Equipment and  Wearables

Equipment with a ℂ symbol are possibly cursed, but not always. Cursed effects are hidden until activated.

Cursed determination may be based on narrative situations, or the standard method is the DM rolling to determine based on rarity. To be cursed, the highest result must be rolled on the corresponding die. Common: d20, Uncommon: d12, Rare: d8, Very Rare: d6, Legendary: d4, and Artifact: d2

Bane's Cloak

Very Rare

A powerful magic cloak that seems generations old. 

Can cast gust at will up to 4 times a day. 

The cape is cursed to blow constantly and the wearer always feels a slight chill. Disadvantage on stealth and perception related to hearing as the wind gusts over your ears.

The cape has 3 charges and regains 1 charge each day. Charges can be spent in the following ways:

1 Charge: Wind Wall, Dust Devil

2 Charges: Fly, Warding Wind

3 Charges: Cloud Kill, Teleport

Teleport can only be cast on yourself and one additional willing creature. 

Belt of Returning NEW!

Very Rare

A finely crafted dark leather belt with three loops, each decorated with a shard of sapphire. The magic of the belt leaves an invisible mark on the surface of the weapons stowed in each loop and invisibly inscribes the name of the item on the sapphire shard.

Three one-handed weapons with the thrown property can be 'attuned' to the belt. When a weapon, from the belt, is thrown at an object or creature, hit or miss, the weapon will return to the belt at the end of your turn.

Boots of the Vigilant NEW!


While you wear these boots, you can sense impending danger. After you roll initiative, you can choose to roll 1d8 and add it to your initiative roll.

Once this ability is used, it cannot be used again until the next dawn.

Bracers of Infinite Healing NEW!

Very Rare

On these bracers there are 2 lit gems. Each gem has a charge capable of healing a creature you can touch up to their maximum hp. Once used, the bracers lose a charge. The bracers do not regain a charge until unattuned and given to a new creature to attune to. A creature that has used this item before, can never again attune to it. There are no other means of charging the bracers, magic or otherwise.

This cannot bring a character back from death, but may heal someone that is unconscious. 

Cloak of Vitality Transferance NEW!


The Cloak of Vitality Transference is a magnificent cloak woven from threads of celestial energy and infused with powerful restorative magic. When the wearer activates the cloak's ability, a brilliant shower of radiant light cascades from the heavens, enveloping fallen allies within a 30-foot radius. Up to ten fallen creatures within range are instantly revived, their wounds healed, and their life force rejuvenated.

However, such a miraculous revival comes at a great cost. The wielder of the Shroud of Resurgence must endure a tremendous burden, sacrificing their own vitality to channel the magic. Upon activating the cloak's ability, the wielder immediately suffers 6 points of exhaustion, representing the immense strain placed upon their body and soul. The soul is immediately shredded during this process and the caster cannot be revived in anyway.

To use this power, you must cast your weapons and shields to the side and reach for the heavens.

While wearing the Cloak of Vitality Transference, the bearer gains the following benefits:

Note that the Cloak of Vitality Transference can only be used to cast Revivify once before it turns into a normal cloak.

Kraken Shield, +2

Very Rare

While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. The kraken scale shield allows you to take half damage from lightning and fire damage attacks while equipped.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Loren's Feathered Hat


While wearing this hat, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply--using a bonus action to do so--while your focus on it continues.

Detect thoughts can be used 3 times per day. Must share a language to comprehend thoughts.

While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.

Spiked Breastplate


The breastplate is masterfully crafted to adjust to fit the wearer's body, providing both protection and flexibility in battle. The surface of the steel is polished to a brilliant sheen, which seems to shimmer and change colors in different lighting, lending the armor an otherworldly appearance.

The spikes on the breastplate are its most striking feature, protruding menacingly from the front and sides of the chest. The spikes are made of the same blue steel as the armor, sharpened to razor points that can pierce through armor and flesh with ease. They serve both a defensive and offensive purpose, acting as a deterrent against attacks while also inflicting damage on enemies who dare to come too close.

Difficult to find and quickly grabbed up, blue steel is frequently purchased by undead hunters and dungeoneers worried about aberrants within the depths. Blue steel has a pleasant warmth to it, and wearing blue steel armor in sunlight is reported to feel as if the sun were still shining gently through.

You have a +1 bonus to AC while wearing this armor. When an grappled, restrained, or otherwise touched, the spikes on the armor deal 1d6 damage. This effect is not applied when hit with a spell or weapon, but only a physical part of a creature or other attacker.

Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.