Hat of the Spider

I think it’s good practice as a DM to let players gain the magic items used against them, as opposed, as we see often in published modules, to inventing contrived reasons to keep it away from them. The PCs killed a Goblin Boss spider-rider last session who wore this weird hat, so here it is.

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Hat of the Spider

Wondrous item, rare (requires attunement)

While wearing this hat, you gain the following benefits:

  • You ignore movement restrictions caused by webbing.
  • You have the ability to comprehend and verbally communicate with spiders.
  • You can use an action to conjure a Swarm of Spiders (Monster manual: Swarm of Insects statistics) within 90′ of you that will be under your control for 10 minutes and then disappears. Once used, this property of the hat can’t be used again until next dawn.

Magic Items for Halloween!

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 is a (undead) crawling hand that helps you by retrieving any item in the bag without the need to use an action. If the bag is ever damaged beyond repair, the crawling hand exits the bag and attacks the nearest target.

Slimy Padded Vest of Ooze Summoning

Armor (Padded), very rare (requires attunement)

+2 leather armor.  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,  a gray ooze appears 5′ from you and is 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

Wondrous Item, very rare (requires attunement)

You gain + 1 to attack and damage rolls made with an unarmed melee attack. In addition, each time you hit the target takes another 1d4 cold damage.

This item has 5 charges. You can spend one charge to cast Chill Touch. To regain all expanded charges you must put the Wraps of the Grave on a dead body for one night.

Grave-cured Tobacco

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Expandable Item, uncommon

Air-dried in the long disused Best Forgotten massgrave, grave-cured tobacco is smoked mostly by the Vestige residents for its vaunted power of warding evil spirits, useful in this sad neighborhood. Outside of the Vestige few folks, except perhaps those with an intense superstitious inclination, feel the need to pay its steep cost.

Effects:

  • Undead have disadvantage on attack vs smoker for 10 minutes
  • Blowing smoke at an undead (5′), as a bonus action, triggers a frightened effect (wisdom, DC 13)

Average price: 5sp for 12 uses

Magic Items – Chult- III

More African inspired magic items for my Ruins of Chult setting:

Mask of the Oracle

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Carved from the mythic Gboga Tree.

Wondrous item, very rare (requires attunement)

While wearing this mask, you can use an action to cast the scrying spell. You can’t use this mask’s ability again until next dawn.

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)

While wearing the maze earrings, you have advantage on Intelligence (Religion) skill checks.

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

More African inspired magic items for my Ruins of Chult setting:

Matteba Leaves Garment

Wondrous Item, uncommon (requires attunement)

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

Sahuagin Shark Tooth 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, you 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.

 

Magic Items – SiT – II

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, 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.

Wand of Smelling Salts

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.

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