A few items

Staff of Sleepers
Rare, requires attunement by a wizard, sorcerer or bard
This is a sea-bleached length of driftwood, twisted and light.
This staff has 10 charges and recovers 1d8+2 charges at dusk; if you expend the last charge it crumbles 1-in-20.
While holding this staff, you and all those within 10 feet of you are immune to magical sleep.
All other properties require attunement.
While holding this staff you can use an action to expend 1 to 5 charges to cast the sleep spell at 1st to 5th level, or 5 charges to cast the dream spell.
While holding this staff you can use 10 minutes to expend 8 charges to cast the symbol spell (sleep only) with no material components. Any previous instance of the symbol spell cast in this way fades.

Mortal’s Staff
Rare, requires attunement by a wizard or cleric
This is a straight simple walking staff, cord wrapped.
This staff has 10 charges and recovers 1d8+2 charges at dawn; if you expend the last charge it  crumbles 1-in-20.
Aberrations, Celestials, Fey, Fiends, Elementals and Undead take 1d12 force damage each round they spend with the staff in their possession.
All other properties require attunement.
While holding this staff, creatures cannot teleport into or out of an area 10 feet around you, nor can they use portals or other trans-planar travel.
You can expend  1 charge to cast protection from good and evil, 3 charges to cast magic circle, or 4 charges to cast banishment.

Oathbrand
Rare
This sigil at the end of this iron glows a dull red at all times. If an oath is sworn within thirty feet of the iron, it glows bright red (as a candle) and smells of sulfur. If pressed into the flesh of a creature while that creature swears an oath, it leaves a painless, old scar. Should the oath be broken within 30 days of the ritual, the angry scar erupts into literal flame, dealing 6d8 fire damage, constitution save DC 13 for half (though the mark remains noticeably altered).
The brand may otherwise be wielded as club, or a torch if an oath is spoken.

Hunter’s Mark
Uncommon
This dagger’s pommel has a talon seal embossed on it. As a minor action it can be pressed onto a victim, requiring an attack. If you succeed, it is mystically marked for as long as you maintain concentration, giving you advantage on wisdom (perception and survival) checks you make to find it, and extending the range of divination spells you cast relevant to the creature by a factor of one thousand.

Bottled Common Dream
Common Consumable
This unctuous liquid causes the drinker to fall into a magical sleep (DC 10 wisdom save negates). If a sleeper does fall asleep, they will have any dreams whispered to them, and may believe the dreams to have been real should they fail an investigation check upon awakening.

Lyrium Potion
Rarity Varies Consumable
I’ve spoken of this before, a potent thaumaturgical brew which brings power at the cost of madness. The imbiber regains a spell of up to the indicated level, which must be used within the next minute.
Common: 1st
Uncommon: 2nd
Rare: 3rd
Very Rare: 4th
Legendary: 5th
Whenever you drink a lyrium potion, lose a number of hit dice equal to the level regained; roll all such dice. If any come up 1, acquire a new medium-term insanity. If you lose more dice than you have remaining, automatically gain a short term insanity as well.

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About lackhand

I was born in 1984 and am still playing games, programming computers, and living in New York City. View all posts by lackhand

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