Darkest Items Magic items inspired by the video game Darkest Dungeon Restraining Lock Wondrous item, very rare This padlock, roughly the size of a human hand, feels cool to the touch even if placed in a roaring fire. When kept on the person of a lycanthrope, that lycanthrope is granted complete control over their transformations. The lock also ensures that their emotions and alignment are not supernaturally affected by their lycanthropic curse any more than they already have been. Shameful Shroud Woundrous Item, Uncommon This rough, patchwork cloak seems completely uninteresting, and can pass that trait on to its wearer. When worn, the you are considered by most observers to be completely forgettable and lacking in any notable qualities, treating you as a completely ordinary civilian who they will pass by without thinking about at all as long as you are in an area where they would expect to see a totally ordinary civilian. This illusion is broken if the you are seen dealing damage or otherwise calling attention to yourself, and does not work on anyone specifically keeping an eye out for an individual matching the your description or paying very close attention to you. Ceremonial Censer Woundrous item, rare (requires attunement by a spellcaster) A strange light glows from within this jewelled censer, and it requires no incense to produce its pungent smoke. The censer can be used as an arcane focus. Additionally, the censer has 5 charges, which can be spent to produce the following effects: Festering Vapours (2 charges): As an action, you may cast Stinking Cloud without consuming a spell slot.

Invigorating Vapours ( 1 charge): As an action, you target a creature of your choice within 30 feet. That creature has their AC increased by half their proficiency bonus until the beginning of your next turn.

Fortifying Vapours (1 charge): As an action, you make a creature of your choice within 30 feet regains 1d4 hit points and may add their proficiency bonus to the next saving throw they make within the next hour that they are not already proficient in. The censer regains 1d4+1 charges every day at midnight. Fleet Florin Wondrous item, uncommon (requires attunement) This small, ancient bronze coin has a strange arcane sigil engraved on one side, and a sylized bird on the other. When attuned and held on your person, your movement speed increases by 10 feet.

Childhood Treasure Wondrous item, rare This well-worn plush animal fills those who hold it with a strange sense of comfort tinged with loss. If held onto during a short rest where you expend hit dice to regain health, you may reroll a number of spent hit dice equal to your proficiency modifier. You must keep the new roll for those dice. If held onto during the entirety of a long rest, you regain all expended hit dice rather than a number equal to half your total. Only one creature can benefit from this item at a time. Bull's-Eye Bandana Wondrous item, uncommon (requires attunement) Those who wear this bandana feel their vision sharpen and their hands steady. While attuned, you do not roll with disadvantage when attacking from a ranged or thrown weapon's long range. Additionally, you may add your proficiency bonus to the first damage roll you make each turn within the long range of a ranged or thrown weapon you are using. Widowmaker Weapon (battleaxe), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls with this magic weapon. This axe and the hook attached to it were used by a legendary bounty hunter, and have blood on them that can never be washed off. If you have a free hand, you can attack an enemy with the hook as a bonus action. Make a ranged weapon attack with a range of 10/20. On a hit, the target takes 1d6 magical slashing damage and must make a strength or dexterity saving throw against a DC equal to your strength score. If they fail, they cannot willingly move away from you and will be dragged in your direction if you move away from them and you may pull them up to 10 feet closer to you as a reaction. They can repeat this saving throw at the start of each of their turns as they attempt to unhook themselves. You may only have one creature hoooked to the weapon at a time, and can yank the hook from the enemy it is stuck in with a bonus action, causing them to take 1d6 magical slashing damage and become unhooked. Mask of the Timeless Wondrous item, Legendary (requires attunement) This metal mask was recovered from the ruins of a farm that had been used as the base for a strange, comet-worshipping cult. While attuned, you may, as an action, cast Time Stop or Haste without expending a spell slot or material components. You may cast each of these spells this way once, and cannot do so again until the next dawn.

Defender's Seal Wondrous item, rare (requires attunement by a non-oathbreaker paladin) A wax seal and scrap of parchment with an oath's tenets on it, empowered by both blessings and the sheer devotion of the paladin holding it. While attuned, the pool of healing power granted by your Lay On Hands feature is increased by a number of hit points equal to your proficiency bonus times 5. Zealous Conviction Armor (plate), legendary (requires attunement by a non-oathbreaker paladin) You gain a +3 bonus to AC while wearing this magic armor. Once worn by a legendary paladin, this armor has been bathed in the blood of countless evil creatures and strengthened by the will of that great warrior. While attuned, you gain an extra use of your Channel Divinity feature, meaning you can now use Channel Divinity twice per long or short rest. Additionally, when you are damaged by a fiend, undead, aberration, or a servant of one of those creatures, you may choose to cast banishment as a reaction. Cast in this way, it does not require a spell slot or material components and can only target a fiend, undead, aberration, or a servant of one of those creatures. You may do this once, and cannot do so again until the next dawn. Shadowlace Armor (light), rare (requires attunement) You gain a +1 bonus to AC while wearing this magic armor. This well-stitched coat is made of fine fabrics and has enough padding and armored parts to be just as suited for a dungeon as a dinner party. The original Shadowlace was commissioned by a famous noblewoman-turned graverobber-turned adventurer, and many wealthy criminals and adventurers alike have created replicas over the years. While wearing this armor, you gain darkvision out to a range of 60 feet. If you already have darkvision, the range for it increases by 30 feet. If you are standing in darkness or dim light you can use an action to concentrate, as though on a spell, in order to become invisible. The invisiblity ends when you lose concentration, cast a spell, enter an area of bright light, or attack. Tomb Robber's Satchel Wondrous item, uncommon This small satchel has the symbol of an eye stitched into it, which can sometimes be seen moving around as it searches for traps and treasure. While carrying this magic item you may add your proficiency bonus to any perception or investigation checks you make to discover hidden rooms, traps, or secret compartments.

Lioness Warpaint Wondrous item, rare A container of blue face paint, made with a mixture of strange herbs and rituals and used by certain barbarian tribes to deepen the ferocity of their warriors. There is enough for a single use, and it must be applied to a barbarian. Once applied, it lasts for 1 hour, during which your rage damage is increased by half your rage damage. If your current hit points drop below one-quarter of your maximum health (rounded down), your rage damage is doubled instead. The Wolf's Tooth Weapon (halberd), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls with this magic weapon. You feel a brief surge of anger when you hold this weapon, and just a bit of shame. While attuned to this weapon you are immune to the fear condition and attacks made with this weapon can roll a critical hit on a roll of 19 or 20. Bloodied Neckerchief Wondrous item, rare (requires attunement) The blood has long since been washed away, but the smell never leaves it. While wearing the neckerchief your dexterity score increases by 2. This can increase your dexterity score above 20. Additionally, if you are wearing light or no armor and standing in dim light your armor class increases by 1, and it increases by 2 if you are standing in darkness. Sharpening Sheath Wondrous item, uncommon This sheath has a rough interior capable of supernaturally shapening blades drawn from it for a few seconds, and can be easily reshaped to fit a variety of bladed weapons. When you have this sheath on your person and you use an action to draw a weapon that deals slashing damage, you gain +1 to attack and damage rolls made with that weapon and the weapon can roll a critical hit with a roll of 19 or 20. This lasts until the end of your next turn.

Houndmaster's Whistle Wondrous item, uncommon A simple metal dog whistle engraved with the emblem used by the guards of a nearby city. You may blow on the whistle to magically conjure a wolfhound in a space adjacent to you. The wolfhound uses the statistics of a wolf, is friendly to you and your companions, and acts on its own initiative. You can telepathically command the wolfhound as an action, but it is not intelligent enough to understand any complex commands. If the wolfhound dies its body vanishes and it cannot be summoned again until 24 hours have passed. Protective Collar Wondrous item, uncommon (+1), rare (+2), very rare (+3), legendary (+4) A studded leather collar and harness designed to help protect any sort of animal that will be fighting in combat. It magically reshapes and resizes itself to whatever animal it is attached to, within reason. This item can be put on any large or smaller beast, and increases the creature's armor class by a varying amount depending on its rarity. Dirge of the Devoured Wondrous item, legendary (requires attunement by a bard) This lute appears ruined, twisted, and broken, bursting with strage crystals. Those who attempt to play it discover it can still produce music, though the sound of it is as terrible as it is beautiful. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d10 psychic damage. You can use an action to play the instrument and cast one of the following spells: Hunger of Hadar, Crown of Madness, Sickening Radiance, Psychic Scream, and Prismatic Ray. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Tyrant's Tasting Cup Wondrous item, rare A fine goblet, the appearance of which belies its sinister abilities. The cup has 3 charges. A creature can, as an action, say a certain command word, expending 1 charge and filling the cup with a potent poison. If there is a nonmagical liquid inside the goblet when the command word is spoken, the liquid is transported somewhere in the aetherial plane and the poison has the appearance, smell, and taste of the drink it replaced. This illusion wears off after 1 minute. The poison can also be removed from the goblet and used identically to a vial of poison, but loses potency after 1 minute of being outside the cup. If the poison is consumed by a creature, that creature must make a constitution saving throw (save DC 15) or take 2d10 poison damage. The cup regains 1d3 expended charges at dusk.

Healing Armlet Wondrous item, uncommon (requires attunement) An armlet made of leather and gold with a small green gem that sometimes seems to pulse when the wearer has been injured. Whenever you regain hit points while attuned to this magic item, you may add your proficiency bonus to the number of hit points restored. Last Will and Testament Wondrous item, rare (requires attunement) Exactly who this will belongs to is unclear, but you feel oddly at peace when you hold it. You have advantage on saving throws against being frightened, and can add half your proficiency bonus to the result of death saving throws. The Master Seargent's Mace Weapon (mace), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls with this magic weapon. Once wielded by a great leader of soldiers, his weapon still holds traces of his excellent leadership. You know the Guidance cantrip. Additionally, as an action while you are wielding this weapon, you may cast one of the following spells without expending a spell slot or material componenets: Aid, Heroism, and Calm Emotions. Charisma or Intelligence (your choice) is your spellcasting ability for these spells. You may only cast each spell with this weapon once, and regain all uses each day at dawn. Mirror Shield Shield, very rare (requires attunement) While holding this shield, you gain a +2 bonus to your AC. This bonus is in addition to the shield's normal bonus to AC. Despite being seemingly made of glass and crystal this is an exceptionally sturdy and reliable shield, even if the things it reflects are often strange and unsettling. While wielding this shield you have resistance to radiant damage. Additionally, if you take damage from another creature's attack you can cast Prismatic Spray (save DC 15) as a reaction without expending a spell slot or material components. You may cast this spell using the shield once, and the shield regains the ability at the next dawn.

Vial of Sand Wondrous item, uncommon (requires attunement) This clear glass vial is filled with clean, fine, desert sand. The sand is always slowly shifting, even when nothing is moving it. While the vial is kept on your person, you do not need to drink water and suffer no ill effect from extremely hot weather. Teacher's Skull Wondrous item, rare (requires attunement by a warlock) Many delve too deeply into unknowable mysteries or commune with otherworldy beings and lose their life for it. Sometimes forbidden knowlege stays trapped inside their skull, making it a useful tool for others who tread the same paths. This item can be used as an arcane focus. Additionally, the skull has 5 charges, which can be expended as an action to cast a spell from your patron's expanded spell list without expending a spell slot. You will need to expend 1 charge for level of the spell you wish to cast. For example, a warlock with an archfae patron could use this item to cast fairie fire five times over the course of 5 turns, or Dominate Person once. The skull regains 1d4+1 expended charges at dawn and dusk. Plague Doctor's Mantle Wondrous item, uncommon (requires attunement) Thick robes designed to protect a doctor treating potentially contagious patients. Someone decided to take extra precautions and have them infused with magic as well. While attuned to these robes, you have resistance to poison damage and advantage on saving throws to resist diseases or the poisoned condition. Notes on a Forbidden Experiment Wondrous item, rare A leather bound and slightly bloodstained tome detailing a shocking and grotesque series of experiments carried out by the writer. Despite the disquieting contents, the notes contain many valuable and fascinating insights into medicine, anatomy, and biology. A creature may spend 1 hour studying the notes, at the end of which they gain advantage on all medicine checks they make in the next 24 hours.

Tome of Holy Healing Wondrous Item, uncommon (requires attunement by a cleric, divine soul sorcerer, or celestial warlock) Contained within this book are hundreds of prayers for protection and good health, each addressed to a different god. The tome has 7 charges. When you cast a healing spell or class ability that requires you to roll to determine how many hit points you will restore, you may expend any number of charges to reroll that many dice. You must take the new result. The tome regains 2d4-1 spent charges at dawn. Wind-Dancer's Bedlah Armor (light), very rare (requires attunement) You gain a +2 bonus to AC while wearing this magic armor. A traditional dancer's outfit in certain parts of the world, someone has decided to reinforce this one with armor and magic. While attuned to this armor, you gain proficiency in both the acrobatics and performance skill, and your movement speed increases by 15 feet. The Adder's Fang Weapon (spear), rare (requires attunement) You gain a +1 bonus to attack and damage rolls with this magic weapon. A simple but very well-crafted spear. Venom leaks out of whatever it cuts. When you hit an enemy with this weapon, the enemy takes 2d6 poison damage in addition to whatever damage you would normally deal.