Note: completed items are here and not included below.
Rarity: Rare?
Type: Weapon (Greatsword)
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
basically a lightweight greatsword
Rarity: Rare (Requires Attunement)
Type: Generic Variant (Melee Weapon)
You have a +1 bonus to attack and damage rolls made with this magic weapon.
You can cast the compelled duel spell at will using this weapon. The spell save DC for this casting is 15.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls against creatures that are not under the effects of the compelled duel spell.
Something about obsession to "kill 100 humanoids" as part of curse?
Rarity: Rare (Requires Attunement)
Type: Armour (Chainmail or Plate?)
While wearing this armour and touching the ground, you are immune to lightning damage.
maybe make an artificer/wizard character in-universe with a name similar to Faraday (eg. Pharahdei)
Rarity: Legendary?
Type: Potion
This iridescent potion can be used as a last resort for extremely powerful casting. Once a creature consumes this potion, the next spell, of 1st-level or higher, that they cast is upcast by 1d4+2 spell levels (to a maximum of 15th-level), regardless of the spell slot used to cast it or the caster's highest spell slot.
After the spell is cast, the caster must make a DC20 Constitution saving throw or die instantly. If they succeed, the caster instead falls unconscious and gains a level of exhaustion.
Rarity: Rare?
Type: Wondrous Item
This very soft towel is so absorbent that it's dangerous. Any creature that touches this towel, and that creature is not undead or construct, they have the Blight spell cast on them at 4th-level. The save DC for this spell is 15. Once the towel has cast the spell, it doesn't do so again for the next hour. Imagine a warforged with a deadly towel whip weapon.
If this towel touches water, or a similar liquid, up to 10 cubic feet of water is absorbed into the towel. The towel can't absorb any more until it has been wrung out as an action, after which any liquid in the towel pours out into an adjacent space.
Rarity: Uncommon
Type: Wondrous Item
The surface of this metalic orb is covered in moving apertures exposing a pitch black interior. As an action can use this device to preserve an image no larger than a 5ft cube or a sound no longer than one minute. You can preserve up to five images or sounds in this way, when you preserve a sixth, the oldest one is lost. A creature can use the Luxorb to cast Minor Illusion and recreate a preserved image or sound.
Rarity: Rare
Type: Wondrous Item
This bizarre, oily concoction can greatly enhance certain abilities at the cost of certain others. When you consume this potion, roll two d6s, if they have the same result, reroll one of them. Choose one of the d6s and look at the table below, your score for the associated ability cannot be lower than 24 for the next 24 hours. For the other d6, your score for the associated ability cannot be higher than 6 for the next 24 hours.
d6 | Ability1 | Strength2 | Dexterity3 | Constitution4 | Intelligence5 | Wisdom6 | CharismaRarity: Rare?
Type: Wondrous Item
As a bonus action you choose a direction; north, east, south, west, up or down. Your personal gravity changes to that direction for 1 minute or until you end the effect (no action required). For example, if you choose up, you will begin to fall upwards until the effect ends.
Once you use the boots in this way, you cannot do so again until the next dawn.
Maybe a few charges? Perhaps the cost of fall damage is enough to allow many or infinite uses.
In the right situations, this could be used for 500ft movement speed or a 20d6/2 dropkick. Though it most likely use is navigating up walls or making ridiculously large jumps.
Rarity: Rare/Very Rare?
Type: Wondrous Item
This deceptively simple wooden totem can be used to deliver spells. As an action you can cast a spell into the totem before setting it down on the ground. The spell must be of 5th-level or lower and must have a casting time of 1 action. The spell has no effect, other than to be stored in the totem.
Once set down, the totem is a tiny object with an armor class of 12 and 1 hit points. The totem cannot be moved once placed. If you can see the totem within 30ft of you, you may use an action to cast the spell from the totem's space without expending a spell slot. You may do this once on each of your turns until the totem is destroyed when it is reduced to 0 hit points or until it is more than 30ft away from you for 1 minute or longer.
e.g. make a totem that can cast 5th-level fireball on each turn
Limit to spell attacks?
Specify the modifiers used?
Time limit?
Maybe it takes dmg based on spell level? (i.e. takes 5 dmg when casting at 5th level, giving it one use with 5hp)
Maybe do variants with different max levels of spells?
Rarity: Uncommon
Type: Magic Tattoo
Produced by a special needle, this magic tattoo features patterns of metallic chains.
When you take the grapple action, you can attempt to grapple a target that huge or smaller, regardless of your own size.
In addition, you have advantage on rolls to grapple a creature or to maintain a grapple.
In addition, moving with a grapple creature does not cost you extra movement.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Rarity: Artifact (Requires Attunement)
Type: Wondrous Item
This crudely crafted figurine is crafted from the wood of a holy tree. It resembles Lurue, Queen of the Unicorns and steed of Mielikki, Goddess of Forests.
This item has 5 charges, it regains 1d6-1 charges daily at dawn. You can expend charges to cast any spell or cantrip from the druid or ranger spell lists. You expend 1 charge for a cantrip, 3 charges for a 1st-level spell or 5 charges for a 2nd-level spell. Your spell attack modifier for these spells is +4 and your spell save DC is 15.
Rarity: Rare (requires attunement by elf, half-elf or fey creature)
Type: Wondrous Item
This translucent and crystalline tiara once belonged to an eladrin from the Feywild. During each season, the crown's appearance changes, and you can cast certain cantrips at will, as shown in the table below. Spells you cast using this crown have a save DC of 15 and an attack bonus of +5.
Season | Appearance | CantripsSpring, the season of cheerfulness and celebration. | Green tint with grass and flowers. | Dancing Lights, PrestidigitationSummer, the season of boldness and aggression. | Gold tint with harmless floating sparks and embers. | Light, Produce FlameAutumn, the season of peace and goodwill. | Red-orange tint with red leaves and small twigs. | Druidcraft, GuidanceWinter, the season of contemplation and dolor. | White tint with icicles and floating snowflakes | Frostbite, Sapping StingIf you are in a plane of existence that does not have these seasons, the crown retains the form it had when it was last in a plane with these seasons.
Rarity: Rare (requires attunement by elf, half-elf or fey creature)
Type: Wondrous Item
This translucent and crystalline tiara once belonged to an eladrin from the Feywild. At the end of each long rest, the crown takes a new form based upon the season that best represents your current mood. Each form gives the crown a new appearance and grants you cantrips which you can cast at will, as shown in the table below. Spells you cast using this crown have a save DC of 15 and an attack bonus of +5.
Season | Mood | Appearance | CantripsSpring | Curiosity, cheerfulness and celebration. | Green tint with grass and flowers. | Dancing Lights, PrestidigitationSummer | Confidence, boldness and aggression. | Gold tint with harmless floating sparks and embers. | Light, Produce FlameAutumn | Kindness, peace and goodwill. | Red-orange tint with red leaves and small twigs. | Druidcraft, GuidanceWinter | Sadness, contemplation and dolor. | White tint with icicles and floating snowflakes | Frostbite, Sapping StingRarity: Uncommon
Type: Wondrous Item
Multiple variations of this item exist, as listed below:
Magic Eyeliner, Black.
Magic Eyeliner, Blue.
Magic Eyeliner, Green.
Magic Eyeliner, Gold.
Magic Eyeliner, Red.
--- The following are the individual descriptions for each variations
Black
This eyeliner is imbued with magic powders that grant the wearer benefits for a short duration.
Blue
This eyeliner is imbued with magic powders that grant the wearer benefits for a short duration.
As an action, you can apply the eyeliner to a creature, who then gains truesight out to 60ft for 1 hour, after which the eyeliner ceases to be magical.
Green
This eyeliner is imbued with magic powders that grant the wearer benefits for a short duration.
Gold
This eyeliner is imbued with magic powders that grant the wearer benefits for a short duration.
As an action, you can apply the eyeliner to a creature, who then gains advantage on charisma checks for 1 hour, after which the eyeliner ceases to be magical.
Red
This eyeliner is imbued with magic powders that grant the wearer benefits for a short duration.
As an action, you can apply the eyeliner to a creature, who then gains advantage on attack rolls for 1 hour, after which the eyeliner ceases to be magical.
500gp
This special pivoting mount can be fixed to the armrest of a wheelchair. You can spend 1 minute to mount, or remove, a single melee weapon, a light crossbow or a heavy crossbow. You can only mount one weapon in this way at once. While mounted, the weapon can be used as normal but does not cost an action to draw or stow the weapon and you cannot be disarmed of the weapon so long as you are in the chair.
If your DM allows, you may also mount firearms using this upgrade.
Additionally, When you take the Attack action on your turn while in your wheelchair, you can make an additional attack as a bonus action using a mounted weapon.
If the wheelchair also has the Remote Beacon upgrade and has a melee weapon mounted, you add that weapon's melee attacks to the wheelchair's statblock.
Wheelchair Upgrade. This item is an upgrade for the wheelchair. See the wheelchair statblock for information on adding or removing upgrades.
Rarity: Uncommon
Type: Potion
This foul concoction is made of mushrooms and other psychoactive herbs, and can make creatures much more aggressive and reckless than they would normally be. When you drink this potion, you gain advantage on melee weapon attacks for 1 minute. Attack rolls against you have advantage for this duration.
Type: Artisan Tools
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Proficiency with a veterinarian's kit represents your ability to care for beasts. This kit can be used to treat wounds and diseases in beasts, as well as to restrain and sedate them when needed.
Components. This kit includes leather straps, syringes and vials of medicines and sedatives.
Animal Handling.
Medicine.
Nature or Survival. You gain additional insight when identifying beasts and understanding their behaviours, diets and instincts.
Heal. As an action, you can touch a beast that is friendly to you, or is incapacitated, and restore 1d4 hit points to it. Once you use the tools in this way, you cannot do so again until you finish a short or long rest. The beast can't regain hit points from these tools again until it finishes a short or long rest.
Sedate. As an action, you can touch a beast that is friendly or incapacitated and make a check with these tools to sedate it. The DC for this check equals 12 + twice the beast's CR. On a success, the beast is knocked unconscious for 1 minute or until it takes more than 5 damage. Once you use the tools in this way, you cannot do so again until you finish a short or long rest.
Veterinarian's Kit
Activity | DCType: Artisan Tools
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Proficiency with hatter's tools represents your ability to produce and maintain hats and other headwear.
Components. This kit includes fabrics, measuring tapes, needles, ribbons, scissors, threads and starch.
History and Religion. You have a greater understanding of the cultural and religious significance of certain form of headwear.
Stealth. You
TBD.
Hatter's Tools
Activity | DCEstimate someone's head size by sight. | 10Mend or slightly modify a piece of headwear. | 10Type: Artisan Tools
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Proficiency with a codebreaker's kit represents your ability to make, spot and break codes and ciphers.
Components. This kit includes documents on common codes and trends within codes.
Insight and Investigation. You
Encrypt.
Hatter's Tools
Activity | DCType: Artisan Tools
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Proficiency with barber's tools represents your ability to
Components. This kit includes several pairs of scissors, combs, a straight razor, a leather strap, a bowl, and a bar of soap.
History and Religion. You
TBD.
Barber's Tools
Activity | DCType: Wondrous Item
Rarity: Rare
This small wooden figurine resembles a market stall or store. Over the course of 1 minute, you can place the figurine on the ground and transform it into a full sized version of the store, including any required creatures staffing it. The store cannot be more than 20ft in any dimension, though staff may be able to summon items from storehouses in other locations or planes. The DM decides the nature of the store, its staff and the goods and services provided.
The store remains in this location for 1 hour, or until any creature takes a hostile action against the store or its staff. After which, the store once again becomes a small wooden figurine.
Type: Wondrous Item
Rarity: Uncommon
This small scaly bag appears to contain a collection of small, pointy teeth. As an action, you can pull up to four teeth from the bag and throw them up to 15ft. When each tooth lands, it transforms into a kobold. Once twelve teeth have been pulled from the bag, the bag can't be used again until the next dawn.
The kobolds are friendly to you and your companions and go immediately after you in initiative. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. Each kobold vanishes after 1 hour, if they are ever more than 100ft away from the bag, or if they drop to 0 hit points.
Maybe use/make a slightly stronger statblock?
aka: Bag of Kobold Teeth
Type: Magic Tattoo
Rarity: Uncommon
Produced by a special needle, this magic tattoo features the design of a dart or arrow on the hand with the image of a rope or chain tightly coiled up the forearm.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Assisted Grasp. When you take the Grapple or Shove action on your turn, you can use a bonus action to gain advantage on the Strength (Athletics) check.
Far Reach. As a bonus action, you can cast the runner's rope spell without expending a spell slot or providing material components. Once you use this bonus action, you cannot do so again until the next dawn.