Museum of Magicks – Invisible Chain Mail

Museum of Magicks – Invisible Chain Mail

A collection carefully curated by infamous adventurers that include everything from battered trinkets to divine instruments of the gods.
by Mack Eaton    Twitter

The farmers were huddled together in their barn, the bandits had become so cocky they came in broad daylight demanding money and food. “We can’t spare any more!” The farmers pleaded “we’ve given you enough already!” The bandits displeased with this response started hurling rocks at the barn “Give us the goods n’ the coin n’ we won’t be back.” Said one of the bandits. “Least not till next week!” Chuckled one of the others. “I don’t think you should come back ever!” A loud stoic voice echoed.

The bandits turned to see a bare chested man with long brown hair standing across from them in the road, with a paper clutched in one hand. “I can only assume you’re the culprits this wanted ad is looking to have dealt with.” The leader of the bandits motions for his friends to draw their weapons “lookit this fool, he ain’t even wearin’ a shirt!” And an arrow is let loose at the man, but is deflected right off of his chest. “Aha! It is you!” Exclaimed the man as he stated his approach towards the bandits. The bandits continued to fire arrows but each was deflected off of the man’s unarmored torso. Frightened and somewhat disturbed by their inability to hit this stranger the bandits fled back into the forest.

The Invisible Chain Mail is as advertised, a set of chain mail that has been imbued with the ability to become invisible. When not equipped it takes on the form of regular chain mail, but the moment it is donned it fades away, becoming invisible to the naked eye. The chain mail is also silent, but it maintains the weight of regular chain mail, causing disadvantage on Stealth checks. Invisible Chain Mail acts as Chain Mail +1 when worn (AC: 16, with AC modifier of +1).

When performing Deception or Intimidation checks where the Invisible Chain Mail be of use (such as a sword striking your chest and causing no wound to intimidate an opponent) you have advantage. When performing an Insight check to deduce that someone may be wearing invisible armor roll against a DC of 25. An attempt to conceal the fact that you’re wearing invisible armor may be done as an Athletics check.

 

Museum of Magicks – Bell of Equilibrium

Museum of Magicks – Bell of Equilibrium

A collection carefully curated by infamous adventurers that include everything from battered trinkets to divine instruments of the gods.
by Mack Eaton    Twitter

Old man Karuther’s lived on his own out in a small house. He always found enough time to keep his own household maintained and to help neighbors with their own tasks. He was well loved within his community. One day there came shouting and screaming from within Karuther’s household, one would assume a domestic dispute but Karuther’s lived alone. When one of his neighbors came knocking the door creaked open and Karuther’s was found unconscious on the ground, most of his belongings trashed and the place was an absolute mess. When Karuther’s came to his senses he told them it was nothing, they were making a big deal about nothing, he had gotten drunk and fell over. A few weeks later the same thing happened, Karuther’s pleaded with them to leave it alone. As time went on the occurrences of the violent outbursts grew more frequent, Karuther’s was damaging not only his property but would often end up damaging the belongings of his friends. When asked who was doing all of this Karuther’s insisted “It’s me that’s doing all of this!” but none of them could believe such a kind old man would do such things.

In the end his neighbors had him committed as he would not explain to them who kept trashing his place. He just kept repeating “It’s been me all along! Save me from myself!”

This handheld bell is made of a metal that has been painted black and has a clapper with a small diamond on the tip. Around the waist of the bell is the side profile image of a smiling face looking at a face that bears an angry look. When rung the bell creates a duplicate of its caster, the duplicate lasts for one minute or until the bell is rung again. When the duplicate is summoned the player must make a DC14 Arcana Check to gain control over the copy. The duplicate shares spell slots with its caster as well as hit points. The duplicate acts on the same turn as the player and has skills and stats to match. A duplicate can only be made once per day.

Evil Duplicate

Should the player ring the bell and fail the Arcana Check the duplicate is summoned under the DM’s control with the goal of creating chaos and harm. If the player tries to recall the duplicate to the bell the duplicate can make a DC18 Wisdom save to resist the call of the bell. Regardless of Wisdom saves the duplicate will return to the bell after 1 minute of existence.

Museum of Magicks – Mimic On A Stick

Museum of Magicks – Mimic On A Stick

A collection carefully curated by infamous adventurers that include everything from battered trinkets to divine instruments of the gods.
by Mack Eaton    Twitter

Many adventurers fear the mimic, others loathe them but there was one who sought to control the mimic, to wield its power. A wizard specializing in aberrations hired adventurers to go with him on a quest to find mimics, not an easy nor ordinary task. After finding only a few the adventurers either left or were felled by the dangers associated with dungeon diving for mimics. With only 3 specimen the wizard set to work, making sure not to waste the only chances he had. After a few months without contact a family member went to check on the wizard and all they found were the wizard’s staff, a sword, two dead mimics and a bloody mess.

The mimic takes the form of a martial melee weapon, changing which melee weapon form it takes while it is out of sight or during a resting period. The mimic changes shape to match its wielder’s size whenever it uses its shape change action.

To avoid being attacked by the mimic one must grab it from the hilt or handle of whatever weapon form it takes.

Roll 1d8 to determine the mimic’s object form.

Weapon Form Roll on 1d8
Battleaxe 1
Flail 2
Greataxe 3
Greatsword 4
Longsword 5
Scimitar 6
Warpick 7
Warhammer 8

When attacking with the Mimic On A Stick you gain a +1 to the attack roll. You gain Proficiency based on which form the mimic currently takes.

Adhesive
On a successful hit the enemy becomes adhered to the mimic a huge or smaller enemy it’s also grappled by it (escape DC13). Ability checks made to escape this grapple have disadvantage.

Grappler
The mimic has advantage on attack rolls against any creature grappled by it.

Mimic Attacks
Pseudopod – Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 bludgeoning damage. The target is subjected to its adhesive trait.

Bite – Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage plus 1d8 acid damage.

If the target escapes from the mimic and moves out of range the mimic becomes inanimate. The mimic is unable to move on its own and cannot use shapechange to change into anything other than a weapon on the table above.

The mimic can be attacked and destroyed. It has 58 HP, an AC of 12 and an immunity to acid.

Museum of Magicks – The Cover of Shar

Museum of Magicks – The Cover of Shar

A collection carefully curated by infamous adventurers that include everything from battered trinkets to divine instruments of the gods.
by Mack Eaton    Twitter

The Monks of Shar live in a monastery covered in darkness, constructed underground, hiding from the light of the sun. Their training and servitude are a perilous one, as they have constructed their cloister on unstable grounds with narrow pathways and with plenty of depths to fall into. This culls the weak they claim.

Once inducted into the Monks of Shar the novices are given the Cover of Shar, a blindfold that bears Shar’s black disk with a purple border. Once a monk possesses the Cover of Shar they may make journeys and missions to the surface world, as long as the cover protects their vision from the harsh sun. Even when blindfolded the Monks of Shar move with grace and certainty as if they were able to see.

The Cover of Shar is a divine cloth, made of a brown linen and has Shar’s symbol inked onto the front. When wearing the cover across their eyes the wearer gains the Blind condition, but in their mind they can see a projection of their surroundings up to 10 feet in any direction, dark objects surrounded by a purple outline.

Enemies more than 10 feet away gain Advantage on any attacks against the wearer and the wearer has Disadvantage on any attacks beyond 10 feet. The wearer gains Advantage on any Perception check that does not use their eyes and may locate any object or humanoid within 10 feet and attack and react as normal within that radius.

Museum of Magicks – Arcane Sheath

Museum of Magicks – Arcane Sheath

A collection carefully curated by infamous adventurers that include everything from battered trinkets to divine instruments of the gods.
by Mack Eaton    Twitter

What once held a legendary Archmage’s blade now lies vacant, forgotten in the attics of an abandoned mage’s tower. Waiting for someone, anyone to offer it their blade. The sheath has no master, but when offered companionship it may choose to favor the actions of she who carries it. The sheath is finely crafted out of leather with gold stitchings holding it together and a large teardrop sapphire near the tip.

The Arcane Sheath accepts any sword or dagger of medium or small size, and grows or shrinks to fit a blade that would not normally fit. When a weapon is unsheathed it is enchanted for a short duration, imbued with the magics of the sheath. At first the sheath decides the magic imbued, but the sheath may attune itself to the wielder depending on how it feels about them as it is an intelligent item.

Unattuned

When unattuned the Arcane Sheath enchants a weapon when it is unsheathed, providing a bonus 1d8 damage on the next attack that succeeds. While enchanted the weapon counts as a magical weapon.

The type of damage is determined by rolling on the following table:

Roll Damage Type Description
1 Acid The weapon emerges from the sheath with a green liquid seeping from the metal of the blade
2 Cold A slight chill can be felt as the blade is removed, frost covering the blade from hilt to the tip
3 Fire As the blade is removed a roaring flame comes with it, dancing on the sword as it is swung around
4 Force The blade glows a pale white and emits a humming as it moves through the air
5 Lightning The sound of crackles can be heard as the blade is removed from the sheath, lightning forking off of the blade as if it were its own contained thunderstorm
6 Necrotic A dark fog surrounds the blade and faint wails can be heard as it is moved about, like the pleading of souls from another world

Attuning

To attempt to attune the sheath to its owner it must be in their possession for a minimum of a month’s time and they must be a wielder of arcane magic. To make an attempt the wielder must make a DC20 Intelligence (Arcane) check once per week after the first month of owning the sheath.

Characters who have cast a level 2 or higher Arcane spell while in possession of the sheath get Advantage on this check. The attunement check takes place during spell preparation, the sheath observing the caster intently.

When attuned the caster may select which type of damage the sheath imbues when the blade is drawn. In addition the caster may summon the sheath if it is within sight, the sheath soaring through the air to the caster’s side.

Museum of Magicks – Everfrost Satchel

Museum of Magicks – Everfrost Satchel

A collection carefully curated by infamous adventurers that include everything from battered trinkets to divine instruments of the gods.
by Mack Eaton    Twitter

Two steel buckles with snowflakes engraved upon them hold the flap shut of this weathered brown leather bag. The outside of the bag is very worn, and it sways on its leather strap as its owner struts about. Spotting some children at play in the snow he unbuckles the bag, cold air can be seen drifting out the top of the bag as he opens it. Reaching inside he feels around a bit and then pulls out a perfectly spherical snowball. He passes it to one of the children at play and then continues on his merry way.

The Everfrost Satchel is a magical leather bag with an inside that is forever cold. The satchel can be used as a portable refrigerator, but its true potential is as a creator of magical thrown weapons. Once per day the satchel can convert one gallon of water into 1d6 Everfrost Snowballs and 1d3 Everfrost Icicles.

Everfrost Snowballs

A perfect spherical icy snowball, the Everfrost Snowball packs quite a punch. When thrown as a weapon the Everfrost Snowball deals 1d4 damage plus the attacker’s Strength modifier. The snowball melts shortly after impact.

Everfrost Icicles

Resembling the tip of a spear made of ice, the Everfrost Icicle proves to be a deadly weapon. When used as a throwing weapon the Everfrost Icicle deals 1d8 damage plus the attacker’s Strength modifier. When an opponent is hit they must make a DC16 Strength save or the portion of their body struck is encased in ice. An opponent coated in ice has disadvantage on whatever actions the ice may be hindering. The ice melts after 6 rounds. The Everfrost Icicles may be used on inanimate objects as well to create a layer or seal of ice.

 

Museum of Magicks – The Interrogator

Museum of Magicks – The Interrogator

A collection carefully curated by infamous adventurers that include everything from battered trinkets to divine instruments of the gods.
by Mack Eaton    Twitter

“The Knights of Holy Judgment carry around this silver box they refer to as The Interrogator. I’ve never seen them use it, but I’ve certainly heard them use it. It sounds painful but it gets results.”

A faint warm glow emits from the one hole on the side of this rectangular silver box. The surface of the box covered in litany to Tyr, the God of Justice, with his balanced scales resting on a warhammer inscribed on the top and bottom sides. The Interrogator is large enough to fit a person’s hand and up to half of their forearm, and once a person’s hand is inside the Interrogator’s mission begins.

As a person’s hand is placed inside of the Interrogator they must make a DC20 Will save to remove their hand. Should they succeed they are not affected by the Interrogator’s inquisition, should they fail they become complacent with their current situation and the interrogation process begins.

The wielder of the Interrogator may use the Interrogator on one subject per day and may ask up to 3 questions per interrogation. Posing the same question multiple times counts as using multiple question charges. The subject is compelled to only answer the questions posed by the owner of the box and ignores all other inquisitions.

When answering a question if the subject is lying they must make a DC15 Deception check. On success there is no reaction. On failure the subject feels the light in the Interrogator burn their hand for 1d8 holy damage, and must make a DC10 + Damage Received Constitution save to not show signs of the Interrogator damaging them. Once the third question is asked or the owner of The Interrogator removes the box their hand is revealed to be in pristine condition and not burned at all.

 

Museum of Magicks – Zealot’s Mask

Museum of Magicks – Zealot’s Mask

A collection carefully curated by infamous adventurers that include everything from battered trinkets to divine instruments of the gods.
by Mack Eaton    Twitter

A metal humanoid visage with spaces for eyes and holes to breathe gazes back at you as you hold the mask in front of you. The inside of the mask bears a strange symbol, a skull surrounded by a ring of blood droplets. As you raise the mask to your face it rests comfortably against your skin, and you feel a soothing wave come across your body.

The Zealot’s Mask is connected to a divine force in a powerful way. The symbol of the god that the mask is tied to does not need to be displayed, may be displayed on the inside, or on the outside. To attune to the mask the wielder must equip the mask for 24 hours. When wearing the mask, regardless of attunement, the wielder gains advantage on any charisma checks that would involve reading their face and advantage on intimidation checks.

Once attuned to the mask the wielder may cast Augury up to 3 times per day as if they know the spell and are able to cast it. While they are wearing the mask they also start to hear a voice giving them suggestions.

The Voice of a God

When the player is wearing the mask you may occasionally provide them suggestions in the form of whispers in their mind, the suggestion is based on the god you’ve chosen for the Zealot’s Mask. An evil aligned god may suggest they kill an enemy before questioning them, while a good aligned god may have them free a captured NPC.

When whispering to the player have them make a Wisdom Save. If they succeed a DC16 they may ignore the whispers in their head, but gain advantage if they perform the action suggested. Should they succeed on a DC12 but not a DC16 they get disadvantage on any actions that would not be in favor of the suggestion and advantage on the suggested action. If they fail on a DC12 then they are compelled to perform the suggested action, and can only be stopped by intervention of others.

DM’s Note: Increase the DC of these checks as the players gain level and as they remain attuned to the mask.

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Museum of Magicks – Kinetic Shield

Museum of Magicks – Kinetic Shield

A collection carefully curated by infamous adventurers that include everything from battered trinkets to divine instruments of the gods.
by Mack Eaton    Twitter

“Physics and Magic have more in common than most realize.”

The Kinetic Shield is a beautiful marriage of science and magic, invented by a scholar and a wizard who prefer to make tools of protection instead of weapons of war. Crafted out of steel, the shield has 5 sapphires embedded around it. When an object, person or spell strikes the shield one of the sapphires lights up, storing the force of the attack within it. Built up force can then be released disarming or knocking back foes using the stored energy. Sadly as the scientific and magical advances aren’t far enough in this field the energy can only be stored for up to 10 minutes.

The Kinetic Shield provides +2 to AC. When an attack is made against the wielder and is blocked by AC one of the sapphires on the shield lights up. After 10 minutes the gem will fade and the energy stored is lost. The force of the shield can be unleashed using a Shield Bash attack (see Rules Note below).

Against a Opponent of the same size as wielder:

1 Sapphire – Advantage on a Disarm Attack to knock the opponent’s weapon away 15 feet

2 Sapphires – Shield Bash has 10 foot knockback

3 Sapphires – Shield Bash has 15 foot knockback

4 Sapphires – Shield Bash has 20 foot knockback

5 Sapphires – Shield Bash has 20 foot knockback and renders the enemy prone

When knocking an enemy back they must succeed on a Strength save of DC15. When using the shield against an opponent in a size category larger than the wielder the opponent has advantage on the save, when using it on an opponent in a size category smaller than the wielder the opponent has disadvantage.

Rules Note: Treat a Shield Bash as an Improvised Attack unless they have the Shield Master Feat, then the rules of the Kinetic shield may coincide with the Shield Master’s shove. If you are using homebrew rules for Shield Bashing feel free to combine it however you see fit.

Museum of Magicks – Comb of Follicular Fortitude

Museum of Magicks – Comb of Follicular Fortitude

A collection carefully curated by infamous adventurers that include everything from battered trinkets to divine instruments of the gods.
by Mack Eaton    Twitter

A silver comb with a handle on the shape of a mustache, this stylish brush finds itself in the hands of those with the most luscious hair or the fullest of beards. The Comb of Follicular Fortitude has the unremarkable ability to create hair on the face and head of a humanoid, the stylings being that of whatever the user desires. Beware those that know not how to wield the comb, as it may have adverse effects, for what the comb may so gracefully grant, it can also take away.

The Comb of Follicular Fortitude can be used once per day, the wielder can apply hair to any part of their face and head as they see fit and must make an Intelligence Check related to the difficulty of the hair/beard/moustache style they’re trying to pull off (base DC14, change at your discretion). The style lasts until the next day, where their hair features return to normal. Provided the wielder was successful and they were trying to disguise themselves as someone else they gain advantage in their attempt to create a visual disguise.

Should the wielder fail one of many adverse effects may happen. They may end up with the wrong style, the wrong color, hair too luscious, hair too greasy, or their hair may even fall out. Their hair will return to normal the following day, unless their hair has fallen out, enduring baldness is up to DM discretion.

Museum of Magicks – Lycan Gloves

Museum of Magicks – Lycan Gloves

A collection carefully curated by infamous adventurers that include everything from battered trinkets to divine instruments of the gods.
by Mack Eaton    Twitter

These leather gloves are lined with wolf’s fur and are extremely comfortable,  providing a very welcoming warmth. Should they be worn in moonlight they reveal their true nature for once the moon strikes the gloves the wearer must succeed on a DC15 Wisdom save or the gloves meld with the flesh of their hands, and their arms grow larger, darker and covered in hair, bursting through any clothing that would not be able to contain their hulking mass. Their hands grow large and wretched claws are produced. The claws and arms resemble that of a werewolf, and they only transform back when sunlight touches the flesh. The gloves may only be removed when they are no longer fused with the wearer.

When the wearer’s arms are transformed they are no long able to wield a weapon or shield in either hand. The wearer gains Natural Weapons in the form of a claw attack (1d6 damage) and on a successful melee attack they may use their bonus action to make a claw attack on the same target. They also gain +2 to any Strength related checks. The attacks from the claws do not inflict the Curse of Lycanthropy.

Museum of Magicks – Forgery Box

Museum of Magicks – Forgery Box

A collection carefully curated by infamous adventurers that include everything from battered trinkets to divine instruments of the gods.
by Mack Eaton    Twitter

Of all the arts, the two that find themselves intertwined most often are magic and deception. One of the rarer but more effective marriages between these two arts is the Box of Forgery. The appearance of an everyday darkwood lockbox conceals the arcane tricks within, as any mundane object placed within the box is replicated to the best of the box’s ability once the box is closed and locked. The false copy is hidden in an easy accessible compartment within the box, allowing the user to remove either the original or the fake first.

Once per day this magic device will create a copy of a mundane object when an item is placed within the box and the box is locked. The Box of Forgery is the size of a small chest, but the true dimensions are up to DM’s discretion. When attempting to create a forgery the caster must make an Intelligence Check against the DC of the complexity of the item. When attempting to reproduce a magical item the item produced will be of regular quality and possess none of the magical attributes.

A fail on the Forgery Check does not mean no item is produced, merely the quality of the forgery is sub par. The colors may be different, a key may not work on the proper lock, or a written letter may have the wrong information written upon it.

ComplexityForgery DC
Example
Normal Object
10Clothing, utensils
Complex Object15Jewelry, goods made with special ingredients
Unique Object
20A key, handwritten letter, goods made with very rare ingredients