturdy shield is crafted from the rare and resilient Ironheart Oak, known for its remarkable durability and
strength. It bears intricate carvings depicting the intertwining branches of ancient trees and is bound by iron bands,
enhancing its defensive properties.
While attuned to this shield, you gain a +2 bonus to your Armour Class against magical attacks. Additionally, you have
advantage on saving throws against effects that would knock you prone or push you back.
"Made from the heartwood of the mighty Ironheart Oak, this shield embodies the unyielding resilience of the ancient trees that
stand tall amidst the harsh lands of Hrafnheim. It serves as a steadfast guardian, protecting its bearer from the onslaught of
magical forces and the perils that seek to break their defences."

1
Enchanted Rope: Rope of Grasping
Wondrous Item, Uncommon
The Enchanted Rope, known as the Rope of Grasping, is a remarkable creation of Archibald Haldor, the renowned wizard
and master of arcane arts. The rope appears ordinary at first glance, but upon closer inspection, intricate runes and sigils
are revealed, hinting at its mystical nature.
When held in hand, the Rope of Grasping responds to the mental commands of the wielder. It can extend, contract, coil,
and precisely manipulate its shape with uncanny dexterity. The rope can be directed to wrap around objects, secure them
tightly, or even ensnare creatures within its grasp. The rope's maximum length is 50 feet, and it can support a weight of up
to 500 pounds.
"Forged by the skilled hands of Archibald Haldor, the Rope of Grasping embodies the fusion of magic and craftsmanship. This
enchanted rope seems to possess a sentient presence, acting as a loyal assistant to those who harness its power. With a mere
thought, it becomes a versatile tool, seizing hold of objects or creatures with an otherworldly precision."

Ironheart Oak Greataxe Shaft


Wondrous Item, Uncommon
The Ironheart Oak Greataxe Shaft is a sturdy and expertly crafted wooden handle made from the legendary Ironheart
Oak. Its rich brown hue and smooth texture speak of the enduring strength and resilience of the revered tree.
When attached to any axe head, the Ironheart Oak Greataxe Shaft bestows the ability to throw the axe with remarkable
precision and range. When thrown, the axe possesses a range of 20/60 ft., allowing the wielder to surprise foes from a
distance and strike with deadly accuracy.
"Forged from the mighty Ironheart Oak, this Greataxe Shaft holds within it the essence of unrivalled durability. When combined
with any axe head, the shaft infuses the weapon with the uncanny ability to be thrown as easily as a dagger, defying
expectations and catching adversaries off guard. With a single well-aimed throw, the Ironheart Oak Greataxe Shaft unleashes
devastating force from unexpected distances, leaving opponents in awe of its versatility."

Ironhearth Oak Shadoweave


Armor (Studded Leather), Rare (Requires Attunement)
This exceptional studded leather armour is a testament to the harmonious union of craftsmanship and nature's magic.
Meticulously fashioned from the resilient hide of creatures that roam the forests, the armour is adorned with intricate leaf-like
patterns that shimmer with a deep green hue, echoing the legendary Iron Hearth Oak tree. When attuned to this armour, the
wearer gains a connection to the ancient power of the Iron Hearth Oak.
While wearing this armour, you have advantage on Dexterity (Stealth) checks made in natural environments, such as
forests, woods, and jungles. Additionally, once per long rest, as a reaction when you take damage from an attack, you can
command the Iron Hearth Oak's magic to absorb the impact. The armour halves the damage you would take.
The Iron Hearth Oak Shadoweave is not only protective but also attuned to the ebb and flow of the wilderness allowing
you to move with exceptional grace. When you make a Dexterity saving throw against an effect that would restrict your
movement, you can use your reaction to gain advantage on the saving throw, as the armour's enchantment assists you in
evading danger.
As you don the Iron Hearth Oak Shadoweave, you can feel the whispers of the forest guiding your movements, and you
become one with the wild places you navigate.

2
Nox - The Twin Daggers Of Sombra (Awakened)
Rarity: Legendary, Requires attunement
These sinister daggers, known as Nox, are a dark masterpiece forged from an enigmatic green-black shimmering
metal. The blades are thick and foreboding, their edges dripping with the pure essence of darkness itself. The grips
are wrapped in a material that dances like elusive shadows, culminating in thick black chains, each consisting of four
links. Despite their menacing appearance, the daggers defy expectation; they are impossibly light and possess a
perfect balance when held.
● Daggers of Twilight: Nox grants its wielder a +2 bonus to attack and damage rolls when used as a pair of
daggers. They are considered light finesse weapons. Additionally, they deal an additional 2d4 pure poison
damage.

● Friend of the Dark: These daggers harbour a magical affinity with darkness. When in dim light or darkness,
they empower their wielder, enhancing their abilities. Gaining advantage on their next attack.

● Whispers of Knowledge : Once per day, when making a skill check for Arcana, History, Nature, or Religion,
the bearer can influence fate. After seeing the initial result but before receiving information from the DM,
they can choose to treat the roll as if it were a 10.

● Essence of Fear: The pure poison damage inflicted by Nox bypasses any resistances. When a target is struck
by these daggers, they must make a DC 14 Wisdom saving throw or be gripped by fear, becoming frightened
of the wielder for 1 minute. A creature can attempt to end the effect at the end of its turn.

● Shadow Walker: As a bonus action, when standing in a shadow, the bearer of Nox can teleport to another
shadow within 60 feet, without expending any movement.

● Chains of Shadow: The broken chain links form shadowy bonds around the bearer's arms. When one dagger
is thrown as part of the attack action, the other dagger is simultaneously thrown without additional cost.
Whether the attack hits or misses, the shadow chains retrieve the blades and return them to the bearer's
hands. This counts as the same attack for the purposes of “advantage on the next attack”
"Nox, the Twin Daggers of Sombra, embody the very essence of darkness. Forged from a mysterious and malevolent metal, they
are both beautiful and ominous. These daggers possess a haunting power, drawing strength from shadows and darkness. With
every strike, they inflict poison that seeps into the soul, and their dark enchantments strike fear into the hearts of those they
touch. Nox grants its wielder dominion over the abyss, enabling them to harness shadows, wield knowledge untold, and instil
dread in the hearts of their foes."

3
Nox - The Twin Daggers Of Sombra (Empowered)
Rarity: Legendary, Requires attunement
These sinister daggers, known as Nox, are a dark masterpiece forged from an enigmatic green-black shimmering
metal. The blades are thick and foreboding, their edges dripping with the pure essence of darkness itself. The grips
are wrapped in a material that dances like elusive shadows, culminating in thick black chains, each consisting of four
links. Despite their menacing appearance, the daggers defy expectation; they are impossibly light and possess a
perfect balance when held.
● Daggers of Twilight: Nox grants its wielder a +3 bonus to attack and damage rolls when used as a pair of
daggers. They are considered light finesse weapons. Additionally, they deal an additional 3d4 pure poison
damage.

● Friend of the Dark: These daggers harbour a magical affinity with darkness. When in dim light or darkness,
they empower their wielder, enhancing their abilities. Gaining advantage on their next attack.

● Whispers of Knowledge : When making a skill check for Arcana, History, Nature, or Religion, the bearer can
influence fate. After seeing the initial result but before receiving information from the DM, they can choose
to treat the roll as if it were a 10.

● Essence of Fear: The pure poison damage inflicted by Nox bypasses any resistances. When a target is struck
by these daggers, they must make a DC 18 Wisdom saving throw or be gripped by fear, becoming frightened
of the wielder for 1 minute. A creature can attempt to end the effect at the end of its turn. On a success the
target is immune to the effect for the next 24 hours

● Shadow Walker: As a bonus action, when standing in a shadow, the bearer of Nox can teleport to another
shadow within 60 feet, without expending any movement.

● Chains of Shadow: The broken chain links form shadowy bonds around the bearer's arms. When one dagger
is thrown as part of the attack action, the other dagger is simultaneously thrown without additional cost.
Whether the attack hits or misses, the shadow chains retrieve the blades and return them to the bearer's
hands. This counts as the same attack for the purposes of “advantage on the next attack”

4
Oracular Light Crossbow of the Sun
Requires attunement Rarity: Rare
This crossbow radiates an ethereal glow, as if touched by the very rays of the sun itself. It is crafted from the
combination of bone and a rare, shimmering metal, its design reminiscent of celestial artistry. The Oracular Light
Crossbow of the Sun possesses two remarkable enchantments.
● Sight Unseen: When wielded, the bearer gains the extraordinary ability to perceive the invisible. Shadows
and illusions hold no secrets, and hidden foes are revealed in the radiant light of truth.

● Solar Radiance: With each bolt loosed from this crossbow, a burst of radiant energy accompanies it. The
bolts deal an additional 1d6 radiant damage upon striking their target, burning with the brilliance of the sun
itself. These beams of light leave their mark on both body and soul.
"Forged in the crucible of celestial energies, the Oracular Light Crossbow of the Sun is a testament to the power of the radiant.
Crafted from bone and an otherworldly metal, this crossbow channels the illuminating might of the sun. It bestows upon its
wielder the gift of sight, revealing the concealed and hidden. With every shot, it delivers divine justice, burning away the
darkness and purifying the unrighteous."

Portal Chalk
Wondrous item, common
An orange and a blue piece of chalk. When a circle is drawn with each colour they will open up a portal between them that
lasts for 1 hour or until a new circle is drawn with one of the chalks. Each chalk can only be used 5 times.

Ravines Trident
Weapon (trident), rare
The Trident hungers for blood, deals an additional 1d8 damage to creatures that have less than its maximum hit points
currently.
Curse. You crave the flesh of your own kind. Each rest (short or long) you must make a DC 12 Wisdom saving throw or
kill and eat a sentient humanoid. The closer the better as your hunger is insatiable.
Secret effect. In the hands of someone who has eaten the meat of a freshly-slain sentient humanoid, the Ravines
Trident gains an additional power. After it deals damage, a target creature with 10 or fewer current hit points is slain instead.
"Wrought by a cannibalistic tribe of humanoids in the name of their bloodthirsty god, the Ravines Trident's creation unfolded
within the brutal crucible of Tahae'āmoana's archipelago. This sinister weapon, designed for battle-scarred warriors seeking a
final, glorious victory, wields a nightmarish power, both revered and feared. It becomes the stuff of legends among the tribe,
gripping the mortals in its grim tale as they master its unsettling power."

Rapier of Vampiric Grasp


Rapier, Rare (requires attunement)
The Enchanted Rapier, known as the Rapier of Vampiric Grasp, is a magnificent blade crafted and enchanted by the
skilled hands of Archibald Haldor, the renowned wizard. It bears exquisite craftsmanship, with a gleaming steel blade and an
ornate hilt adorned with intricate arcane symbols.
Each successful strike made with the Rapier of Vampiric Grasp allows the wielder to syphon a portion of the target's life
force. Upon landing a hit, the wielder is healed for half of the damage dealt (rounded down) to the target. This effect
provides a potent means of sustaining the wielder's vitality during combat. You can do this a number of times equal to your
proficiency dice.
"As a reward for Belago's triumphant return from the treacherous depths of the Wandering Library, Archibald Haldor imbued
the Rapier of Vampiric Grasp with a dark enchantment. With each deft strike, this blade pierces the flesh of its victims, drawing
forth their life essence to nourish the wielder's own vitality. A gift befitting the valour and resourcefulness of its recipient."

5
Ring of Venomous Resistance
Wondrous Item, Rare (requires attunement)
Description: This intricately crafted ring is adorned with engravings of serpents and leaves, symbolising the balance
between nature and poison. When worn and attuned, it grants the wearer enhanced resistance to poison.
Function: While wearing this ring and attuned to it, you gain 5 resistance to poison. Meaning you will take 5 less damage
from any source of poison.

Shar-Ngolyeth's Eldritch Talisman


Wondrous Item (talisman), Legendary (requires attunement)
This ancient talisman, intricately carved from an ever-shifting iridescent material, bears the old symbol of Shar-Ngolyeth,
an eldritch entity entwined with change, mutation, and forbidden knowledge. When you attune to this talisman, you gain a
glimpse into the secrets and powers it embodies, but it's curse binds you to Shar-Ngolyeth's ever-turning wheel of change
and deceit.
Power. When attune to the talisman, you gain proficiency in the Deception, Arcana, and Insight skills. Your maximum hit
points increase by 1d8.
Curse. Each witching hour (3 am), you must roll a Charisma saving throw (DC 13) to resist Shar-Ngolyeth's maddening
influence. On a failed save, you fall deeper under the eldritch entity's sway. You need to roll on the Madness table once.
Change and Mutation. Once attuned to the talisman, you have the ability to use it to manipulate your form or the forms of
others in limited ways. You can cast Alter Self on yourself or one willing creature, without requiring concentration. Once you
use this ability, you can't do so again until the next dawn.
Ambition and Sorcery. The talisman grants you the ability to cast Mage Hand, Minor Illusion, and Charm Person at will.
Additionally, you can cast Detect Thoughts once per day. However, using any of these spells fuels the curse, increasing your
chances of failing the Charisma saving throw. Each use increases the next DC by 1, resets each Witching hour.
Destiny and Intrigue. Shar-Ngolyeth's talisman allows you to cast Divination once per day without requiring costly
components. However, the information you receive through this spell may be tainted with the eldritch entity's lies and
manipulation.
Knowledge and Trickery. When you make an Intelligence (Arcana) or Charisma (Deception) check, you can choose to
gain advantage on the roll, but this increased insight or convincing manipulation feeds into your descent into madness due
to the curse. Each use increases the next DC by 1, resets each Witching hour.
To break the curse of the talisman, you must embark on a quest to seek the counsel of a powerful entity, collect rare and
unique reagents, and uncover lost knowledge that can sever the connection between you and Shar-Ngolyeth.
“Fashioned from an ever-shifting, iridescent material, Shar-Ngolyeth's Eldritch Talisman is a symbol of intrigue and change. As
its enigmatic design shimmers with secrets, it weaves together threads of knowledge, mutation, and destiny. When bound to the
wearer, this talisman grants them both power and the burden of Shar-Ngolyeth's insidious curse, a potent reminder that
ambition and treachery often walk hand in hand.”

Sticky Bable Toffee


Wondrous item (Food), uncommon (consumable)
While someone chews it they lose the ability to read or write, but they can understand any spoken language. There are 3
bars of this in one wrapper.

6
Tome of Nature's Enlightenment
Wondrous Item, Very rare. (requires attunement)

The Tome of Nature's Enlightenment is an ancient and revered book that has withstood the test of time. Its worn pages
hold the accumulated wisdom of the natural world, while its intricate cover, crafted from oak leaf, silver, and gold, reflects the
harmonious union between civilization and nature. Within its weathered confines lie forgotten lore and teachings long
yearned for by those in civilised society who seek a deeper connection with the natural world.

Nature's Lore
The attuned person gains proficiency in the Nature skill, if they did not have it already. If they already have proficiency,
they instead gain expertise in the Nature skill, doubling their proficiency die.

Spell Tome
The attuned person gains +1 to spell casting and to spell DC

To unlock the Tome of Nature's Enlightenment full power, one must be a druid with a true reverence for nature's balance.
Through a ritual of quiet reflection and communion with the natural world, the druid delves into the depths of the tome's
ancient wisdom, unlocking profound insights into rare druidic rites, spells, and the unique path of shape changing.

Once attuned by a druid, the bearer gains the following benefits:

Druidic Secrets
The tome reveals the hidden teachings of rare druidic rites and spells. The attuned druid may choose one spell from the
druid spell list of 5th level or lower that they do not already know. They can add this spell to their list of prepared spells or, if
they have spell slots, learn it as an additional prepared spell. The chosen spell does not count against the number of spells
the druid can prepare each day.

Form of the Ancients


The tome imparts knowledge of a unique druidic shapechange. The attuned druid gains the ability to assume the form of a
mythical creature(See Table below).

The Tome of Nature's Enlightenment is a sacred relic, revered by druids as a source of ancient wisdom and connection to
the natural world. It is a treasured artefact sought by those who wish to deepen their understanding of the delicate balance
between civilization and nature.

Use caution when delving into the depths of this tome, for its teachings carry immense responsibility. Only those who
embrace the druidic path and demonstrate a true respect for the natural order should seek to attune to the Tome of Nature's
Enlightenment and unveil the secrets hidden within its well-worn pages.

Wild Shape

Level Form

2nd Level Young Owlbear

4th Level Ancient Beast

8th Level Primordial Beast

7
Usagiblitz set
Usagi's Flame
Weapon (dart), legendary (requires attunement)
You gain an additional 2d4 fire damage. With this throwing dagger.
This carrot has a deep red shine to its surface.

Seishin Radiance
Weapon (dart), legendary (requires attunement)
You gain an additional 1d4 radiant damage. With this throwing dagger.
On a hit, the target must succeed on a DC 14 Wisdom saving throw or be blinded until the end of their next turn.
This carrot has a shimmering gold hue to its surface.

Akuma's Gloom
Weapon (dart), legendary (requires attunement)
You gain an additional 1d4 necrotic damage. With this throwing dagger.
On a hit, the target must succeed on a DC 14 Constitution saving throw or have their hit point maximum reduced by the
amount of necrotic damage taken until they finish a long rest.
This carrot has an eerie, dark purple glow to its surface.

Genbu's Icicle
Weapon (dart), legendary (requires attunement)
You gain an additional 1d4 cold damage. With this throwing dagger.
The target's speed is reduced by 10ft, until the start of your next turn.
This carrot has a cold white shine to its surface.

Inazuma Bolt
Weapon (dart), legendary (requires attunement)
You gain an additional 1d4 lightning damage. With this throwing dagger.
On a hit, the target must succeed on a DC 13 Constitution saving throw or be paralysed until the start of your next turn.
This carrot has a light blue shimmer to its surface.

Bakufū Slash
Weapon (dart), legendary (requires attunement)
You gain an additional 1d4 force damage. With this throwing dagger.
On a hit, the target must succeed on a DC 14 Strength saving throw or be pushed 10 feet away from the thrower.
This throwing dagger has a faint silver shimmer to its surface.

8
Lunari Thunder
Weapon (dart), legendary (requires attunement)
You gain an additional 1d4 thunder damage. With this throwing dagger.
On a hit, the target must succeed on a DC 14 Strength saving throw or be pushed 10 feet away from the thrower and
knocked prone.
This carrot has a vibrant orange shimmer to its surface.

Iwa Yellowfin
Weapon (dart), legendary (requires attunement)
You gain an additional 1d4 acid damage. With this throwing dagger.
On a hit, the target takes ongoing acid damage equal to your Dexterity modifier (minimum 1) at the start of each of their
turns until they take an action to scrape off the acid.
This carrot has a corrosive yellow tint to its surface.

Tōki Tsumi
Weapon (dart), legendary (requires attunement)
You gain an additional 1d4 poison damage. With this throwing dagger.
On a hit, the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute.
This carrot has a sickly green coloration to its surface.

Zenko Pinku
Weapon (dart), legendary (requires attunement)
You gain an additional 1d4 psychic damage. With this throwing dagger.
This carrot has a mesmerising pink hue to its surface.

Master of the Usagiblitz


requires attunement to at least two carrots
When you are attuned to two or more daggers from the Usagiblitz set, they become +1,2,3 weapons, gaining a +1 bonus to
attack and damage rolls, up to a maximum of +3.

Bunny's Boomerang Dance


When attuned to five or more daggers from the Usagiblitz set, you master the Bunny's Boomerang Dance technique. With
this skill, if a throwing dagger misses its mark, it will magically return to you at the end of your turn, following a graceful and
unpredictable path akin to a boomerang. Your mastery of this technique allows you to catch as many daggers as you can
throw, ensuring that even a missed strike becomes an opportunity for redemption. This unique ability showcases your
exceptional control over these legendary throwing daggers, granting you unmatched precision on the battlefield.

Usagiblitz’s Cyclone
When you achieve attunement to 7 or more daggers, as an action, you can unleash a flurry of carrots in a 40-foot cone.
Each creature within the cone must make a DC 15 Dexterity saving throw. Taking 24 (7d4+7) true damage (bypass all types
of damage resistance) on a failed save, or half as much damage on a successful save. Each dagger over 7 adds the
following as well. 1d4+1 damage and +1 to the DC.
You can use this ability a number of times equal to your proficiency bonus (if using proficiency dice then half the max
value of your proficiency dice) per day.

9
Usagiblitz, the Grandmaster Weapon
When you achieve attunement to all ten daggers from the Usagiblitz set, you unlock "Usagiblitz, the Grandmaster
Weapon."
Grandmaster's Unity. Once per long rest, you can invoke the Grandmaster's Unity as a free action. During this state, all
ten daggers merge together, forming a radiant weapon of unparalleled might and grace. This combined weapon retains the
damage types of all ten daggers, allowing it to deal devastating hybrid damage. It gains a +5 bonus to attack and damage
rolls and lasts for 10 minutes.
Bunny's Precision. While wielding Usagiblitz, the Grandmaster Weapon, your attacks demonstrate the precision and
agility of a bunny's movements. You have an advantage on all attack rolls made with this weapon.
Grandmaster’s Excellence. You can reroll and damage dice that are a 1 or 2 but have to use the new roll. Your critical
hit threshold is lowered by 1 on each attack with this weapon.

Usagiblitz set attunement


You can attune to more than 3 of the set at once. Instead they follow the table below

Number of piece Equal to normal attunement

1-3 1

4-6 2

7-10 3

Whispering Candles
Wondrous item, common
A set of three enchanted candles that, when lit, softly whisper arcane knowledge and forgotten lore. When burned, they
allow the user to gain proficiency in one skill or tool of their choice for 24 hours. Each candle can only be used once.

Wolf's Oak Helm


Rarity: Uncommon
The Wolf's Oak Helm is a striking piece of headgear crafted from the resilient Ironheart Oak, renowned for its durability
and natural strength. Fashioned in the shape of a wolf's head, it features intricately carved details that evoke the fierce and
primal nature of these majestic creatures.
When wearing the Wolf's Oak Helm, the wearer gains expertise in Intimidation checks. The visage of the wolf, combined
with the commanding presence it bestows, instils fear and commands respect in those who behold it, allowing the wearer to
exert unparalleled influence in intimidating situations.
"Made from the ancient Ironheart Oak, the Wolf 's Oak Helm channels the primal spirit of the noble wolf. As its wearer dons this
fearsome visage, their mere presence becomes an embodiment of the wolf 's dominance and untamed nature. A symbol of power
and intimidation, the helm inspires both awe and trepidation in the hearts of those who cross the wearer's path, granting them
unparalleled expertise in the art of intimidation."

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Non-magic items
Blade whip (martial melee weapon)
1d6 slashing damage. 6 lb. Finesse, Reach, Special
Special. While holding this weapon, you can use this weapon to grapple at a range of 10 feet. When doing this, you use
your attack bonus for this weapon instead of any other modifier for the contested Strength (Athletics) check. This weapon
loses its Special feature if it is not used with the Dexterity modifier, or if the user is not proficient in martial weapons.
A long whip made of chains and small curved blades which facilitate the grappling of opponents, and a claw at the end.

Adamantite knuckle dusters (simple melee weapon)


1d6 bludgeoning damage 6 lb. Special
Special. Overcome all resistance to Bludgeoning, Piercing, and Slashing damage. Deal an additional damage die of the
weapon’s type against Constructs. Any damage dealt to a target wearing non magical metal armour (or natural armour) can
instead be dealt to the wearer’s Armour Class in place of damage. The target’s AC cannot be reduced to lower than 8 in this
way. Are brittle. Rolling a 1 on an attack roll with an adamantine weapon or piece of ammunition destroys the weapon or
ammunition.
Unyielding and destructive, they bypass resistance and shatter armour with each precise strike.

Elven twinblades (martial melee weapon)


1d6 slashing, 2d6 slashing damage. 6 lb.Special
Special. Can be used as two scimitars or put together as one dual bladed weapon (greatsword). You can decouple your
blades in one fluid motion. After you take the Attack action with a joined greatsword, you can separate the blades into two
scimitars as part of that action.

Spiked breastplate (medium armour)


AC 13 + Dex (max 2). Disadvantage on stealth. 20 lb. Special
Special. When hit with a melee attack you can use your reaction to make an melee attack with your armour. If you are
proficient in medium armour, then you are proficient in attacking with this armour. The damage is 1d4+STR
A spiked breastplate that not only offers protection but also retaliates against melee attackers with a damaging counter
strike.

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