Homebrew Items Print Firendly
Homebrew Items Print Firendly
                                                                                                                                   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."
                                                                                                                                    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."
                                                                                                                                     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.
                                                                                                                                     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.
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.
  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
                                                                                                                                        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.
  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.
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.
                                                                                                                                   10
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.
11