The Bestiary: where I take monsters from the manual and explain them my way…
A Galeb Duhr typically come into existence, however briefly, in the aftermath of a brutal street fight that saw a lot of brick/pavement throwing. It’s supposed that the creature’s existence – formed from the very stuff that litters the street – is a defense mechanism set in motion by the ambient angst and the City’s magic.
Most of the time, the Galeb Dhur brutalize some of the nearby offenders and then simply resume its inert state. Sometimes though, it lingers and endangers until forcefully put to rest…
So what kind of magic items can you find in a « rough-and-tumble fantasy setting »? Here’s a few samples:
Right on the button. Sleep well!
You gain + 1 to attack and damage rolls made with this magic weapon. In addition, the chance to score a critical hit is increased (19-20).
Weapon, rare (requires attunement)
You gain + 1 to attack and damage rolls made with this magic weapon. An opponent hit by this weapon cannot choose the disengage action nor can it use any kind of extradimensional movement as long as it is faced by the owner of the Chain.
When you roll a 20 on your attack roll with this weapon, the target takes an extra d12 of force damage.
Wondrous Item, legendary (requires attunement by a bard)
Antique underwear of a Hero long gone. How the hell did you get them?!
While you wear these legendary briefs you can use bardic inspiration on yourself.
You have advantage on grapple checks when you’re the attacker. Doing so, you have a reach of 10′. In addition, you have advantage on Strength (athletics) checks that involves climbing.
Wondrous Item, uncommon
You need to watch your back on these streets.
The hat have three charges. You can spend a charge to gain advantage on Wisdom (perception) checks for 10 minutes. The hat regains 1d3 expended charges daily at dawn.
Armor (Padded), very rare (requires attunement)
If you’re weird enough to wear this disgusting vest, you gain a + 2 bonus to AC. In addition, you have advantage on Strength (athletics or acrobatics) checks to escape a grapple.
Each time you have lost 22 hit points (cumulative) while wearing this armor, you can use an action to summon a gray ooze that will be under your control until next dawn (and then liquefy). You can have up to 4 oozes under your control at the same time.
Weapon, very rare
A ghoul stole it from a corpse. A buried one I mean.
You gain + 1 to attack and damage rolls made with this magic weapon. In addition, each time you hit the target takes another 1d4 cold damage.
This item have 5 charges. You can spend one charge to cast Chill Touch or more than one to increase its damage. To regain expanded charges you must put the Wraps of the Grave on a corpse for one night.
When you make an attack roll on a target you already hit you gain a + 1 to attack and damage rolls made with this magic weapon. This is cumulative up to + 4. If you attack another target this benefit is lost. After a +4 bonus the combo is stopped and it begins anew.
Wondrous Item, uncommon (requires medium armor proficiency)
Gives the wearer + 1 AC and advantage on Strength checks (athletics) for shoving an adversary.
Wondrous Item, rare (requires attunement)
While wearing the Gloves of the Gecko, you can climb (without a check) any surface (even upside down) at a rate of 20′ maximum.
Weapon (staff), rare
The Wand of Smelling Salts has 3 charges. As a reaction, you can use 1 charge to remove a stunned conditon on yourself or someone within 5′ of you.