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Etherbound Belt (req attn) 300 sp
The bearer can see creatures in the Border Ethereal that overlap with their plane as clearly as if they were fully in the bearer's plane. Such creatures appear as apparitions or ghosts.
Victorious Bracers (req attn) 400 sp
Whenever the bearer kills a creature they gain temporary hitpoints equal to the creature's Hit Die.
Dynamic Mask (req attn) 600 sp
The bearer gains +2 to Charisma saving throws.
These are either inspired by or directly lifted from a page on "Minor items". The idea is that you can hand out quite powerful abilities, and they still won't be overpowered if they require attunement. Indeed, these are excellent low-level treasures, since only at low levels do you have an attunement slot open for something as specific as this.
[STRIKE]Anklet of Translocation 1400 sp[/STRIKE]
Once per day you can spend your reaction to teleport 30 feet to a spot you can see.
My players love movement since it lets them control the battlefield, and readily snatched up this already during their first visit to the Grand Souk (as indicated by its overwritten status)
[STRIKE]Gloves of Lightning 2200 sp[/STRIKE]
These flexible leather gloves are covered with small copper rivets. Three times per day the wearer may choose to deal an additional 2d8 points of lightning damage upon a successful hit with either an unarmed attack or with a light melee weapon.
Intended for Monks etc who otherwise has many fewer ideal items.
An example for what I wasn't fully prepared for - items which allow the player to choose when to apply extra damage will invariably be saved for "the crit of the day". I don't mean to say a player crits every day, but close enough that these items really provide twice the damage than what I perhaps intended. Oh well. At least it means they won't be used during the day's first combat (if you don't roll a crit) so I guess it kind of evens out in the end.
Charger’s Headdress 3550 sp
Fashioned from a mountain ram’s horns, this headdress gives you a boost of vigor on a successful charge. This item is part of the Aspect of the Ram set.
You gain a Ram melee weapon attack, dealing 2d4 + Strength damage. You may only perform one Ram attack per round. If you move at least 20 feet straight toward a target and then hit it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Property: When you successfully ram a creature prone, you may steal its pride,giving you temporary hit points equal to the damage inflicted by the ram attack. Once you have used this property, it cannot be used again for a day.
Continuing the "possibly my design mistake" subject, I guess this item is confusing. At least one of my players thought it required you to have a "charge action".
But that's an echo of past editions - there is no "charge" action in 5E. Maybe it would have been better to avoid using the term in this carefree manner.
You might wonder why I specifically designate only one of its abilities as a "property". This is because of the item set benefits we'll discuss in ten pages or so.
The Aspect of the Ram item set is from 4E, by the way (Adventurers Vault number something, I think). Feel free to compare and contrast!
By the way: doesn't 4th edition have
the worst magic items! They're all so incredibly minor and niggly, and still so very restricted and limited. I've found the edition's items all but useless for function. I can still use them for descriptions and inspiration on "real" functionality, though. </rant>
In order to not end on a negative note, let's take one more
Fleece of the Heavens 3850 sp
This fleece cloak lets you charge unhindered through the spirit world. This item is part of the Aspect of the Ram set.
Your Speed is increased by 10 ft.
Property: When you take the Dash action, you may teleport the distance instead of running normally. Once you have used this property, it cannot be used again for a day.
Again the "charge" confusion: this item neither grants nor requires a "charge".
"through the spirit world" really suggests ethereal travel, but for simplicity I decided to keep the original mode of travel (i.e. teleportation).
The final property could have been better phrased. The intention is that with a Speed 40 ft, say, you can "teleport-Dash" 40 ft, not all of your movement that round. You get to teleport, yes, but only the distance you would otherwise Dash. And you do need to spend your action (or bonus action) on the Dash action.
All three items from Aspect of the Ram are carefully calibrated to serve a "charger build" (my design mistakes notwithstanding). There is no "charge" action, but several builds have what it takes anyway. One item even gives you the otherwise-weak Charger feat, so anyone can teleport-Dash and then still attack (with a +5 damage bonus to boot).
One more note: while the Ram attack granted by the headdress may be weaker than your ordinary attack, even if we momentarily ignore the knock prone ability it does "count double" when you activate the "steal pride" property: each point of damage doesn't only damage your opponent, it also provides you with a temporary hit point.