Items

This page is dedicated to storing the various homebrew magic items given to the players or encountered by them. Regular DnD5e magic items like a potion of healing will not be named here, as its workings can be found in the PHB or the DMG.

Weapons
Excalibur: Sentient +1 Greatsword. 2d6 Slashing damage, with 1d6 more against undead targets. Has a 10% random crit rate for attacks that hit but are not regular critical hits. Demands that the user does not use any other martial weapons. Proclaims the user to be a regal figure.

Consumables
Fire Wax: flammable wax that burns intensely for 4 turns. Can be used to coat an otherwise non-flammable item. Coating an item takes ~1 minute. An attack made by a coated item deals another 1d8 fire damage. Once ignited, the fire can not be extinguished by non-magical means.

Frost powder: Simple Ranged weapon, range 20ft. Rapidly-freezing powder when spread through the air. Freezes everything within 5ft from its point-of-origin for 2d8 cold dmg. When spread out, the user can place the point-of-origin up to 10ft away from them. When thrown, the user makes a ranged attack against the target, dealing 1d4 bludgeoning dmg upon succes.

Fire powder: Simple Ranged weapon, range 20ft. Rapidly-burning powder when spread through the air. Burns everything within 5ft from its point-of-origin for 2d8 fire dmg. When spread out, the user can place the point-of-origin up to 10ft away from them. When thrown, the user makes a ranged attack against the target, dealing 1d4 bludgeoning dmg upon succes.

Nightshade: Simple Ranged weapon, range 20ft. Darkening gas when spread through the air for 2 turns. Darkens everything within 15ft from its point-of-origin.. When spread out, the user can place the point-of-origin up to 10ft away from them. When thrown, the user makes a ranged attack against the target, dealing 1d4 bludgeoning dmg upon succes.

Potion of Charm Person: Bind the potion to you via a hear/nail/piece of skin. When a target drinks the potion, they must make a DC18 WIS save or be charmed by you for 1 hour. The rules for the regular charm person spell apply.

Tools
Charlatans dice: These dice can be manipulated to give a desired effect. Grants attuned user advantage with dice games.

Sphere of Augury: This crystal ball lets any attuned user ritual-cast the Augury spell once per day.

Eternal lantern: This lantern has an Eternal Flame bound to it. Works the same as a regular Eternal Flame, but moves with the lantern.