Tailoring
Vestments
Item | Level | Cost | Description | Effect |
---|---|---|---|---|
Mageweave Vestments |
1 (major) |
2,000 GP |
Vestments woven of strands of individually-enchanted thread, glistening with many colors. |
Grants DR 5 to magical damage, and a bonus spell slot per day of your highest level (or the equivalent Mana/Vitae). |
Flameweave Vestments |
2 (major) |
4,000 GP |
Silk, so treated to withstand great heat, gains new and powerful traits when burned in intense magical fire. Flameweave is naturally white, but is usually died fiery hues. |
Grants DR 10 (fire), and you gain your proficiency bonus as added damage to any magical fire attack you make. |
Frostweave Vestments |
2 (major) |
4,000 GP |
Wool, when subjected to intense magical cold, hardens into a dense, protective shell. Frostweave is less pliable even than ordinary wool, but offers sturdy protection. |
Grants DR 10 (frost) and hardness 5 against non-magical attacks, and you gain your proficiency bonus as added damage to any magical fire attack you make. |
Runecloth Vestments |
3 (major) |
6,000 GP |
Vestments made of thick cloth of many layers, into which foil runes were painstakingly beaten. Thicker than wool and twice as heavy, this cloth offers excellent protection but some slight hindrance to spellcasting. |
Grants DR 10 against magic, and DR 5 against non-magical attacks, but you lose a spell slot of your highest level (or the equivalent Mana/Vitae). |
Cloaks, capes, and coats
Item | Level | Cost | Description | Effect |
---|---|---|---|---|
Cloak of Fog |
3 (minor) |
3,000 GP |
A cloak of fog-grey, sturdy cloth. |
Once per encounter, as a free action or a reaction, you may create a concealing fog in a close burst of 0-3 squares. The fog disperses after 5 rounds. |
Cloak of Arachnida |
6 (minor) |
6,000 GP |
A cloak of white spider silk (optionally dyed) with a web-like structure of criss-crossing threads. |
Wearer is immune to spider venom and webs (magical or mundane). Spiders treat wearer as friendly. Wearer can climb along webs at full speed. Once per day each, wearer can cast Spider Climb, Web, and a spell that summons a giant wolf spider for 10 minutes. |
Cloak of the Bat |
7 (minor) |
7,000 GP |
A cloak of matte black with matching cowl. Cuts and imposing figure. |
Gain advantage to Stealth checks in dimness or darkness. Can turn any fall into a glide (5 squares horizontal per 10-ft drop) with a safe landing. |
Cape of the Mountebank |
5 (minor) |
5,000 GP |
A half-cape in bold red, as a toreador might wear. |
Once per short rest, can be used as a bonus action or a reaction to teleport the wearer to a location they can see within 30 ft, leaving behind a harmless puff of smoke that soon disperses. |
Cloak of Displacement |
10 (minor) |
10,000 GP |
Made from the fur and hide of a displacer beast, this purple cloak makes it difficult to look at you, distorting your image and position. |
Each time you're attacked, you have a 50% chance to simply not be there. This may occur only once per round, and up to 3 times per long rest. |
Cloak of Etherealness |
15 (exceptional) |
60,000 GP |
A cloak of plain, gray wool. |
As a move action, you may enter or exit the Ethereal Plane. You may remain in the ethereal plane for up to 100 non-contiguous rounds per day. Entering the ethereal has a Recharge of 33%. |
Miscellaneous
Item | Level | Cost | Description | Effect |
---|---|---|---|---|
Bag of Holding |
2 (minor) |
2,000 GP |
A simple brown sack, with a seeming capacity of about a gallon. |
The bag holds up to 1,000 lbs of gear. Each item must be able to pass through the 6-inch-wide opening. Retrieving a specific item takes 1d3 rounds. |
Handy Haversack |
5 (minor) |
5,000 GP |
A lightweight leather satchel with straps for wearing on your shoulder or back. |
Extradimensional space holds 10,000 lbs of gear; each item must be able to pass through a foot-wide opening. Retrieving a specific item is a move action. |
Portable Hole |
8 (minor) |
8,000 GP |
A circular sheet of impossibly black, smooth cloth, 5 feet in diameter, weighing 5 lbs. |
When pressed against a solid surface, the hole lives up to its name, allowing anything to pass in either direction, without harming the wall. Can be easily removed, but only from the side on which it was placed. Can be used once per long rest. |
Flying Carpet |
15 (major) |
30,000 GP |
A luxurious carpet, optionally bedecked with silken pillows for comfort. |
The carpet flies at the mental whim of its rider, at speeds up to 60 miles per hour (tactical: 10 squares). Riders are magically held in place against normal wind and g-forces. |
Leatherworking
Exotic Armor
Each of the below items is based on leather, studded leather, scale mail, or hide armor (your choice, where reasonable), and includes all properties of the base armor in addition to the described abilities.
Item | Level | Cost | Description | Effect |
---|---|---|---|---|
Chimeric Armor |
2 (major) |
4,000 GP |
Made from the hide of the chimera, this primal armor would suit a warrior at home in nature. |
Grants DR 10 (fire, lightning, acid). |
Wyvern Armor |
3 (major) |
6,000 GP |
This drake-scale armor is lightweight, flexible, and seemingly hard as steel. |
Grants hardness 5 and resistance to poison. |
Rust Monster Armor |
5 (major) |
10,000 GP |
The hide of a Rust Monster makes for a strange, but effective defense against iron weapons. |
When you are struck by an iron weapon, it must pass a Constitution save, DC 15, or be rusted (inflicts half damage, including to the attack that just hit you). A rusted weapon that hits you again and fails another save is destroyed. Magic weapons resist this damage. |
Were-fur Armor |
7 (major) |
14,000 GP |
The hide of a lycanthrope has interesting magical properties. |
Gain Fast Healing 10% while worn. Also, as a bonus action, you may cause the armor to merge into your unarmored form, or call forth your armor from said merge, fully donned. |
Mail of the Hydra |
10 (major) |
20,000 GP |
This scale mail is formed of hydra scales, and its mantle includes two heads, one on each shoulder. On command, they join you in speech, repeating everything you say, allowing you to cast multiple spells at the same time. |
Once per encounter, you may cast three of the same spell simultaneously, at the cost of three spell slots. Additionally, you regrow any limbs or heads severed while wearing the armor in 3 rounds, assuming you are alive during the regeneration process. You may not act if you have no head(s). |
Gorgon Mail |
12 (major) |
24,000 GP |
This mail is made from the scales of a gorgon. Those beholding it are slowly turned to stone. |
On turn start, enemies within 5 squares must pass a Constitution save, DC 16, or be petrified (Con ends, DC 16). They may choose to avert their eyes, and thus are in no risk of petrifying, but any attacks they make against you are treated as if you were invisible. Additionally, you are immune to petrification. |
Gargoyle Hide |
15 (major) |
30,000 GP |
The hide of a gargoyle can turn between pliable skin and hard stone at your command. |
Whenever you are struck for damage, you may choose to suffer 10% of your max HP instead. Also, you may turn into a statue or resume your normal form as a free action. (As a statue, you have hardness 20, but you cannot take physical actions) |
TBD:
- Feathered Mail
- Hide of the Chaos Beast
- Dragon hide
Footwear
Regardless of the name of the item, each pair of footwear can be of any desired type (boots, sandals, whatever) within reason.
Most of these items can be converted into horseshoes (or other bestial varieties) at twice the usual cost.
Item | Level | Cost | Description | Effect |
---|---|---|---|---|
Walking Boots |
0 (common) |
1 SP |
These boots were made for walking. |
And that's just what they'll do. |
Slippers of Water-walking |
1 (minor) |
1,000 GP |
|
You may walk on water. |
Boots of Impact Absorption |
2 (minor) |
2,000 GP |
Mostly ordinary, with extra-thick soles. |
These boots absorb up to 50 points of falling damage. When you successfully kick an enemy with these boots, you may choose to add some or all of the stored damage to your strike, inflicting half the amount as bonus bludgeoning damage, and converting the other into a push (1 ft per damage point). |
Load-bearing Boots |
3 (minor) |
3,000 GP |
Hefty workman's boots. |
Your carrying capacity is multiplied by 5. |
Boots of Levitation |
3 (major) |
6,000 GP |
Their soles never seem to quite come into contact with the ground. |
You always have perfect traction while wearing these boots. Additionally, you may levitate for up to 10 rounds per long rest (can raise or lower yourself up to 20 ft/rd, cannot move horizontally without outside leverage). Rounds need not be contiguous. |
Boots of Speed |
5 (major) |
10,000 GP |
|
Gain 30 ft to your movement speed and advantage to Initiative checks. |
More to come....
Bracers
Item | Level | Cost | Description | Effect |
---|---|---|---|---|
Bracer of Armor |
1 (minor) |
1,000 GP |
Brown leather bracer with a metal button. |
When the button is pressed (free action), you can store your currently-worn armor in the bracer, or recall stored armor, such that it is fully donned and perfectly fit to you. Can include a shield in the set. |
Bracer of Armor, Greater |
5 (minor) |
5,000 GP |
Black leather bracer with 5 differently-colored gemstone buttons. |
Bracer of Armor, but you can store 5 different armor sets. |
Armsman's Bracer |
1 (minor) |
1,000 GP |
Brown leather bracer with a metal button. |
When the button is pressed (free action), you can store your currently-held weapon, or recall a stored weapon into your hand. Can store two weapons if dual-wielding. |
Armsman's Bracer, Greater |
5 (minor) |
5,000 GP |
Black leather bracer with 5 differently-colored gemstone buttons. |
As an ''Armsman's Bracer'', but you can store 5 different weapons. |
Bracer of Flame |
1 (major) |
2,000 GP |
Bracer fitted with a metal-sculpted dragon's head, its mouth facing outward (toward the hand). |
At a spoken command word (such as "flame on!") the bracer emits a gout of flame, either a 15-ft cone inflicting 2d6 fire damage, or a 60-ft ray inflicting 4d6 fire damage. Can be used once per short rest. |
Bracer of Flame, Greater |
5 (major) |
10,000 GP |
Bracer fitted with a metal-sculpted dragon's head, its mouth facing outward (toward the hand). |
Bracer of Flame, but inflicts d8s instead of d6s, and is usable at will. Additionally, it can create a Fireball or Flame Arrow once per short rest. |
Bracer of Shielding |
2 (minor) |
2,000 GP |
Metal-plated bracer with an emblem of a shield. |
As a free action, at your mental command, the bracer projects a field of force equivalent to a large shield. |
Bracer of Archery |
2 (minor) |
2,000 GP |
Tight-fitting bracer with a hook for holding a taut bowstring. |
for a bow or similar ranged weapon. Additionally, it can summon a single stored arrow/bolt/etc as a free action; it can store up to 50 arrows or bolts. |
More to come...
Miscellaneous Leather Items
Item | Level | Cost | Description | Effect |
---|---|---|---|---|
Reins of Summoning |
5 (minor) |
5,000 GP |
They seem like ordinary reins... |
At a command word, you summon a mount bonded to the reins. The mount appears at a designated location within short range. You may return the mount from whence he came as a standard action. |
Jewelcrafting
Lacrimae
A popular form of magic item in drow cities, these jewels--so named for their teardrop shape--operate on the principle that their user can provide the magical motive force, unlike normal magic items which either contain a fixed, expendable amount of energy, or contain a fragment of the soul of their creator (an expensive proposition). In other words, lacrimae are much less expensive to produce than traditional magic items, but only function if the user possesses their own magical power to make their work.
Drow cities enjoy a permanent abundance of faerzress'', which can power low-level lacrimae, such as the orbs that light their streets and indoor places, and their nobles tend to have demonic taint, providing an abundance of magical power, even if they have no other magical ability or training. Typical humans would not find most lacrimae useful, but those with magical talents can easily make use of them, and get more magical bang for their buck, so to speak.
Using a lacrima either requires the expenditure of spell slots (or Mana/Vitae), or the "reservation" of slots (or Mana/Vitae). In the latter case, "reserving a spell slot" means that you cannot use that slot to cast while the lacrima is in your possession, but by reserving the slot, you are powering the lacrima. If you remove it from your possession, the slot is restored to you (after the next long rest), but the lacrima is now unpowered and useless.
Note for users of Mana or Vitae: reserving a slot of level X means your Mana/Vitae maximum is reduced by X. Costing a level X slot is equivalent to costing X Mana/Vitae.
- List of Lacrimae
Item | Level | Cost | Description | Effect | Requirements |
---|---|---|---|---|---|
Jewel of Light |
1 (common) |
500 GP |
A tiny glass bead, usually held in some sort of binding for easy handling. |
Produces light similar to a torch. Always active, so it's wise to keep a sheath of some sort to hide the glow when necessary. |
Reserves no spell slots, but requires magical ability. |
Mage Globe |
1 (minor) |
1,000 GP |
An orb of glass about one foot in diameter, typically mounted in a frame. |
Produces an even spread of light in a 60 foot radius, without creating a blinding point in the center. |
Reserves a level 1 slot. More typically used in a drow structure. |
Rosetta Pebble |
1 (minor) |
1,000 GP |
A tiny shard of multi-colored glass, typically mounted to an earring or other contraption allowing the shard to be placed close to one's ear. |
Wearer can understand any audible speech, or written language, as the jewel whispers the translation into her ear. |
Reserves a level 1 slot |
Bauble of Flames |
1 (minor, consumable) |
100 GP |
A marble-sized bead of glass, uninteresting at rest, but when charged, it glows with fiery purpose. |
Once charged, remains stable until shattered, thrown, or damaged, creating a 15-ft burst of 3d6 fire damage. It is possible to combine multiple baubles into a single attack. |
Expends a level 1 slot |
Lightning Bottle |
3 (minor, consumable) |
300 GP |
A small orb of glass, plain at rest, but when charged, filled with an endlessly-rebounding lightning bolt that casts light like a torch and buzzes with destructive potential. |
Once charged, remains stable until thrown or damaged, which creates three lightning bolts inflicting 2d6 damage each in a line 5-ft by 50-ft (each travels in a path you specify). |
Expends a level 2 slot |
Frost Bomb |
5 (minor, consumable) |
500 GP |
An orb of glass about 6 inches in diameter, uninteresting at rest, but when charged, aglow with pale blue light, and achingly cold to the touch. |
When shattered or damaged, produces a 30-ft burst inflicting 6d8 cold damage plus chilled (Con half damage, no chill effect). |
Expends a level 3 slot |
Charm Bangle |
1 (minor) |
1,000 GP |
A collection of tiny shards of colorful glass, artfully bound into an array of some sort, worn as a neckpiece, head adornment, or other highly-visible arrangement. |
charm effect grants you advantage to all skill checks to influence others, and just generally makes you charming as all hell. |
Reserves a level 1 slot |
Lens of Arcana |
1 (minor) |
1,000 GP |
A finely-crafted and polished lens, likely contained in an enclosure of some kind for easy handling. |
Detect Magic at will by holding the lens to their eye. |
Reserves a level 1 slot |
Jewel of Protection, lesser |
1 (major) |
2,000 GP |
A small medallion of glass, typically shaped into some form suggesting protection, such as a shield. |
If unarmed, grants a +3 bonus to Armor Class. |
Reserves a level 1 slot. |
Jewel of Protection, greater |
5 (major) |
10,000 GP |
A grander version of the Lesser Jewel of Protection |
Grants a +5 bonus to Armor Class |
Reserves a level 3 slot. |
Jewel of Protection, superior |
10 (major) |
20,000 GP |
An even grander version of the Lesser Jewel of Protection |
Grants a +7 bonus to Armor Class |
Reserves a level 5 slot. |
Inscription
Runecarving
Armor Enhancements
An inscriptioner can carve or emblazon magical runes onto armor which, when activated, glow brightly with magical power.
Name | Level | Cost | Description | Power |
---|---|---|---|---|
Rune of Stone Guard |
2 (major enhancement) |
2,000 GP |
A dwarven rune referring to the strength of the earth. |
Once per day, the rune can be activated as a reaction to being struck for some sort of physical damage, reducing damage you suffer from that attack by 90%. |
Rune of Flame Lash |
2 (major enhancement) |
2,000 GP |
A dwarven rune referring to the tendency of fire to burn the careless wielder |
DR 5 (fire). Also, once per encounter, when you are struck in melee, you may choose to cause a lash of flame against the attacker (if within 15 ft) inflicting 3d8 fire damage. |
More to come...
Miscellaneous
Name | Level | Cost | Description | Power |
---|---|---|---|---|
Stone of Farspeech |
5 (minor) |
5,000 GP |
A stone of any size, usually handheld, with an intricate rune carved in its face. |
These stones are always made in sets, all from the same mother stone, and all inscribed with an identical rune, unlike any carved before by that inscriptioner. Once crafted, they are forever linked through sympathetic magic, such that, when activated, the holder can transmit the sound of their voice to the holders of all other linked stones anywhere in the world. |