Identify

Be sure to read and follow the guidelines for our forums.

Nov 27, 2017 1:45 pm
Helm of the Trusted Defender

This helmet was worn for four hundred years by halflings and gnomes in the small and virtually unknown community called Shepherd's Valley. Each dawn, the Night Watch captain would hand the helmet over the Day Watch captain. Each dusk, the Day Watch captain returned the helm. This cycle continued without fail until Pheldon Tock, a Night Watch captain, decided to trade in the helm for another. The helmet probably would have remained in Gibling Armstrong's Curious Armor Shoppe for quite some time if a bored dwarf hadn't bought it and set it on his mantle in distant lands.

Requires Attunement
Wearer is immune to the Sleep spell and has advantage on saving throws against exhaustion.
Nov 27, 2017 3:51 pm
Spiffy!
Jan 20, 2018 6:06 pm
Arakon's Boot of Holding

With all the priests distracted by the ongoing wrestling match, Maverick communes with the boot. Apparently, it used to belong to Arakon, the archwizard who once threatened all of the North, and is now here as a trophy of war. At some point during the turmoil of the last battle, with planar gates opening and closing in ways they were not meant to, this boot was imbued with a strange pocket dimension. It is likely that these priests remain unaware of this magical ability.
OOC:
It basically functions as a Bag of Holding, but the opening is restricted to the size of the boot.
Jan 29, 2018 2:33 pm
Necklace of Adaptation

Maverick can tell this necklace was created with magic and artistry from the Feywild. Hrothgar likely came across it on one of his previous adventures.

Requires Attunement
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Feb 5, 2018 7:46 pm
Necklace of Fireballs

This necklace has 2 beads hanging from it. You can use an action to detach a bead and throw it up to 6 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
Feb 28, 2018 1:00 pm
Heartbiter

This longsword did not gets name from cutting out the hearts of its victims (though the weapon surely has been put to that use countless times over the centuries), but because of its ability to deprive those it strikes of their will to fight on.

It is a vicious weapon, and has been wielded by many callous villains. Its most famous owner was a bounty hunter named Blackhand Sam, who built up such a reputation for the sword that merely drawing it from its sheathe would cause his quarry to surrender. Heartbiter passed to another the day that Blackhand Sam tried to hunt down a particularly cagey mage. After roasting the bounty hunter with a fireball, the wizard kept the weapon for a time before eventually selling it to a caravan guard heading into the Spine of the World.

Requires attunement

+1 to hit and damage

This weapon has 3 charges. When hitting a creature, the wielder can expend 1 charge to curse the victim. For the next round, whenever the target makes an attack roll or a saving throw, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

Heartbiter regains all expended charges at dawn.
Mar 29, 2018 11:39 pm
Star of Fury

Requires attunement

This mace likely belongs to a priest of Auril of reasonably high standing. It confers several abilities upon its user.

+1 to hit and damage rolls

Can cast the Frostbite cantrip, using Wisdom

Resistance to cold damage
Apr 13, 2018 2:21 am
Necromancer's Stone

MAV STILL HAS THIS

Requires attunement

When you cast a spell that deals necrotic damage, add your spellcasting modifier to that damage.

The stone has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: Speak With Dead (1 charge) or Animate Dead (2 charges). The stone regains 5 charges daily at midnight.
Apr 13, 2018 2:25 am
Spider Mask

While you wear this mask, difficult terrain doesn't cost you extra movement. In addition, neither spiderwebs nor magic can reduce your speed or cause you to be paralyzed or restrained.
Apr 14, 2018 7:56 pm
Erestor's Chain

This chain shirt was given to Zenithral by his father in an uncharacteristic gesture of goodwill.

Requires attunement

You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.

In addition, while wearing the armor you can use an action to cast the Disguise Self spell from it. Once used, this property can't be used again until the next dawn.
Apr 23, 2018 12:40 am
Black Wolf Talisman

Requires attunement

This black stone tablet grants several benefits to the wearer:

- Max Hit Points increase by 10

- Resistance to necrotic damage

- +1 bonus to saving throws
Apr 23, 2018 1:14 am
Blitzkrieg

Requires attunement

This glaive was once Kresselack the Black Wolf's weapon of choice while mounted on his favorite wyvern mount. Stories abounded among the soldiers that their warlord could strike anywhere, at any point of the battlefield, as suddenly as a snake.

Though not normally built for throwing, this glaive's magic makes up for any aerodynamic flaws. It has the same thrown range as a javelin. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a glaive when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the glaive plus 4d6 lightning damage. This property can't be used again until the next dawn.

Additionally, as a bonus action on your turn you can summon the glaive to your hands if it is within 300 feet of you.
May 1, 2018 3:53 pm
Ring of Shadows

Priests of Mask made this plain silver ring in order to help their more generous worshippers. In return, the thieves who borrowed the ring gave a portion of their earnings to the churches of Mask. The ring left the church's ownership when an ungrateful thief named Jennick decided to run away with the prized item. The church of Mask hired assassins to hunt the man down and kill him, but he was never captured. It is believed that Jennick retired in Waterdeep and lived out the rest of his days in peace.

- While you wear this ring, you have advantage on Dexterity (Stealth) checks made to hide.

- Additionally, while wearing this ring you are under the effect of the Nondetection spell.
[ +- ] Nondetection
May 1, 2018 4:41 pm
Wand of Dripping Darkness

This wand was created by a mad kobold necromancer named WeakJaw. WeakJaw thought himself clever (though nobody else did) and when he grew powerful enough he created his own phalactory, he decided it would be a good idea to use an entire mountain to house his soul. For nothing can destroy an entire mountain, especially not one guarded by a city of dwarves. He completed the ritual and bound his soul to the mountain. Then his clever research began in earnest. The method used to charge this wand has thankfully been lost to time (mining dwarves broke the phalactory spell structure imbued in the mountain), however whispered rumors remain. According to lore you had to find a creature capable of casting spells, but has never cast one before, and that creature casts a necromatic spell for their first spell while holding this wand it becomes their last. Any spell slots that creature had available to it is permanently drawn into the wand for future use.

The wand slowly dripps black droplets. It's said these are the tears of the fooled creatures weeping over their unfulfilled dreams.
Quote:
"This wand has 3 remaining charges. While holding this wand, you can expend 1 charge to increase the level of a necromancy spell you cast by 1 more than the slot you use to cast it. After the last charge has been expended, this wand turns to ash.
Last edited May 1, 2018 4:59 pm
May 6, 2018 3:21 am
Dinkeldorf the Devious’ Dagger of Dastardly Dark Deeds

Dinkeldorf was a brilliant wizard prodigy of the Gnomish Neapolitan Observatory of Magic Endeavors. Never bound by rules like his fellow wizards, he had a nasty habit of sneaking around town at night. One night he discovered that the local bakery had been left unlocked. Sneakily he crept into the kitchen and proceeded to consume all of the pastries set aside for the gnomish orphans to eat for breakfast. As he gorged himself on the delicious pastries, he noticed a large knife left by the cook. Once satiated, he stole the knife, only to discover it enhanced his magical ability. It was that night that a horrible crime spree began. No pastries were left untouched by his madness. Even to this day not a single gnomish orphan has been able to consume a single delicious treat out of fear that the most dubious of gnomes Dinkeldorf the Devious may be lurking in the shadows ready to it snatch it up.
Quote:
"Requires Attunement by a Spellcaster

You have a +1 bonus to attack and damage rolls made with this weapon.

You can use this dagger as your arcane focus. While this dagger is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot of of 4th level or higher, the new slot is 3rd level. Once this ability has been used, it can't be used again until the next dawn."
May 23, 2018 8:30 pm
Mantle of the Coming Storm

This snow-white robe once belonged to Lysan, an Aurilite priestess. It seems to reject any substance that would sully it.

Requires Attunement

While wearing this cloak, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.

Also, you gain a +1 bonus to AC and saving throws.
Jul 7, 2018 11:49 pm
Magic Mirror of Narciss

Legends tell of a magical mirror of incredible powers. Its most well known power was the granting of wishes. One wish per day. You see it was commissioned by the Emperor Midos. He gathered the totems of 616 genies, squeezed them, and collected the magical essence-oil that dripped out. Each item only gave one drop. With 616 drops of essence-oil collected the ultimate artifact was created. Unlimited wishes. Every day you can make a new wish. This mirror was lost to time.

The Magic Mirror of Narciss is not that legendary mirror. Instead it was commissioned by a vapid lady of the court who had a chronic skin condition and a really big crooked nose. This mirror was made to hide her ugly. It was said that despite the magic of the mirror said lady still couldn't get anyone to court her. The mirror was sold to the highest bidder and the lady began working in a new item to improve her personality, which was even uglier than her face.
[ +- ] Magic Mirror of Narciss
Last edited August 13, 2018 2:05 am
Jul 8, 2018 10:58 am
Maul of Racism (From the Set of Bual'Atha)

This maul was created by the famous bigot Bylli Bab Bual'Atha. He devoted his life to the creation of powerful magical items that would lay low any race that was not his. Bylli Bab was a giant who was raised in a secluded village far north of most civilization. He wanted for nothing else but to lie on a warm sunny beach. In his mind it was the other race's fault his tribe was in that terrible northern wasteland, so very far away from the beaches. His plan was to make weapons of great racist powers for all the races except Giants and then sell them. Within each of his weapons wasn't a curse per se, but a hint of a suggestion. Anyone wielding one of his weapons would slowly begin to hate the race the weapon was made to fight. Due to his secluded locale, Bylli Bab wasn't able to procure any samples from races other than Giants in order to attune the weapon against them.

So, in order to practice and gain in skill, Bylli Bab created Giant killing weapons with the plan of melting them down and starting over once he got ahold of another race. He actually wasn't sure what all races were out there, but he hated them all so very badly. One late night in his workshop Bylli Bab was working on his racist enchantment when something went wrong. The metal of the weapons, instead of holding the enchantment, instead conducted it in one side and out the other into Bylli Bab's other hand. Try after try the enchantment failed to stick. Unknowingly to Bylli Bab he was infecting himself with the racism against Giants. It was a truly subtle spell. So subtle that he himself didn't notice he was being effected. Layer upon layer slowly Bylli Bab stopped blaming other races for his lack of beautiful beaches and instead blamed his tribe for settling there. Giants where to blame! Full of new ideas Bylli Bab created as many Giant Killing weapons as he could. Hoping his tribe would go to war with another and kill all those to blame for him not being on a beach.
[ +- ] Maul of Racism
Last edited July 8, 2018 11:00 am
Jul 30, 2018 10:55 pm
The Mastercraft Elvenbow of Adran Amakiir

This bow was crafted nearly half of a millennium ago by a master craftsman elf, Adran Amakiir. An expert archer himself, Adran believed bowmanship to be a form of art and self-expression as much as a weapon. With fey magic literally carved into its intricate designs, the bow reads the intentions of its wielder and bends itself in assistance. The result is a significantly higher draw weight without requiring any additional strength to use, allowing it to fly faster and penetrate defenses easier.

Adran gifted the bow to a close friend who died and lost the bow in a war. It has traded hands dozens of times over the centuries, and has only been favored by those with elven blood.
[ +- ] Mastercraft Elvenbow
Last edited July 30, 2018 10:56 pm
Aug 13, 2018 1:34 am
Nessa's Cloak

The origins of this cloak remain a mystery...

Requires Attunement

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Also, while wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
load next

You do not have permission to post in this thread.