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Thread: 1001 Homebrew Magic Items

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    Halfling in the Playground
     
    WolfInSheepsClothing

    Join Date
    Nov 2023

    Default Re: 1001 Homebrew Magic Items

    I will not be able to figure out the rarity of any of these, so if you guys could help, it would be appreciated. In case it wasn't clear, the curses are not revealed when you attune to the item. This are all 5e

    356.

    The Red Wolfskin cloak.
    Requires Attunement
    This magical item is a wolfskin that has been made into a cloak and dyed red.

    It has 5 charges and regains 1d4 charges at dawn

    You may spend charges to gain 1 of the following benefits until your next short rest, or until you pick a different property to activate

    • Advantage on perception and deception checks
    • You gain a natural bite attack that does 1d8 peircing damage
    • You appear as an elderly version of yourself
    • You wild shape into a wolf (This effect can be ended early)


    Curse:When you use the last charge, roll a d20. On a 1, you become infected with lycanthropy until your attunemet ends

    367.
    Red's Goody Basket
    Requires Attunement
    This basket is filled with tasty treats.
    As an bonus action, you may pull a treat out of the basket. This treat functions as a goodberry created by goodberry, but it heals for 10 HP and cures all diseases
    The treat basket refilles with 1d4+3 treats every dawn.

    Curse: Whenever the attuned character is traveling through an area and the DM has a random ecounters table for that area, the DM may roll twice and pick which one to use. Whenever you travel through a forest, you are guarenteed to encounter from 1 to 3 werewolfs.

    368.
    The Woodsman's Axe
    Requires Attunement
    This +1 greataxe allows you to cast find the path 3/day, but only in the wilderness. It is also a silvered weapon, and any creature vulnerable to silvered weapons takes double damage from this weapon. In addition, the attuned user is immune to the effects of lycanthropy

    Curse: The attuned character must make a DC 15 wisdom saving throw upon seeing a lycanthrope, or be effected by a 9th level geas spell to destroy the lycanthrope. The spell ends when the lycanthrope is knocked unconscious, and the effect can only trigger once per individual lycanthrope

    What do you guys think?
    Last edited by crabwizard77; 2023-11-08 at 10:08 AM.