Debonair Hat (Relic)
“Twas the night before Christmas and we see through the village
Not even the bandits were set out to pillage
The adventurers were snoring their heads on the tables
all of the horses and mules in their stables”
A harmless-looking silk hat that serves as the phylactery of an incredibly powerful lich named Phrosz’Chi. He has sworn an eternal vow of vengeance against the wizard who forced him into this form, San’Tah Krauss.
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- When placed on liquid water or ice, the hat rapidly forms a body made of snow to inhabit. The body has the statistics of the Lich (Monster Manual), except with the following changes:
- Cold Absorption: Whenever this creature is subjected to cold damage, it takes no damage and instead regains a number of Hit Points equal to the cold damage dealt.
- Damage Vulnerabilities: Fire
- When placed on liquid water or ice, the hat rapidly forms a body made of snow to inhabit. The body has the statistics of the Lich (Monster Manual), except with the following changes:
- Absolute Zero. Ranged Spell Attack: +12 to hit, range 120 ft, one creature. Hit: 6d6 cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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- Ice Wall: This creature can cast the Water Wall spell at will without needing material components or spell slots. The conjured wall is always made of solid ice as outlined in the spell.
- A willing creature may make a pact with Phrosz’chi for greater power, so long as both are willing. When pact-bonded to Phrosz’chi in this way, a creature gains access to all the above features, and may use Phrosz’Chi’s +12 spell attack bonus/18 spell save DC instead of its own when casting a spell.
- So long as a creature is wearing the hat or bonded to Phrosz’Chi, it can hear Phrosz’Chi’s voice. His personality is sharp, abrasive, and high-spirited. He laughs a lot, even when things aren’t funny. Has a surprising softness towards children, but will dismiss this if it is ever brought up.
Dedicated to Bluejay
Spider Lily (Legendary, requires attunement)
“Once loved, twice separated. If we meet again, let it be under a more peaceful moon.”
Legends say this pistol was crafted for a mourning wife seeking vengeance for her spouse’s murder. The spider lilies engraved along the barrel represent their abrupt parting, and are said to be a vow to find peace however one can.
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- This weapon is a pistol with a +3 bonus to attack and damage rolls. It has a close range of 80 ft and a long range of 300 ft. It deals 3d8+Dex fire damage on a hit.
- A creature attuned to this weapon may choose one of two firing modes: Crimson Lily and Verdant Leaves. The mode can be changed up to once a day.
- Crimson Lily:
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- Whenever you reduce another creature to 0 HP, your next attack deals an additional 3d8 fire damage. .
- Onslaught: As an action, you may make four attacks with this weapon, each with disadvantage. If all four of them hit other creatures, your first weapon attack on your next turn has advantage.
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- Verdant Leaves:
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- While holding this weapon, bludgeoning, piercing, and slashing damage that you take is reduced by 3.
- Sureshot Kill: If you missed a weapon attack this turn, you have advantage on attacks with this weapon on the same turn.
Dedicated to Claire
Companion Vest of Protection (Rare, requires attunement)
“If the bright colors don’t turn enemies away, I’m sure the spikes will.”
A multi-colored vest magically fitted to be able to be worn by any assortment of potential animal companions. When approached by hostile creatures, the beast can activate a defensive layer of spikes to protrude from the vest.
- The creature attuned to this vest may use an action to activate the defensive magic of this item, causing magic spikes to protrude from the vest. Otherwise, the vest activates automatically when the creature wearing this vest takes damage. Whenever a creature hits the creature wearing this vest with a melee attack, the attacking creature takes 3 Force damage. This effect lasts for 10 minutes and can be stopped early using an action.
Dedicated to Sean
Chill Axe (Rare)
“Slow down there, partner!”
An ornate silver axe embossed with a glowing blue metal. The air around it is perpetually colder than the surrounding environment, giving off a continuous hazy mist.
- A creature hit with this weapon has their speed halved until the start of your next turn.
Dedicated to Gwen
Tenacious Whip (Very Rare, requires attunement)
“Well, you know what they say. What doesn’t kill you inevitably awakens something inside of you.”
A well-crafted leather whip with a silver tip reminiscent of a quill pen’s tip. Inside the tip is an empty vial.
- If you hit a creature with this weapon, you gain 2d4 temporary hit points that last until the end of your next turn.
Dedicated to Morgan
Magic Bang-Gun (Very Rare, requires attunement)
“Click-BOOM!”
A pistol that, when the trigger is pulled, emits a loud BANG! and reveals a flag with the word “BANG!” embroidered into it. Works very well the first time someone’s seen it, less so the next 3. It’s funny again the 3rd time, though.
- You can use an action to pull the trigger on this gun. Each creature you choose within 120 feet of you must make a DC20 Wisdom saving throw or take 10d6 psychic damage, half on a success. This item only works once on a creature.
Dedicated to Christa
The Staring Shield (Very Rare, requires attunement)
“Sometimes I get the faintest sense that someone is watching me.”
A beautiful silver shield engraved with a countless number of eyes that seem to follow no matter where one stands. Whenever out of sight, the unnerving sense of being watched causes increasing discomfort.
- Whenever creatures that can see you target a creature that is not you, they must first make a DC18 Wisdom saving throw. If they fail, their first attack roll against that target this turn has disadvantage. A creature that succeeds this saving throw is immune to its effects for 24 hours.
Dedicated to Paul
The Magic Mic (Rare, wondrous item)
“Oh, you don’t wanna know what I have to do for twenties.”
A cheap-looking toy microphone adorned with glitter and plenty of plastic. Legend says those who speak into it can reach the far ends of the universe.
- When you sing into this microphone, make a Performance check against a DC 10. If you fail, you summon 1 male performance artist, which has the stat block of a Commoner as described in the monster manual.
- If you succeed you summon 1d4+1 male performance artists.
- If you succeed the DC by 5or more, you summon 3d4+1 male performance artists.
- If you succeed the DC by 10 or more, you summon 5d4+1 male performance artists and every creature within sight must make a DC 20 WIS saving throw or be charmed for 1 minute while the male performance artists dance. While a creature is charmed in this way, they are considered incapacitated and their speed is 0.
- After 1 minute, all summoned male performance artists and The Magic Mic disappear in a puff of smoke and glitter.