New Magic items: Boots of the Mistwalker, Cloak of the Void, Hellstrider Boots, Kimeran Bolt Caster

Caliban

Rules Monkey
Boots of the Mistwalker (Wondrous Item, Rare): These grey leather boots can enhance the Misty Step spell. The boots have three charges that can be used when the wearer uses Misty Step (via spell, item, or innate ability). If the wearer is not attuned, they can only spend a single charge at a time. Using the 2 or 3 charge abilities requires the wearer to be attuned:


1 charge: Double the range (from 30 feet to 60 feet).
1 charge: May teleport to a point within range even if you cannot see it, by specifying a distance and direction. (If you end up within an object you are shunted to the nearest open space, taking 1d10 force damage per five feet off additional distance.)
2 charges: May cast Misty Step by expending 2 hit dice (and taking that much damage) instead of using a spell slot. This option will allow you to use Misty Step even if you cannot normally cast the spell.
3 charges: May bring a living creature of your size or smaller with you when you teleport. They appear in an unoccupied space within 5 feet you.


The boots regain all charges at dawn.


Cloak of the Void (Wondrous Item, Very Rare, Optional Attunement): This black cloak can enhance any teleport spell cast by the wearer. The cloak has three charges that can be used when the wearer initiates a teleport (via spell, item, or innate ability). If the wearer is not attuned, they can only spend a single charge at a time. Using the 2 or 3 charge abilities requires the wearer to be attuned:


1 charge: double the range of the teleport.
1 charge: Remove the “space that you can see” requirement, if the teleport has one.
2 charges: If using the Teleport spell, roll twice and take the better roll when checking to see if you arrive successfully.
2 charges: May bring one additional creature on the teleport (other limitations of the spell still apply).
3 charges: May teleport an unwilling creature (they get a Wisdom Saving Throw to resist the effect.)


The cloak regains all charges at midnight.


Hellstrider Boots (Wondrous Item, Very Rare): These red and black leather boots were crafted from the preserved hide of fiends found in the lower planes. They only function for those with a fiendish taint - which includes Tieflings and Warlocks with the Fiend Patron.


If the wearer is a tiefling: As a bonus action, the wearer may expend both their tiefling racial spells (the one gained at 3rd level and the the one gained at 5th level) to initiate a “Hellstride” - they disappear in a cloud of sulphur and brimstone, appearing up to 30 feet away in an unoccupied space of their choosing. Any magical restraint or paralysis is removed as if targeted by a 3rd level Dispel Magic, using the tiefling’s charisma as the casting stat. This ability may be used while stunned.


If the wearer is a warlock with the Fiend Patron: As a bonus action, the wearer may expend two warlock spell slots of 2nd level or higher to initiate a “Hellstride” - they disappear in a cloud of sulphur and brimstone, appearing up to 30 feet away in an unoccupied space of their choosing. Any magical restraint or paralysis is removed as if targeted by a 3rd level Dispel Magic, using the warlock’s charisma as the casting stat. This ability may be used while stunned.


Once used, this ability recharges at midnight.


Kimeran Bolt Caster (Any Crossbow, Uncommon, Requires Attunement): While attuned, on the first attack of every round this magic weapon deals an extra 1d6 lightning damage.


While attuned, this weapon can conjure up to 10 magical crossbow bolts per day, one at a time. It automatically conjures and loads the bolt after every shot if held by the creature attuned to it. It does not have the “loading” property of a normal crossbow for the first 10 shots.
 

log in or register to remove this ad

Caliban

Rules Monkey
Consumables:

Restorative Elixir (Potion, Common, Consumable): This restorative healing elixir allows you to spend 1 HD when you drink it, causing you to regain HD+Con modifier hit points. You may not benefit from another Restorative Elixir until you have completed a short or long rest. It has no effect if you do not have any unspent HD available. Cost: 25 gp (The Restorative Elixir requires both an Herbalism and an Alchemy kit to create. Two characters may cooperate to create it if each one is proficient with a different kit.)

Healing Elixir (Potion, Common, Consumable) : This concentrated healing elixir heals 1d4+1 points of damage when you drink it, and then heals you another 1d4+1 point of damage at the beginning of your next two turns. (Total of 3d4+3 over 3 rounds.). Cost: 100 gp

Greater Healing Elixir (Potion, Uncommon,Consumable): This concentrated healing elixir heals 2d4+2 points of damage when you drink it, and then heals you another 2d4+2 point of damage at the beginning of your next two turns. (Total of 6d4+6 over 3 rounds.) Cost: 250 gp

Superior Healing Elixir (Potion, Rare, Consumable): This concentrated healing elixir heals 4d4+4 points of damage when you drink it, and then heals you another 4d4+4 point of damage at the beginning of your next two turns. (Total of 12d4+12 over 3 rounds.) Cost: 1,500 gp


Invigorating Elixir (Potion, Rare, Consumable): This blood red potion (also known as a “Blood Tonic”) renews and invigorates the drinkers natural racial abilities - a single expended racial ability is recharged and can be used again. Only applies to racial abilities that recharge on a short or long rest. Cost: 750 gp

Elixir of Distilled Memory (Potion, Rare, Consumable): This bottle appears to contain swirling smoke with fragments of faces and scenes forming and dissipating within it. The potion contains the distilled memory of a single creature (up to 10 minutes of memory). Upon drinking it you relive the memory, experiencing it as if it happened to you. Make a DC 15 Wisdom save, on a failure you become temporarily overwhelmed by the power of the memory, taking on the goals and personality traits of the person the memory came from. This lasts 1d6 hours, with a new save to break the effect if you are about to perform an action you would find objectionable (such as attacking your friends). Cost: 1,000 gp
 
Last edited:

LarryD

First Post
Superior Healing Elixir (Potion, Rare, Consumable): This concentrated healing elixir heals 4d4+4 points of damage when you drink it, and then heals you another 4d4+4 point of damage at the beginning of your next two turns. (Total of 6d4+6 over 3 rounds.) Cost: 1,500 gp

Shouldn't that be 12d4+12 over 3 rounds?
 


Remove ads

Top