Fire serpent +1, Uncommon, Minor
The fire serpent is a favored weapon among the elite of the Apjin Territories. It's said the wielders can lash out at a distance striking like a snake. As a bonus action, you can speak the command word to ignite the blade allowing it to deal fire damage instead of the normal slashing damage. You can also use a bonus action to change it back to normal slashing.

While in longsword form it has the statistics of a longsword and in whip form the statistics of a whip. As a free action you can transform the longsword to a whip gaining the stats of a whip. As a free action you can change it back to a longsword.


Essence weapon
While appearing similar to a base weapon, essence weapons are often attuned to primal, base magics that, while not improving the skills of a wielder, allow them to tap into elemental magics.

You can use a bonus action to speak this magic weapon's command word, causing it's element to erupt from the weapon. While the weapon is wreathed in this energy, it damage type is changed to the element imbued into this weapon. This lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon. This weapon can only use one element type which was decided when the weapon was created.


You can choose poison, fire, lightning, thunder, psychic, necrotic, bludgeoning, piercing, or slashing.

Waxing-Moon Weapon +1
the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

This sword has 4 charges. While holding it, you can use a bonus action to expend 1 charge to change the weapon damage type to radiant damage for a duration of 1 minute. When you expend a charge from this weapon you may increase bright light and dim light from this weapon an additional 15 feet each for the duration.

The weapon regains 1d4 + 1 expended charges daily at dawn. If you expend the swords last charge, roll a d20. On a 1, the weapon loses its enchantments and becomes a regular non-magical weapon.

Concentrated Nettles Poison
Adventuring Gear, Poison(Contact)
15 sp
A contact poison that produces an immediate stinging pain on all areas of contact, causing the poisoned condition for 1 hour. DC 15 con save to resist the condition. While poisoned the creature feels a stinging pain. After the poisoned condition is gone, they'll have a rash and itching that lasts for 24 hours after.

Lantern of Guiding Undead
Wonderous Item, Common
100 sp
This simple metal lantern lights with a ghostly energy and sucks the heat out of a closed room. In the center is a crystal scribed with runes related to death and decay. The lantern sheds a bright light for 4 feet and a dim light an additional 10 feet.

As an action, you can spend a charge to gain permanent control of an undead created by the animated dead spell. You can add charges through a 1 minute ritual that requires a catalyst with necrotic qualities and 100 silver per charge added. You can add 1 charge for a common, 2 for uncommon, 4 for rare, and 8 for very rare. You can add a max of 8 charges.

As a bonus action, you can also reassert control of an undead created by the animated dead spell once a day. You can only assert control over one creature this way at a time.

Cloak of Yggdrasil Widow Maker
Wondrous item, Rare (requires attunement)
Major tier
The cloak is magically weaved with a manticore's heart, its trimmings is made out of a manticore's mane and the crest of the cloak bears a radiant depiction of Yggrasil, the Ash Tree with illusionary leaves that dance off beyond its borders.

You gain a +1 bonus to AC and saving throws while you wear this cloak.

You can make up to 6 ranged weapon attack (30/60ft) as a Bonus Action with the cloak, grasping illusionary leaves that fly towards your target. On a hit the target suffers 1d8 Magical Slashing damage + STR/DEX modifier. The leaves regenerate entirely at every dawn.
Image

Waning-Moon Weapon +1
The unsheathed blade of this sword dims light in a 30 foot radius. Bright light in the radius becomes dim light and dim light not created by this weapon becomes regular darkness.

This sword has 4 charges. While holding it, you can use a bonus action to expend 1 charge to change the weapon damage type to Ice damage for a duration of 1 minute. When you expend a charge from this weapon you may increase the light dimming radius an additional 15 feet each for the duration.

The weapon regains 1d4 + 1 expended charges daily at dawn. If you expend the swords last charge, roll a d20. On a 1, the weapon loses its enchantments and becomes a regular non-magical weapon.

Nathaniel's Deathmarch Armour
Heavy armor, Very Rare
Major tier
25 lb. AC 18
This decorated enchanted plate Elven armour made out of mithral was created by Versulis Calaban's efforts as a gift to Nathaniel Vandrel of Osirus after a unknown climax at Mount Hotenow in northern Frothese. After being severely burned and maimed it keep the new duke alive while he wore it.

Your Constitution is raised to 19, no effects if it's already 19.

It functions like a Mirthral plate armor.

You are considered proficient with this armour even if you lack proficiency.

Bronze Lute of Arvandor
As a gift to Nathaniel Vandrel during his trials in Arvandor, Srinshee stashed the lute in the hoard of Smaug the ancient red dragon who was vanquished by Nathaniel and his retinue.

You can use an action to play this lute. In response, warrior spirits from the plane of Arvandor appear within 60 feet of you. These spirits use the berserker statistics. They return to Arvandor after 1 hour or when they drop to 0 hit points. Once you use the lute, it can't be used again until 7 days have passed.

A bronze lute summons 4d4 + 4 berserkers. To use the bronze lute, you must be a descendant of the Vandrel clan lineage.

If you play the lute without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.


Love Shot
Common, longbow or shortbow
When you hit a creature with an attack from this bow, you may expend a charge and have the target make a DC 13 Wis Saving Throw or be charmed for 1 min (10 Rounds). On a success, they are immune of the effects of this bows charm for 24 hours. While charmed, if the target is attacked by the user of the bow they are no longer charmed. This bow has 3 charges that reset at dawn.


Necklace of the Nameless Goose.

Every day you wear the beads of the goose, the next morning you will lay an egg. Once per session you may attempt to lay a gold egg worth 100 silver. When you do, roll a 1d20. If you roll a 17 or higher you lay a golden egg. If you roll a 20 the egg hatches into a small baby goose that imprints onto you.

Otherwise, the eggs you lay are safe to eat and the yolks match your skin color.

While wearing the beads of the goose, you gain the ability to converse with geese(though you still cannot communicate with other infernal creatures unless you know that language.).

Attunement is not required to lay eggs or talk to geese.

While attuned. You may attempt an animal handling check of 18 to compel a group of geese to fight alongside you, but beware their innate chaotic evil tendencies.


Windswept Wyvernplate
Armor (halfplate), rare (requires attunement)

This half plate armor feels like any other when first put on. Once attuned, however, the armor seems to breathe along with you, growing lighter with your inhalations. While you are attuned to this armor, you can hold your breath at any point to both lighten the armor and quiet its clattering, negating the usual disadvantage imposed on Dexterity (stealth) checks by half plate. If you speak while holding your breath, whether it be to your party or to cast a spell requiring verbal components, you will need to stand still until you can take another breath in order to retain any previous Dexterity (stealth) roll you made.

In addition, if you are falling while wearing this armor, you can hold your breath as a reaction to cast featherfall, targeting only yourself, at will. While falling in this way, you must succeed on a Constitution saving throw, as if maintaining concentration, each time you take damage to continue holding your breath or else the spell effects end. If you fail and begin falling again, you can use your reaction on your next turn to hold your breath again and slow your descent.

Blue in the face, but falling with style.

Jormungand Slayer
Rare

You have a +1 bonus to attack and damage rolls made with this magic weapon. Whenever you hit an object with this weapon(s), the hit is a critical hit.

This greatsword can transform into two short swords or back again as a bonus action. While in greatsword form when you score a critical hit you reduce the armor of the target by 5 until the end of your next turn. While in short sword form if you critical hit with one blade you automatically hit with the other.

*An adamantine blade made by dwarven artificers and left incomplete. There is an empty socket that waits for another piece.*

Stormcaller Glaive
Weapon (glaive), uncommon

This magical glaive crackles with electricity and is imbued with the power of storms. It has a +1 bonus to attack and damage rolls. As a bonus action, you can change the weapon damage type from slashing to lightning. In addition once a day, you can cast call lightning as an action. When you cast call lightning the save DC is 15.


Somehow stays frozen, but when you attack people with it, it doesn't count as magical. If you cook the fish in a fire it unfreezes and can be eaten normally.
https://www.dandwiki.com/wiki/Frozen_Fish_(5e_Equipment)

Don't run with scissors kids.
https://www.dandwiki.com/wiki/Scissors_(5e_Equipment)

Every good soldier has one.
https://www.dandwiki.com/wiki/Spork_(5e_Equipment)

For the bards, you can use this with proficiency and replace "guitar" with any stringed instrument you are proficient with. The only restriction is it has to be able to be swung with one hand. Its a one time use and you only get one.
https://www.dandwiki.com/wiki/Kabong_(5e_Equipment)

If you have proficiency in cooking, you have proficiency using this weapon, otherwise its an improvised attack.
https://www.dandwiki.com/wiki/Battle_Pan_(5e_Equipment)

You need proficiency in martial weapons to use this.
https://www.dandwiki.com/wiki/Towel_(5e_Equipment)

Some ancient wizard had devised a set of cards, know one knows the inspiration, they only refer to the wizard as UNO.
https://www.dandwiki.com/wiki/UNO_Reverse_Card_(5e_Equipment)

Ring of butter
Uncommon

This slippery ring shines a golden yellow and wafts with a faint smell of butter. As long as the user wears the ring, their body is glossed over with a buttery sheen. Allowing them to squeeze through a space one size smaller than they, and gain an extra 10 movement when dashing as they slide across the terrain.

Ring of Connections
Uncommon, attunement by warlock
A golden ring set with a bloodstone with special efreeti carvings that signifies magical connections and journeys to other planes.

As an action, you can open a temporary portal to a known extradimensional space that you created or have gained access to. The portal to the space is no bigger then 2 feet in diameter, that stays open for 6 seconds. You can pull or insert one item into the portal as part of your action.

As an action, you can also exchange the air between your plane and the linked extradimensional space, cycling 1 minutes worth of air for a medium creature.

When you attune to this item you must pick an extradimensional space that has valid space for storing items.

Stormwalker's Gloves
Uncommon, attunement by monk

These intricate bracers are made from a mix of fine, deep-blue leather and lightweight mithral, adorned with patterns that resemble crashing waves and lightning bolts. Upon close inspection, faint, glowing runes can be seen etched into the metal that align with the pathways of someones ki.

Lightning Stride: While wearing the bracers, you can use a bonus action to active them. While active, wisps of lightning surround your feet as you gain 10 feet of movement speed until the end of your turn. This effect can be used a number of times equal to your Wisdom modifier (minimum of once) and all expended uses are regained after a long rest.

Thunderous Defense: As an reaction when hit by a melee attack, you release a burst of thunderous energy. The attacker must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the attacker takes 1d4 thunder damage and is pushed back 10 feet. Once you use this feature, you can't use it again until you finish a short or long rest.


Ghost writers map case.
Uncommon, attunement

On the side of the leather case is written a phrase in primordial and at the end of the phrase is three symbols, a deer trail, a monument, and a jeweled cup. When translated means the primordial means "Oh spirits I beseech thee for thy wisdom, I need a map".

If there is a blank piece of parchment or other like material, you can say the primordial phrase and say a map of shortcuts to a particular destination, map of landmarks about a specific landmark, or a map of treasure to a specific treasure. If they are within 30 miles the map is then created on that material.

Map of Shortcuts. A map forms revealing a relevant shortcut if one exists reducing your travel time by half if you follow that route. In addition, you gain no more then two bullet points of information regarding the general terrain around the shortcut. You have advantage on the next ability check you make travelling through that shortcut. You cannot use this feature again until next dawn.

Map of landmarks. A map forms revealing a prominent landmark. The map has information on the natural terrain within one mile of the landmark. You cannot use this feature again until dawn a week later.

Map of treasure. A map forms revealing a path to the largest concentration of treasure in the area. Generally only reveals treasure that is collected by intelligence creatures and placed somewhere for safe keeping. You cannot use this feature again until dawn a week later.


Alraune Perfume
Uncommon, consumable

A vial of perfume acquired from an Alraune's flower that is only obtainable in Manata. The liquid inside the vial produces a lingering heavenly sweet scent that is considered irresistible. Containing enough liquid for 10 uses. With a small application of the perfume which is equal to 1 use, the user has advantage on persuasion checks that involve seducing or persuading until the next dawn. With a heavy dose of the perfume equating to 5 uses, creatures within a 5 mile radius will be drawn to the alluring scent. Should the user use the whole vial in one sitting, creatures in a 10 mile radius will be attracted to the scent.


Potion of Bolstering
Potion, common

For 1 minute after drinking it, you gain 10 temporary hit points that last for 1 minute. This brown potion tastes and smells like a hard whiskey.
Scroll of Loxodon rituals, uncommon

requires a loxodon to cast and may contain needs of loxodon parts like blood and fur.

Ritual of Ancestors feast - You can spend 10 minutes to call on the support of your ancestors and prey to them for sustenance in times of need. The food is typical loxodon foods. Any who partake regain 4d4 + 4 hitpoints. Can be used once per long rest.

Ritual of Ancestors wisdom - Speak gratitude to your ancestors and how their knowledge helped you to be born and to continue living. Spend 10 minutes in silent reflection of your ancestors remembering them while eating psychedelic mushrooms and ask a question. You receive an answer as a vision and the psychedelics will last a number of minutes based on the mushroom. Can be used once per long rest.

Ritual of Hunters Blessing - Praise the god of the hunt and cut your finger and bleed on the weapon. You have advantage on all attacks in your next attack action. Can be used twice per long rest.

There is more knowledge and rites in this scroll, but it requires undergoing the rights of a shaman. If your a loxodon, you can take the Loxodon Shaman feat instead of your next ability score improvement.


Candy Cane of Doom

Weapon
Simple Weapon, Melee - Throw 2d6 Christmas Damage - Two Handed, Versatile

Upon hitting a creature with this weapon, it must succeed on a DC 13 Wisdom saving throw or be compelled to deal non-lethal damage for one round

When rolling a 20 on a d20, the creature is overwhelmed with maddening Christmas jingles by the Bard Mariah Carey and is stunned for 1 round

If the creature suffers more then 50 Christmas Damage in one round, it must succeed on a DC 14 Wisdom saving throw or be turned for 1 hour from the party

This weapon has charges equal to your proficiency bonus which recharges at dawn, you must roll a die equal to your proficiency bonus. If you hit a creature with this weapon while it has zero charges you must roll a percentile die, on a sixty or lower it losses it's magical properties and becomes mundane

While this weapon is on your person you have disadvantage on Stealth (Dexterity) checks as the bells magically attached to the pommel of this weapon jingle ceaselessly.


Mageblade of Atonement
Artifact (requires Attunement by a non-evil elf)

You gain a +3 bonus to weapon, damage rolls and spell attack. In addition, the weapon deals 1d8 radiant damage on hit and can be used as a spellcasting focus for any spellcasting class.

Once a week, the wielder can cast two levelled spells using an action as long as they are both cast at a spell level no greater then 5.

High Elven Spirits: Once per week, You can summon a legion of spirit elven guard up to 300 spirits that lasts for 10 minutes.

Armor of Corellon: You manifest pieces of armor plating. Currently can manifest a breast plate and gauntlets up to an ac of 15. If not proficient in the armor you can wear it as if you do have it.

Once per day you can cast Soul freedom or Song of battle.

Soul freedom This spell changes the inherent nature of evil beings into individuals pure of heart. The subject of this spell has a slim chance of resisting the spell's effects. The evil within these individuals will attempt to resurface on a monthly basis for the first year after the spell was cast, and then on an annual basis for the next decade. If the evil is unable to fully resurface after ten years then the change becomes permanent. Target creature must roll a 1d100. On a roll of 11 or greater their alignment changes to good from neutral or evil. If targeting an extraplanar being, on a roll of 31 or greater their alignment changes to good from neutral or evil.

Song of battle: Once per day, Every ally nearby is filled with courage and bravery to the point where regular and even magical fear or other such effects were useless against them. Allies in an aura of 1000 feet are immune to fear and magical fear effects for a duration of 10 minutes.

https://www.dandwiki.com/wiki/Crossbow,_Repeating_(5e_Equipment)
Crossbow, Repeating (5e Equipment)

https://www.dandwiki.com/wiki/Smoke_Bomb_(5e_Equipment)
Smoke Bomb (5e Equipment)

Manual of Growing mushrooms
You may want to set up their own mushroom farm in your place of residence for a more permanent, and stable source of the effects. Generally, mushrooms are grown on logs of wood, and once planted, require around 5-6 months, before they are capable of producing mushrooms, and yield around 2-3 pounds of mushroom a year. This would require, of course, at least a small house with a garden.

Ways of preparing mushrooms
Consume
This generally means eating the mushroom, whether raw, or cooked as part of some sort of meal. In combat, this can be done as a bonus action.

Brew
This means the mushroom will have to be cooked over fire for an extended time to achieve the desired effects. Alternatively, an individual proficient in the ways of the Alchemist Tools have the option to distil the mushroom, to intensify the effects.

Powder
The dried mushroom is mashed up into a fine dust in a mortar and pestle. It can be launched into the air with a vial, and when landing, it will linger as a cloud in a 10 foot radius circle for 1 minute. If the effect calls for it to be snorted, you need to breathe in more powder for it to have an effect, which means it cannot be used in the above manner.

Generally, a single “finding” of a mushroom will yield one use of the effect.
@Misty at the grace of misty, her item.

Amulet of Persistent Politeness
Adventuring Gear, artifact (requires attunement)
Once worn, the amulet compels its wearer to respond to every threat, trap, or monstrous encounter with unfailing politeness and etiquette. Picture this: a fearsome dragon roars in your face, and instead of drawing your sword, you find yourself bowing deeply and saying, "Good day, noble dragon! Might we discuss our differences over a spot of tea?"

Engaging in combat becomes a comedic dance of overly formal exchanges. "After you, Mr. Goblin!" "No, I insist, after you, Sir Human!" The amulet is especially fond of making its wearer excessively thank inanimate objects after successfully navigating a trap. "Thank you, oh mighty door, for not crushing me into a pancake!"

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