Friday, March 18, 2022

Cilice of Joyful Contemplation

DM's note:  This item was created on the request of my player.  His backstory involved escaping a particularly vicious Annis Hag, and swiping an infernal puzzle box as he made his exit.  Given the nature of the box, as well as its previous owner, I knew that whatever it contained had to be a Big Deal.  I also knew that whatever it was, it had to be something that no normal human being would feel comfortable using.  After finally solving the puzzle that bound the box shut, this is what he found.

Wondrous Item, Rare, Requires Attunement, Requires Non-Good Alignment

The barbed chains that comprise this harness look like they would make donning it near-impossible.  Nothing could be further from the truth, however.  They always fall and slide across your body in just the right way, never getting tangled or bound.  It's as if the chains want you to wear them.

Despite the risk of ruined flesh and scars, many have sought the cilice before the Order of Boryslav the Lionhearted sealed it away under a magical binding.  The price of blood is more than offset by the uncanny resilience it offers the wearer.

The cilice of joyful contemplation is a harness of cruelly hooked chains that you may wear under any armor or clothing.  The hooks are short, but razor sharp, and cover your torso.  You will take an additional 1d4 points of damage every time you take damage from a weapon or spell that deals bludgeoning, piercing, slashing, or force damage.  Additionally, any magical healing that you receive has its effectiveness halved.

While you wear the cilice of joyful contemplation, you do not need to breathe, nor eat, nor drink.  When your current hit points are below half your maximum, you regenerate one hit point per round until you reach half your maximum hit point total.  If you take radiant damage, or damage from a silvered weapon, thsi trait doesn't function until the start of your next turn.  You will only die if you start your turn with 0 hit points and do not regenerate.

Legio Multicorde

Weapon (club - finesse, light), Very Rare, Requires Attunement

The wooden sword known as the Rudis was one of the Emperor's greatest gifts. Offered only to slaves and conscripts, it was a symbol that they had been released from their servitude and enjoyed all the rights and privileges of true citizens.  This one is pyrographed with the the standard and motto of the 13th legion.

"I shall fear no evil, for my brothers stand by my side.  The Legion is my armor, and we are a single sword."


You gain a +1 bonus to attack and damage rolls made with this magic weapon.  This bonus increases by +1 for every two allies within 5 feet of you (up to a maximum of +3).

While you are wielding this weapon, you may choose for your attacks originate from the location of an ally that you can see within 60 feet of you.  This applies to any ability that requires an attack roll.  You may choose a different ally for each attack you are capable of making.

If an ally within 60 feet of you takes damage, you may use your reaction to take up to your level in damage, subtracting that amount from the damage that your ally would have normally taken.

Once per long rest, you may recite the motto on the sword as an action, granting all allies within 60 feet of you 1d4 temporary hit points.  If an ally has a less than half of their available hit points, this ability grants 2d4 temporary hit points.  These hit points remain until you take a short or long rest.

Inkspiller

Wondrous Item, Rare, Requires Attunement, Requires proficiency in calligrapher's supplies

You find an adamantine fountain pen in the hand of a long-dead adventurer.  His skull has been crushed by a war hammer or maul, but the pen shows know sign of corrosion or wear.  You are surprised by the weight of the pen: it will require a light touch, lest you tear the paper upon which you write.  The phrase "The Pen Is Mightier" is etched along the barrel in High Imperial.  The ink is a shade of red so dark that it is almost black.

While this pen is nearly indestructible and never runs out of ink, its true value is revealed in the hands of a skilled scribe.  If you are proficient in the use of calligrapher's supplies, you may wield this pen as a light melee weapon, making a Persuasion skill check in place of a normal attack roll when making the attack action.  When used in such a manner, the weapon deals one point of damage.

The pen displays extraordinary properties in the presence of magical swords.  If a magical sword exists within sixty feet of Inkspiller, the pen will gain a bonus to attack and damage rolls that is one greater than bonus provided by the sword, up to a maximum of +5.  This ability functions in the presence of any sword, but not other magical weapons.  The pen is, after all, only mightier than the sword.

Pilgrim's Unwavering Cincture

Wondrous Item, Rare, Requires Attunement by a creature of lawful alignment

Our ancestors were stronger than us.  They understood the glorious burden of Duty.  Not even death would keep them from discharging their obligations.  We are not what they once were.  We are weak, and we fail in our service to Law and Duty.  This is true, but it must not always be true.  We can be what the Great Ones have always believed us to be.  We can uphold our Obligations.  We can march into the maw of the Black Undertide without fear or regret.  We can face inevitable death with a smile on our face and our heads held high, for we will not relent, and we will never be broken!

-- Final speech of Khimra Bearhide, last King of Ghurud-Hazal

While wearing this belt, your walking speed can never be reduced below its normal value unless it would be reduced to zero.

If your hit points are ever reduced to zero, you remain conscious and able to act for three rounds, provided you move at least ten feet during each of your turns.  If you take additional damage, or fail to move ten feet during your turn, you are immediately incapacitated.  This ability may only be used once per long rest.

Any creature of non-lawful alignment who attempts to wear this belt will find their walking speed reduced to five feet, as if the belt weighed as much as their maximum carrying capacity.

Zealot's Falx

Simple Weapon, Rare, Requires Attunement

1d10 slashing, two handed

The cultist stands over the unconscious guardsman, and splits the poor man's head from his shoulders with a single blow.  The blood runs up the curved obsidian blade, as if it were drinking it - as if it thirsted for it.  She smiles as she feels the bones in her face warp and shift.  The man's death was unfortunate, but necessary. She felt a twinge of guilt as she began stripping the guard's uniform from his corpse.  She wished the magic of the falx would grant not just her victim's visage, but their clothing as well.

The blade of this falx is constructed of unusually hard, tough obsidian.  When you kills a significant (CR 1/2 character level or greater) humanoid creature of your size category with this weapon, you gain temporary hit points equal to the value you would receive when expending one hit die.  

So long as you possess temporary hit points from this effect, you bear the visage and appearance of your victim as if you were under the effects of the alter self spell.  You remain under this effect until the temporary hit points you gained from their death are depleted or expire.

Temporary hit points gained from this weapon expire after you take a long rest.  Temporary hit points from this weapon do not stack: the new effects of the weapon always displace any existing effects.

This weapon can be used as an arcane focus for necromancy and divination spells.

Thursday, March 17, 2022

Blood-Tainted Candle

Wondrous Item, Common, Consumable

The tiefling lights the candle, which burns with an emerald flame.  He places it on the table and backs away.  As he leans against the wall, the strange flame reverts to a mundane state.

"This will show us where the demon is hiding," he says with a smile, "unless it's hiding in me."

A blood-tainted candle will burn for one hour once lit.  When a fiend, undead creature, or aberration is within five feet of it, the flame will change from its normal color to bright green.  This flame will also glow green in the presence of creatures that bear an infernal or undead lineage, such as tieflings and cambions. The effect can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Prisana's Practical Pullover

Wondrous Item, Uncommon

After The Event shrouded the western region of Jhilal in perpetual twilight, thousands of its people emigrated to the eastern coast of Pirra.  Among them was noted Conjurer Prisana an-Fel, who was so  disgusted by the impracticality of Pirran women's fashion that she dedicated five years of her life to solving the problem of convenient storage.

This hooded pullover is woven from the silk of a now-extinct moth.  The tunic falls below your knees, and bears thirty different pockets.  Each pocket connects to extradimensional storage, and each pocket can hold up to one cubic foot of material that weighs up to one pound.  Any item stored in a pocket can be retrieved as a bonus action.  If a pocket is left empty overnight, it will fill with a pound of sand from an unknown source.

Goggles of Knight

Wondrous Item, Uncommon

The auctioneer describes these goggles as "like the famed goggles of night, more or less".  He takes no further questions before starting the bidding.

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.  Additionally, while wearing these goggles, you are proficient in Animal Handling and Land Vehicle checks that involve riding horses, and you gain proficiency in both the lance and shields.

Unlike the goggles of night, these goggles only function if you adhere to a strict code of conduct.

  1. Thou shalt believe all that the Church teaches and thou shalt observe all its directions.
  2. Thou shalt defend the Church.
  3. Thou shalt respect all weaknesses, and shalt constitute thyself the defender of them.
  4. Thou shalt love the country in which thou wast born.
  5. Thou shalt not recoil before thine enemy.
  6. Thou shalt make war against the infidel without cessation and without mercy.
  7. Thou shalt perform scrupulously thy feudal duties, if they be not contrary to the laws of God.
  8. Thou shalt never lie, and shalt remain faithful to thy pledged word.
  9. Thou shalt be generous, and give largesse to everyone.
  10. Thou shalt be everywhere and always the champion of the Right and the Good against Injustice and Evil.

Prior experimentation has determined that the goggle's enchantment is somewhat flexible on how it defines "Church", "infidel", "God", and "largesse".  The fifth rule and eighth laws, however, are non-negotiable.

Should you violate these laws, the goggles will not function for 24 hours.

Vessel of Transmucrustacean

Wondrous Item, Uncommon

The Adventurer stumbles out of Pyotr's tower, reeking like a fish market.  His daggers are made of shrimp.  His boots are crafted of fine shrimphide.  His shrimp-leather gloves are ragged and worn.  He grabs your face in his hands and screams at you with wild-eyed intensity.  "It's all shrimp!  I've looked beyond the shrimp-curtain and seen the shrimpy face of God!"  He collapses on flagstone steps babbling about clawed legs and black, beady eyes.

This lidded, oval serving dish is roughly twelve inches across at its widest point.  Anything placed on the server dish and covered by the lid will turn into an equivalent shrimp material.  A loaf of bread will transmute into a lump of grilled shrimp of the same shape and size.  A mug of tea will transform into a mug made of molded shrimp meat, filled with piping hot shrimp broth.  A gold coin will transform into a high quality shrimp of the same diameter of the coin.

Creatures placed on the dish will reflexively attempt to escape.  If they are restrained and subjected to the effects of the device, they are transmuted into a shrimp golem.  Their creature type changes to construct, and they are made entirely of edible shrimp flesh.

Chernikan Birdbolt

Wondrous Item, Uncommon, Ammunition

This crossbow bolt is tipped with a blob of burgundy resin instead of a bolt.  The fletching is made from the feathers of six different species of birds.  Birdbolts are jealously guarded by Chernikan feather priests, so the story by which this one was obtained must be a thrilling one.

A Chernikan birdbolt releases an overpowering odor on impact that is irresistible to all birds.  Any bird within a one mile radius of the bolt will swarm the surface where the arrow strikes.  Once the birds arrive at the source of the smell, they will act in accordance with their nature.

Wednesday, March 16, 2022

Mad Pyotr's Tower - Unmistakable Suggestions of Horn

Wondrous Item, Uncommon

Mad Pyotr's tower is Libussa's most reliable and predictable source of magic items.  The items themselves, however, are anything but reliable and predictable.

This six foot long brass carnyx makes no noise when played.  However, every conscious living creature within 1d3 miles of you is absolutely certain that a horn has been blown.  They did not hear it, and they cannot describe the sound that it made.  Nonetheless, they know that someone has blown a horn.

Academy mages are actively researching practical applications for this enchantment.

Harvester

Weapon, Legendary, Requires Attunement, Improving

The Academy curator shows you an antique silvered war scythe (as a glaive) inscribed with a radiant solar motif. The gold solar rays twist into an ancient Pirran pictogram that translates as "Harvester".

Harvester is a legendary weapon, and possesses unique qualities that grow stronger as you prove yourself worthy to be its bearer.

When first wielded, Harvester is a silvered glaive in the shape of a war scythe.  The weapon deals radiant, rather than slashing damage, and sheds light as a candle when in dim light or darkness. If the weapon goes three days without exposure to the sun, it loses its magical qualities until it is exposed to the noonday sun for at least an hour.

The Trial of Hordes

Harvester grows stronger the first time that you face a horde of mindless undead alone.  The moment you are within reach of three or more mindless undead (INT of 3 or less) with no allies within ten feet of you, Harvester grows brighter and the blade transmutes from steel into pure holy light.  

You now gain a +1 bonus to attack and damage rolls made with this weapon, and the intangible blade cleaves through undead like wheat falling before a scythe.  When Harvester deals damage to an undead enemy, you may make an additional attack against another enemy within your reach with -1 damage on the roll.  You can continue these attacks, increasing the reduction in damage by -1 each time, until you fail to do damage on your attack, or until you strike a creature that is not undead.

The Trial of Night

If you survive the Trial of Hordes, Harvester will again grow stronger the first time that you face a powerful undead foe (Challenge 13 or higher), the scythe blade burns with fire in the presence of undead.

You now gain a +2 bonus to attack and damage rolls made with this weapon, and the weapon deals an additional 1d6 fire damage to undead creatures.  Undead creatures that are killed with this scythe do not resurrect or regenerate.  The harvester grants a true death.

Emporium Bag

Wondrous Item, Rare

This leather bag serves as a tiny portal to Xilzavaraad's Incomparable Emporium, conveniently located in the Maelstrom of Infinite Value.  The first time it opens, a voice thunders out the phrase "WHOSOEVER OPENED ME MUST BE MAD - FOR SAVINGS."

The bearer of this bag can sell items placed into the bag, immediately, no questions asked, with only a moderate price gouge.  You can also buy common items, immediately, no questions asked, at only a moderate markup.  Incredibly rare items, or magic items, may take longer, and carry a heavier markup.  Some things may not even be possible.

Xilzavaraad is a generous shopkeeper, and will keep a running balance of store credit for sold goods.  He won't even charge interest.

The bearer can only buy and sell things that will fit through the mouth of the bag, which has an 8.5 inch diameter.  There are other, larger bags out there.  Xilzavaraad can sell you one, if your Burning Passion for Commerce exceeds your current bag size.  He might even sell a smaller one to a loyal customer who would like to refer a friend.

DM Note:  15% is a good starting premium for buying and selling with this bag, but the actual value is up to you.

Gloves of the Hellskin Stalker

Wondrous Item, Uncommon, Requires Attunement

These bloodsoaked leather gloves appear to be made of demon hide, and the fingers are tipped with curved teeth of unknown origin.  The seller brags that the gloves are nearly indestructible, though he remains somewhat vague about the protection they provide to the hands inside them.

When you equip the Gloves of the Hellskin Stalker, your eyes glow cherry-red and emit smoke.  The gloves confer upon you two abilities:  The first is that you are always considered armed as if you were carrying a dagger, and you are always proficient in their use.  The second is that once per short rest, you may attempt to magically intimidate a lock into opening, rather than picking it.

Dravian Smuggler's Boots

Wondrous Item, Boots, Uncommon

These boots were popular during the Dravian dynasty, and have impractically long toes that curl back towards the wearer.  On inspection, you understand why Dravian IV died when he tripped on the edge of a riverbank.

In addition to your feet, each boot is capable of holding two hundred pounds of other material, provided the material can fit inside the opening of a boot.  By uttering a command word, the wearer can activate or deactivate the second enchantment: for every 40 pounds of material in each boot, the wearer can hover one foot off the ground (to a maximum of 5 feet at 400 total pounds). This effect only works on solid material, and you may move as if you were walking on the surface beneath you.

Bistenat's Burning Brigandine

Armor, Uncommon, Requires Attunement

Once owned by the legendary dragon slayer Vasily Bistenat, this studded leather armor always smells vaguely of naphtha and smoke.

This armor is enchanted with magic that makes it incredibly flammable.  When exposed to fire damage, it will always catch fire, and it will remain that way until the wearer spends a full round extinguishing it.  While the armor is burning, the wearer takes 1d6 points of fire damage per round.  Any creature who grapples or swallows the wearer also takes 1d6 points of fire damage per round, until letting the wearer go. While on fire, the wearer is immune to cold damage.

Erdegaud's Emergency Earsplitter

Wondrous Item, Rare, Consumable

This earring has a barbed post and a small glass cube dangling off of a gold chain.

The wearer activates the earring by tearing it from their earlobe, dealing 1d6 points of damage.  Once activated, the glass cube shatters and releases an impenetrable cube of force around the wearer.  This cube measures 5x5x5' and lasts for a number of rounds equal to the amount of damage done.  If the cube is unsupported when it forms, it descends at a rate of 10' per round until the effect ends, or until it lands on a surface that can support it.  This arcane device has never been tested on a creature that is larger than the cube.  Academy mages are eager to learn what would happen were such a creature to attempt it.

Schamanenjagdgebräu

Wondrous Item, Potion, Consumable

When consumed, this potent beverage grants the drinker powerful, near clairvoyant insight into the world around him, at the cost of a titanic hangover.

For one hour, the drinker of this brew adds 1d4 to any Wisdom (insight) check that he makes while under its effect, and gains advantage on all skill checks pertaining to finding hidden or lost things.  The drinker can consume more Schamanenjagdgebräu to extend its effect by one more hour.

If a piece of a creature is steeped in the brew for ten minutes before consuming it, the drinker may cast locate creature on that creature after finishing the drink.

Once the Schamanenjagdgebräu wears off, the drinker is at disadvantage on all wisdom and charisma based checks until he completes a long rest.

Hungry Fool's Sickle

Wondrous Item, Uncommon

This sickle is built from a scorpion's claw lashed to leg bone of a giant toad.  It will not cut any plant that is poisonous, and allows you to apply your proficiency bonus to any survival check made when foraging for food.  If you already have proficiency in survival, double the benefit of your proficiency bonus.

Damaged Fulmina

Wondrous Item, Uncommon, Requires Attunement 

These leather vambraces display the silver arcane tracery that is the hallmark of Imperial battle magic, but many of the filaments are broken or bent.  Sometimes electric blue sparks sizzle off of them.  

When intact, these vambraces were worn by elite shock troops in the Vizerian Dynasty, and enabled them to teleport directly into enemy lines without crossing the intervening space in the blink of an eye.  Unfortunately, these only seem to function when they teleport down.  A master thaumowright might be able to repair them, but their secrets disappeared with the rest of the Imperium, and this pair of fulmina have remained broken since the days of The Event.

As a reaction, you may teleport straight down to a point you can see that is up to 100 feet away.  You will always reappear on your feet.  The damaged vambraces leak considerable amounts of magic.  When you activate them, there will be a blast of bright light and a thunderclap when you reappear.

Everchanging Coin

Wondrous Item, Common

A man fresh out of Pyotr's tower offers to sell you a golden coin.  He is furious that he risked his life in the ever-changing madhouse of the tower and found nothing but a worthless coin.  The man repeatedly flips the coin and shows you the result.  You witness a dizzying array of faces, hairstyles, and indecipherable languages before he makes his offer.  He says you can have it for ten gold pieces if the next flip comes up tails, or one hundred if it's heads.  

Every time you flip this coin, the stamp on each side changes.  Once side always contains a profile view of a creature's (usually humanoid) head.  The other side always contains what looks like writing.  The writing that is decipherable always describes the motto "Unity is Strength".

Gerta's Estate Sale - Pearl Ring of Forlorn Tears

Wondrous Item, Ring, Rare, Requires Attunement

Legendary Matchmaker Gerta Poluchnaya has passed away with no will and no heirs.  Her estate has reverted to the Church, who are selling her worldly goods to build a temple in her honor.

The second notable magic item in Gerta's estate is a pearl ring.  When submerged in water, it will absorb up to one gallon of water per hour, to a maximum of ten gallons.

Each gallon of water stored in the ring will absorb ten points of fire damage, and surround the wearer in a (5 ft cube) cloud of smoke that grants concealment for one round.  Ranged attacks against a creature in this mist are made with disadvantage if they rely on normal site to make the attack.

Gerta's Estate Sale - Matchmaker's Ring of Burning Love

Wondrous Item, Ring, Rare, Requires Attunement

Legendary Matchmaker Gerta Poluchnaya has passed away with no will and no heirs.  Her estate has reverted to the Church, who are selling her worldly goods to build a temple in her honor.

Gerta's most valuable possession is the Matchmaker's Ring of Burning Love.  The ring is powerful, but fueled by a gaes with perilous consequences.

This ring, which appears to be a wooden match bent into a circular shape, allows you to cast a powerful spell once per long rest.  To activate the spell, you must touch the ring and point at a creature with whom you share a langauge, then recite the phrase "Your heart knows the way. Follow it."  After reciting the words, you must point at another creature.

If your target fails a (DC 14) wisdom saving throw, it must attempt to court the second creature in accordance with the norms of its culture until the next sundown, to the exclusion of all other activities.  The creature is entitled to another saving throw each time it takes damage.

Successfully casting spell comes with a cost: the following dawn, the ring bursts into flames, and you will take 1d6 points of fire damage an hour until the next dawn (24d6, total).

Simply wearing this ring carries other costs:  If you are ever wed in a religious ceremony while wearing this ring, you will immediately incinerate, leaving no remains, after completing your vows.

This ring cannot be removed under normal circumstances.  Even attempts to dismember the wearer will fail as the limb reattaches itself.  Outside of powerful magics, the only way to remove this ring is to marry the seventh son of a farmer to a woman of noble lineage.

Casket of Unvarnished Truths

 Wondrous Item, Very Rare

A dirty, disheveled man in fine clothes offers to sell you a magic box.  He refuses to explain anything about the Box, but Geno detects a powerful binding abjuration on it, meant to keep the contents of the box inside of it.

The box is made of Rowan and Ash, and the lid is firmly secured with three silver latches per side. The box is then bound with two braids of silver-white hair.

The man warns you to never open the box.

 Once per week, you may ask the box three questions; whatever dwells within it will answer each question truthfully, to its fullest ability, with uncanny prescience.  The box will never lie, nor will it intentionally mislead you, though the answer may be cryptic without context.  Once it has answered your three questions, it will reveal a fourth truth of its own choosing.  This fourth truth almost always involves dark events occurring in the world around you.

Catoblepan Obliterator Glands

 Wondrous Item, Rare, Consumable

The Catoblepas may look like a misbegotten assemblage of parts, but its gaze is deadly enough that even experienced hunters shy away from the swamps of the Diaspora. If a hunter can successfully harvest a catoblepas, they may be able to recover an obliterator gland from within its neck.  This gland is full of an unstable magical compound that causes living matter to be repelled by its own tissue.  This can cause spectacular and deadly results when used as a weapon.

With the gland in your hand, you may squeeze it to rupture the outer membrane and send a deadly jet of black liquid toward a target within 20 feet.  The target must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage.  If the creature is reduced to 0 hit points by this attack, its body explodes in a fountain of gore that coats everything within 10 feet of where the creature used to exist.  The creature can be restored to life only by means of a true resurrection or a wish spell.

Boon of Andromalius

 Occult Boon

Andromalius is a powerful outsider who offers Knowledge of the Location of Things in exchange for the deftness of your hands.  He appears in the summoning circle as a faceless, emaciated man wrapped in a barbed serpent. On accepting the bargain, Andromalius will shake your hand, and the serpent will bite both of you, commingling your blood and sealing the pact.

If you touch an object as part of a ten minute ritual, you will instantly know the location of all other items of the same Essential Nature within 10 leagues of you.  For example, touching a mundane shortsword will tell you the location of all mundane shortswords within 100 leagues of you, but not the location of mundane khopeshes, or magical shortswords.

If you hold a piece of an object, you will always know the precise location of all other pieces of it.

This boon comes at a price; from the moment the pact is sealed, your hands will become gnarled and numb.  You will always be at disadvantage when making Dexterity-based rolls and skill checks that involve your hands: no aid nor beneficial circumstance can ever negate this disadvantage.  This pact can only be broken by means of powerful magicks, or killing Andromalius himself.

Garthak's Gruesome Grasp

 Wondrous Item, Very Rare

Warplate Gauntlets are deadly augmentations that some mages attach to their servitor constructs.  This gauntlet was salvaged from a rogue automaton that disrupted a battle between Anemen and Pirran forces, after it indiscriminately slaughtered dozens of soldiers from both sides.  The lands of the Diaspora are never safe.

Garthak's Gruesome Grasp is an oversized +2 warplate gauntlet.  Decorated to appear as an orc's hand made entirely out of swords, it is exquisitely (if somewhat over) built from an unknown gray-green alloy.  Due to its size, the gauntlet can only be attached to a construct that is at least Large in size.

The talons are razor sharp, and the fist counts as a slashing weapon as well as a bludgeoning one.

As an action, a construct (or its pilot) can explosively launch this fist at a target within the construct's reach + 20 ft.  If the attack succeeds, it deals damage as normal and the creature must succeed on an opposed strength roll or knocked back in a straight line to the maximum range of the fist.  If the creature strikes a solid object, such as a stone wall, it no longer moves backwards, but takes 1d6 points of damage, plus an additional 1d6 points of damage for every ten feet of travel that otherwise would have occurred.

Once per short rest, the pilot can overload the fist's retraction mechanism after it has successfully struck an enemy as a bonus action.  On doing so, the construct (or its pilot) may pull the target with such force that it is hauled in a straight line towards the wielder.  The wielder may let go of the creature in any square along the line that he can reach, even if the trajectory would send the target sailing behind him.  When released, the target lands prone.  If the target is hurled into a wall as part of this action, it takes an additional 1d6 points of damage.

Earth-Scorning Collar

 Wondrous Item, Uncommon, Requires Attunement

When the wearer of this collar jumps, he remains at the apex of his jump until the beginning of his next round.  He may move in the air as if it were normal terrain, but cannot move downward from that point until the effect ends.  The wearer may use this ability twice before touching a solid supporting surface, which resets uses of the ability.  When the effect terminates, the wearer is subject to all normal forces of gravity.

Celestial Drakefire Bombard

 Weapon, Range, very rare (requires attunement)

Firearm, 3d6! damage (40ft/120 ft), loading, two-handed , heavy

This massive, ornate cannon seems meant more for the ramparts of a castle than slung to an adventurer's back.  You gain a +2 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 2d6 radiant damage. In extremis, this weapon can also serve as a +2 maul.

When the wielder speaks a command word, the dragon legs sculpted into the cannon break free from the barrel and the talons dig into the ground.  When rooted to the ground, the cannon cannot be moved without a DC 13 strength check until the command word is spoken again.  In this configuration, the cannon fires stronger, indirect blasts.  Its range doubles, the weapon ignores terrain obstructions, the damage die doubles to 6d6!, the bonus radiant damage increases to 4d6, and all squares adjacent to the target square take 4d6 radiant damage (DC 8 + prof + dexterity for half).  The indirect nature of fire, however, means that you do not resolve the attack until the beginning of your next turn.

Silent Shroud

 Wondrous Item, Uncommon

This six foot scrap of tattered black cloth is allegedly harvested from the cloak of a psychopomp.  When wrapped around an object, it will reduce the sound that the object makes to no louder than a whisper.  This effect can be used for a total of three minutes, used in one minute increments.  This duration resets each day at sundown.

Spectral Falconer's Bond

 Wondrous Item, Rare, Requires Attunement

This heavy Gauntlet has the skull of a golden eagle embedded into wrist.  As an action, you may summon a spectral eagle that you can control.  While summoned, can perceive what the eagle perceives, and can communicate telepathically.  You can recall the eagle back into its skull when it is sitting on the gauntlet.

If the eagle is destroyed, it cannot be summoned again until midnight, after at least 24 hours have passed since its demise.

Caligae Vigilis

 Wondrous Item, Rare, Requires Attunement

These heavy hobnailed boots were used by Imperial forward scouts when operating in hostile territory.  As an action, you may teleport from your current location to any other spot within 500 feet.  It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."  You can bring along objects as long as their weight doesn't exceed what you can carry.

The boots are capable of teleporting a total of 777 feet per day.  This magic replenishes at dawn.

Freshleaf Creeper Seeds

 Trade Good

A popular elven pet, these plants clean the air and provide companionship to their owners.

This flax bag contains 1d10 white, egg-shaped seeds.  If planted, a seed will sprout into a freshleaf creeper after 1d4 days with a successful DC 10 knowledge (nature) check.

A freshleaf creeper is a tiny creature with 1 hit point that resembles an animate five-leaf ivy vine.  So long as it receives one hour of full sun per day and has a pint of water to sleep in at night, it will clean and purify the air of a 10x10x10' foot room, as well as consume any dirt or organic detritus that it finds.

The creeper turns from green to red as it ages, and it has a maximum natural lifespan of 2d6 years.

Seven Hide Shield

 Armor (shield), uncommon, requires attunement

 This +1 shield is done in the ancient Anemen style.  Nearly as tall as a man, it is made of seven bull hides, alternating between rawhide and tanned leather, with a bronze bull's head inlayed at the boss.  The horns drip with cinnabar blood, and the eyes are cut from pure jet.

The shield is large and enormously heavy.  The bearer's walking speed is reduced by 5 ft, and must have at least 15 strength and constitution to wield it without disadvantage.

When the wielder kneels and presses the shield to the ground as an action, the shield expands to cover his entire body.  Choose one edge of your character - that edge counts as three quarter cover until you you are moved from that spot.

You have advantage on any handle animal or land vehicle skill check involving cattle while wielding the shield.

Krubin's Critical Cavalry

 Wondrous Item, Uncommon

This modified saddle includes a bracelet for a wearer that is made of a salvaged imperial waystone.  As a purely mental reaction, you may teleport onto the saddle as long as it is within 60 feet of the wearer.

The waystone bracelet can also respond to a command word that will summon the creature wearing the saddle.  Once per short rest, you may teleport the creature to your side, or beneath you, so long as it is in the same plane.