magic items – Chult- III

Mask of the Oracle

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Carved from the mythic Gboga Tree.

Wondrous item, very rare (requires attunement)

Once per day, while wearing this mask, you can use an action to cast the scrying spell.

Ikakalaka Sword +1

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Weapon (short or longsword), rare

An Ikakalaka sword can do both slashing and piercing (your choice).

Bonehead Helmet

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Wondrous Item (requires attunement)

While wearing this helmet, you cannot be stunned. Additionnally, you have advantage on your check when you attempt to shove a creature.

Wand of the Su-Monster

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Wand, rare (requires attunement)

The wand has 7 charges. While holding it, you can use an action to expend 1 charge to inflict 5d6 psychic damage on 1 target, 30′ range, stunned for 1 round (Wisdom saving throw DC  15).

The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.

Shotel Sword +1

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Weapon (scimitar), rare

A shotel sword can bypass an opponent’s shield (ignore AC from shield).

Mu-Ngyengyue Bracelet

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Wondrous item, uncommon (requires attunement)

While wearing this bracelet, you have advantage on saving throw to resist an entangle or ensnaring strike cast against you.

Maze Earrings

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Wondrous Item, rare (requires attunement)

Once a day, while wearing the maze earrings, you can use a bonus action to gain advantage on an Intelligence (Religion) skill check.

Chultan Armors

Scuta Leather Armor

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Best leather armor comes from Chult. Because dinosaurs!

  • 135 gp
  • Armor class: 13 + dex modifier
  • Weight: 17 lb

Zorbo Hide Armor

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The bad-tempered, Koala-like Zorbo, possesses the peculiar ability to transform his skin into whatever he’s standing on. Some clever leatherworker have figured out a way to craft an armor that keeps this amazing power.

  • As leather armor but if you attach (bonus action) a special pin (comes with armor) it transforms into a (metal) breastplate.
  • 600 gp
  • you can buy an adamantine pin for 300 gp more (protection vs critical hits)
  • Weight: 10 lb

Ankylo Breastplate

Astutely assembled from ridges, crests and bone-plates, this heavy apparel has the distinct advantage of being a lot less heat-inducing than its metal equivalent.

  • 350 gp

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Magic Items – Chult – II

Matteba Leaves Garment

 

Wondrous Item, uncommon (requires attunement)

This garment is the Chult equivalent of a Cloak of Elvenkind.

Sahuagin Shark Teeth Sword

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Weapon (any sword that deals slashing damage), uncommon

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 7 slashing damage.

Velociraptor Feather Cloak

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Wondrous item, rare (requires attunement)

While wearing this cloak add 5′ to your base speed.

Magic items – Chult

African inspired magic items for my Ruins of Chult setting:

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Ivory Armband of Ferocity

Wondrous item, uncommon

When you hit with a weapon attack, you inflict +1 damage

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Amulet of Power

Wondrous item, rare (requires attunement)

Choose a spell you know, when you cast this spell you cast it at one higher spell slot than the one you spend. You can change the spell only after a long rest.

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Headrest of Repose

Wondrous item, uncommon

Using the Headrest of Repose while you sleep, you can recover from one additional level of exhaustion with a long rest. Additionally, you are immune to the Dream spell for the day.

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Ivory Cup of Purity

Wondrous item, common

Anything you drink with the Ivory Cup of Purity is under the effect of a Purify food and drink.

 

II- Magic Items

Handbag of the Crawling Hand

Wondrous Item, uncommon (requires attunement)

This bag can holdup 40 pounds, not exceeding a volume of 2 cubic feet. Inside it is a (undead) crawling hand that helps you by retrieving an item without having you spending an action. If the bag is ever damaged beyond repair, the crawling hand exits the bag and attacks the nearest target.

Chain Necklace of Tattoo Spellcasting

Wondrous Item, common to rare (requires attunement)

This heavy chain necklace may have  1 to 6 charges. It can be used to cast tattoo spell without expanding Hit Dices. It costs 1 charge per level of spell. It is fully replenished each dawn.

Paldrons of Shoving

Wondrous Item, uncommon (requires medium armor proficiency)

Gives the wearer + 1 AC and advantage on Strength checks (athletics) for shoving an adversary.

Gloves of the Gecko

Wondrous Item, very 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.

Boots of Blades

Wondrous Item, uncommon (requires sneak attack)

While wearing these plain-looking boots you can attempt a deception check (opposed by onlooker’s perception) before making an attack with the hidden spring blade to do lethal damage to a foe (add sneak attack dmg).

Staff of Smelling Salts

Weapon (staff), rare

The Staff 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.

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I-Magic Items

So what kind of magic items can you find in a “rough-and-tumble fantasy setting”? Here’s a few samples:

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Brass Knuckles of Button-Seeking

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Weapon, rare

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).

Chain of Inescapability

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.

Fist Cane of Brutality

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Weapon, uncommon

When you roll a 20 on your attack roll with this weapon, the target takes an extra d12 of force damage.

Lupin’s Briefs of Heroics

Wondrous Item, legendary (requires attunement by a bard)

Antique underwear of a Hero long gone. How the hell did you got them?!

While you wear these legendary briefs you can use bardic inspiration on yourself.

Hand Wraps of Grasping

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Weapon, rare

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.

Hat of  the Watchful Eye

Wondrous Item, uncommon

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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.

Slimy Padded Vest of Ooze Summoning

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.

Hand Wraps of the Grave

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.

Brass Knuckles of Combos

Weapon, rare

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.