helm of the survivor
Helm of the Survivor
Wondrous item, rare
This helmet is made from bashed together metal plates from the scraps of other helmets of those who were the last to survive a battle. While wearing this helm, you gain a +1 bonus to AC and increase your maximum hit points by one hit point per level. In addition, while wearing this helmet, you will always be the last one to survive the battle. If you would be killed, you teleport to the last safe bed you slept in and are at one hit point waking up the next morning . If the last safe place you slept is not safe, the magic of the helm will continue to find the previous place until it finds a place where you are safe to wake up.
I’ve been adding the fighter’s second wind to other games, so why can DnD have stamina points? How about an item that kind of makes them happen?
Lesser Health (Rare): When healed magically and you reach your maximum hit points, the additional healed hit points spill over into temporary hit points. You can gain a number of temporary hit points up to 1/4 your maximum hit points while this dull shiny sphere orbits your head. These temporary hit points are lost when you take a long rest.
Health (Very Rare): As per the ioun stone of lesser health, but you can have a number of temporary hit points equal to 1/2 your maximum hit points while this bright sphere orbits your head.
Greater Health(Legendary): As per the ioun stone of lesser health, but you can have a number of temporary hit points equal to your maximum hit points while this miniature star orbits your head.
Listening to the Bone and Sickle podcast and I had an idea!
Red Cap Tooth
Wonderous item, rare
You have a gnarled, decayed tooth of a vile recap. The tooth though fills you with the luck of the Fey. As a reaction, you can reroll a single d20 you just rolled and are forced to take the second result, even if worse. You may do this two times per day, but if you attempt this a third time, the tooth crumbles to dust.
How about an item three ways? Here is the DnD 5e way.
Wondrous item, very rare
This heavy cold iron spike contains some of the oldest necromancy in existence. As an action, you may make a melee weapon attack with with you are proficient with the spike against an undead creature that is adjacent to a surface, either vertical or horizontal. On a hit against an undead creature, the target must make a DC 19 Constitution save. On a failure, the creature is impaled against the surface. The creature cannot remove the spike if it failed the original save nor can it use magic or abilities to cause another creature to remove the spike via mind control. A creature may willingly removed the spike ending the effect against the original target. On a successful save, the creature just takes 1d6 magic piercing damage with no other effect.
Have a fighter who hates mobile creatures? Flying creatures making the barbarian cry? Well how about his one?
Wondrous item, rare
This set of manacles magically locks on only one your wrist with a command. As part of successful grapple, you my lock the other half of the manacles on the creature. That creature cannot move more than 5 feet from you, nor can the creature pull you. You may move that creature with no effort. You are not considered to be grappling the creature as both your hands free with the chain holding you two giving you enough space, but the creature is considered to be grappled by you. You may free the creature at any time by mental command that uses not action. The creature can not teleport, not change size, nor move to another plain or go ethereal. The chain between the manacles can not be cut, even by adamantium weapons. The creature can escape as an action with a DC 15 Strength(athletics) or Dexterity(acrobatics) check.
Want a item that you can use to out maneuver the Lawful Good paladin in your life. I’ve got a dark gift for you!
Ring of the Lie
Wondrous item, uncommon (requires attunement)
This beautiful woven ring appears to as a mundane white gold ring that is made by a patron of a warlock who needs to navigate social situations delicately. Any character casting detect magic must succeed on a DC 20 Intelligence (arcana) check to detect as magical. Any character who puts on the ring must make a Wisdom saving throw DC 20 to prevent a curse from strikingthe curse this item provides. If the character fails the save, while they wear the ring, they perceive the warlock who gave them the ring or any character operating under the guidance of the warlock’s patron as mundane. Demons appear as commoners, fey agents appear as normal animals, and horrors from beyond the stars all appear as statues. The warlock’s spells and vile incantations appear as normal magic that is non-evil. Detect evil and other abilities used against that warlock, his patron, and and any agents of the patron will fail. If the warlock, his or her patron, or an agent of the patron uses his or her powers against a person wearing the ring they may make another saving throw with advantage to end the curse. These rings are often given as presents from the patron to local lords and fellow adventurers to help ease the acceptance of the warlock into an area or group.
More DnD Madness!
Cloak of The Storm Lord
Wondrous item, very rare (requires attunement)
This cloak is a threadbare cloak made from the hide of some giant beast. It smells or age and ware, but it has been passed down through time from one giant chief to another. During that time it has observed the air of command of all those chieftains and passes it to the wearer. Once per day the wearer may should the command word of “KNEEL!” All creatures with the giant type within 60 feet of the wearer must make a Wisdom saving throw with the DC equal to 18 or your spell saving DC, whichever is higher. Any who fail are effected by the spell dominant person, ignoring their creature type and number of creatures affected. This ability renews at dawn of the next day.
The bigger they are, the bigger you become!
Boots of Equal Footing
Wondrous item, rare
These boots are crafted from the skin from the skins of a gigantic bison. Once per day, when you are within 30 feet of an enemy, you may stomp both your feet, and you instantly become as large as the enemy really is treating your Strength score as the enemy’s true Strength score is. All items you are carrying increase in size with you, but still only provide the same number of uses ( a healing potion will only heal one character if drank). This change lasts for one hour or until will the change to stop. The charge on the item will refresh at dawn the next day.
I’ve heard this phrase a few times in game desing- “Spell in a Box”. Might not be a great item to repeat a ton of times, but how about making one one time?
Spell in a Box
Magical masters often tire of their servants failing them time and time again. This box is the result. Any spellcaster may cast any spell into a Spell in a Box paying all costs at the time of the spells casting. The spell remains active for a number of days equal to the spells level. At anytime before the spell dissipates, anyone can use the Spell in a Box as an action to cast the spell. When the spell is cast from the box, the spell uses original casters proficiency, ability modifier, and other bonuses to cast the spell, but the creature using the Spell in a Box may determine the effects, range, targets, and any other choices made when the spell is cast.
My players are a bit flustered in Pathfinder Society. They hate always having the wrong still on the wrong day. Let’s see if we can fix that.
Tome of Knowledge
Aura medium transmutation; CL 10th; Weight 1 lb.
Slot none; Price 3000 gp
Once per day, by reading this book the reader can change known knowledge skill to one other knowledge skill. If the new skill is not a class skill for any of the characters classes, that character does not get the training bonus associated with having ranks in that skill. This effect last for eight hours.
Craft Wondrous Item, Barrow Skill; Cost 1500gp