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2288722-Boomstuds Bauble Boutique

This document describes several magic items, including bracers that can cast light and charge-based spells, a cowl that increases Wisdom but curses the wearer, a coat that allows transforming into a winter wolf, a bident that deals extra fire damage, and a dagger that causes painful itching. Other items include a spear that allows jumping, gloves for vehicle proficiency, a pill inducing slime secretion, a weapon that steals concentrated spells, a ring changing one's appearance, a staff casting lightning spells, and a bead creating frightening noise. The document is signed by someone named Levi Fawcett who goes by Boomstud, and thanks others for their help in creating the items.

Uploaded by

Luke Freeman
Copyright
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We take content rights seriously. If you suspect this is your content, claim it here.
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100% found this document useful (3 votes)
1K views3 pages

2288722-Boomstuds Bauble Boutique

This document describes several magic items, including bracers that can cast light and charge-based spells, a cowl that increases Wisdom but curses the wearer, a coat that allows transforming into a winter wolf, a bident that deals extra fire damage, and a dagger that causes painful itching. Other items include a spear that allows jumping, gloves for vehicle proficiency, a pill inducing slime secretion, a weapon that steals concentrated spells, a ring changing one's appearance, a staff casting lightning spells, and a bead creating frightening noise. The document is signed by someone named Levi Fawcett who goes by Boomstud, and thanks others for their help in creating the items.

Uploaded by

Luke Freeman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Bracers of Night and Day Elder's Cowl

Wondrous item, rare (requires attunement) Wondrous item, rare (requires attunement)
While attuned to these bracers, you can cast the light cantrip Your Wisdom score is 19 while attuned to this item, this has
at will. no effect if your Wisdom score is 19 or higher. You also have
These bracers have 3 charges, and they regain all advantage on Intelligence (History) checks.
expended charges at dawn and at dusk. Curse. This item is cursed, a fact that is revealed only when
Radiance. During the day, you may expend 1 charge to cast an identify spell is cast on it or you attune to it. Attuning to
scorching ray or 3 charges to cast daylight using your the item curses you until you are targeted by a remove curse
Intelligence score as your casting ability. spell or similar magic; removing it fails to end the curse.
Twilight. During the night, you may expend 1 charge to cast While cursed, you have disadvantage on Wisdom
chromatic orb or 3 charges to cast fly using your Charisma (Perception) and Intelligence (Investigation) checks if what
score as your casting ability. you are perceiving is more than 15 feet away. Also while
cursed, you appear to be an age that is considered elderly for
your race and you may not tell anyone how old you are.
Coat of the Winter Wolf
Wondrous item, legendary (requires attunement) Gloves of Driving
While wearing this coat, you have resistance to cold damage.
While wearing this coat with its hood up, you have advantage Wondrous item, common
on Wisdom (Perception) checks that rely on hearing or smell. While wearing these gloves you are treated as being
Pulling the hood up or down requires an action. proficient in Vehicles (land and water).
Chilling Form. While wearing this coat, you may use an
action to transform yourself into a Winter Wolf using the
statistics in the Monster Manual (page 340). This Lance of Leaping
transformation follows all rules for the polymorph spell with Weapon (spear), rare (requires attunement)
the exception that the Winter Wolf is a monstrosity, rather You gain a +2 bonus to attack and damage rolls made with
than a beast. this magic weapon.
Leap. While wielding this weapon you can use an action to
Devil's Tongue cast the spell jump targeting yourself. This ability can be used
3 times in one day, after which it cannot be used again until
Weapon (bident), rare (requires attunement) the next dawn.
This bident grants a +2 bonus to attack and damage rolls Plunge. If you used your move action to make a long jump of
made with it. You can use a bonus action to speak this magic at least 20 feet and landed adjacent to another creature, you
bident's command word, causing both prongs to begin to may use your action to make a single attack against that
glow red with heat. While this bident is hot, it deals an extra creature. If the attack hits, it deals an extra 3d10 piercing
1d6 fire damage. It remains hot until you use a bonus action damage and counts as magical for the purposes of
to speak the command word again. overcoming resistances.
Spit Fire. While wielding this weapon you can use an action
to cast the spell burning hands (spell save DC 15). This ability
can be used 3 times in one day, after which it cannot be used Pill of Sludge
again until the next dawn. Wondrous item, uncommon
Curse. This weapon is cursed, a fact that is revealed only You may consume this small capsule as an action. When you
when an identify spell is cast on the weapon or you attune to do, your skin begins to secrete a translucent green slime.
it. Attuning to the weapon curses you until you are targeted This effect lasts for 1 hour. While you are secreting slime,
by a remove curse spell or similar magic; dropping the creatures have disadvantage when attempting a Strength
weapon fails to end the curse. While cursed, you can only (Athletics) check to grapple you, and you have advantage on
speak infernal. A creature affected by the spell comprehend Dexterity (Acrobatics) checks to resist being grappled.
languages or a similar effect still cannot understand you
unless they know infernal.
Rash Ripper Spelleater Weapon
Weapon (dagger), rare Weapon (any melee weapon that deals slashing damage), very
You gain a +1 bonus to attack and damage rolls made with rare
this magic weapon. Whenever you deal damage with this weapon to a creature
You can use an action to cause rust and grime to coat the that is concentrating on a spell, it has disadvantage on its roll
blade. This filth remains for 1 minute or until an attack using to maintain its concentration on that spell.
this weapon hits a creature. That creature must succeed on a If an attack with this weapon breaks a creature's
DC 15 Constitution saving throw or else the wound begins to concentration on a spell, the spell is absorbed into this
irresistably itch and burn. A creature must use all its weapon for 1 minute.
movement to scratch at the wound in an attempt to soothe While a spell is stored in this weapon, you gain a bonus to
the itching and has disadvantage on Dexterity saving throws attack and damage rolls equal to half the spell level of the
and attack rolls. While the target is itching, other creatures stored spell (rounded down).
have advantage on attack rolls against it. As an action, an You may use an action to cast the stored spell from this
itching creature may make a DC 15 Wisdom or Constitution weapon. Use the spell save DC and the spellcasting ability
saving throw (their choice) to end the itching effect. modifier of the creature that cast the original spell.
If you do not cast the absorbed spell before the time limit
expires, or if you absorb a new spell with this weapon, the
Ring of Supplantation spell's energy leaves this weapon and you gain temporary hit
Ring, very rare (requires attunement) points equal to the spell's level. These temporary hit points
This ring has 5 charges and regains 1d4+1 expended charges last until you finish a short or long rest.
daily at dawn. You can expend 1 charge from the ring to cast
disguise self (DC 17 Intelligence (Investigation) check to see Staff of Storms
through the illusion).
Supplant Form. As an action, you can expend 3 of the ring's Staff, rare (requires attunement by a cleric, druid, or sorcerer)
charges. When you do, your appearance changes for 1 hour. This staff has 10 charges. While holding it, you can use an
Your appearance and voice adjust to perfectly mimic those of action to spend 1 or more charges to cast one of the following
the last creature to be attuned to the ring before you. This spells from it, using your spell save DC and spellcasting
change has no effect on your ability scores. You do not learn ability modifier: call lightning (3 charges), cone of cold
anything about that creature or know anything that that (5 charges) or fog cloud (1 charge).
creature knew. This change is indistinguishable from reality The staff regains 1d6+4 expended charges daily at dawn. If
in every way and holds up even to close scrutiny. you expend the last charge, roll a d20. On a 1, the staff
releases a bright flash of light and a crack of thunder then
turns to glass and shatters in your grasp, and is destroyed.
Screaming Bead
Wondrous Item, uncommon
This small bead resembles a bead of force, except that it has
a slight image of a skull imprinted onto it.
You can use an action to throw the bead up to 60 feet. The
bead explodes on impact, is destroyed, and creates a high
pitched wailing noise that persists for 1 minute. Each
creature within 30 feet of where the bead landed must make
a DC 15 Wisdom saving throw or drop what it is holding and
become frightened for 1 minute. If the creature ends its turn
outside of the 30 foot radius created by the bead, it attempt a
new Wisdom saving throw to end the frightened condition
early.
Each creature within the 30 foot radius while the wailing
persists has disadvantage on Wisdom (Perception) checks
that rely on hearing. Thank You
My name is Levi Fawcett, but you can find me most places as
Boomstud.
Thank you to everyone who helped me while I was creating
these items. It was a lot of work and I really enjoyed the
process. Thank you all for your support.
Thank you to The Homebrewery for the use of their online
software in making this document!
Reviewers:
-Whitney Spaulding
-Kathryn DiMartino

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