Magical Item List
Cyrus Grant
Helwyn Strauss
Nikos Mars
Tazae Baal Draive
Trebek
Cyrus Grant
Equipped: Yes
Requires Attunement: Yes
Abilities:
This item appears to be a sword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic sword has the finesse property.
You gain a bonus to attack and damage rolls made with this weapon dependent on the weapon's rarity. This weapon deals radiant damage instead of slashing or piercing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15βfoot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Equipped: Yes
Requires Attunement: Yes
Abilities:
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 β 1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Equipped: No
Requires Attunement: No
Abilities:
Abilities: If wound up three times and let go, it can fly up to 60 feet into the air, where it circles an area and sings a lovely tune.
This could serve as a distraction, a signal, or just a source of entertainment.
It can be used for up to an hour before it needs to be wound up again. After the hour, it gently floats back down to the ground.
Helwyn Strauss
Equipped: Yes
Requires Attunement: Yes
Abilities:
Forest Affinity: You have advantage on Wisdom (Survival) checks and Dexterity (Stealth) checks made in forest terrain.
Nature's Ward: You have resistance to poison damage, and you are immune to disease.
Nature's Whispers: You can cast Speak with Animals and Speak with Plants, each once per day.
Tree Stride: Once per day, you can use a bonus action to cast the Tree Stride spell (spell save DC 17) with no components required.
Emerald Warding: As an action, you can surround yourself with a protective barrier of swirling leaves and whispering winds. For 1 minute, you gain a +2 bonus to AC and saving throws, and you take half damage from weapons that aren't made of cold iron. Once you use this feature, you can't use it again until the next dawn.
Equipped: Yes
Requires Attunement: Yes
Abilities:
Soothing Melody: Creatures within a 20-foot radius that the wearer considers friendly gain advantage on saving throws against being frightened and have any exhaustion levels reduced by one. This soothing melody lasts for 1 minute.
Nature's Call: The song of the mechanical bird has a chance to attract small friendly animals (squirrels, birds, rabbits etc.) who could be helpful in a forest environment (finding food, tracking, delivering messages).
Guidance of the Forest: Once per day, Helwynn can ask a question related to nature, and the bird will respond with a whistle or a song. The DM interprets the bird's answer.
Note: The bracelet, being an invention of love, can only be used by Helwynn. If anyone else tries to wind up the bird, it remains silent and still. This bracelet is a testament of a father's love for his daughter and his respect for her deep connection with nature.
Nikos Mars
Equipped: Yes
Requires Attunement: Yes
Abilities:
You gain advantage on Dexterity (Stealth) checks made in forest or woodland environments.
You can use an action to cast the spell pass without trace from it without needing any components. Once this property is used, it can't be used again until the next dawn.
If you fall from a height of less than 60 feet, you descend 60 feet per round and take no damage from falling. If you fall from a height greater than 60 feet, the fall damage is calculated from a height of 60 feet.
You can speak with animals, as per the spell, for up to 10 minutes after dawn and 10 minutes after dusk each day. The creatures you communicate with are more likely to be friendly to you, as they recognize the ancient spirit imbued within the cloak.
As a bonus action, you can cause the cloak to billow dramatically, even in the absence of wind. This has no game effect but can be used to add flair to your movements and actions.
Tazae Baal Draive
Equipped: Yes
Requires Attunement: Yes
Abilities:
Allows the wearer to breathe underwater and provides a swim speed equal to their walking speed for 1 hour.
Its azure gem glows brightly when submerged, providing dim light in a 10-foot radius.
The amulet has three charges and regains 1d3 expended charges daily at dawn.
Trebek