Welcome to the Secret Shop! Introduction Here within lies a collection of various magic items and consumables inspired by the video game DOTA 2 by Valve. Each of these items has had some liberties taken from their DOTA 2 counterpart and not all items within DOTA 2 were implemented as some I felt like weren't interesting enough or would have been too difficult to be ported over. Sorry iron branch, that means you too. I'd like to thank anyone who has helped with with the creative process and helped balance these items and given me feedback on them. You know who you are. I also like to consider this a work-in-progress. Though an attempt has been made at polishing the mechanics here, some changes are bound to come to me at a point. Do check back at certain intervals to see if something here has changed or if something has been added. Consumables Item Rarity Enchanted Mango Uncommon Clarity Uncommon Smoke of Deceit Rare Dust of Appearance Rare Observer Ward Uncommon Magic Items Item Rarity Rod of Atos Uncommon Vanguard Rare Blink Dagger Rare Ghost Scepter Rare Soul Ring Rare Medallion of Courage Rare Mekansm Rare Eul's Scepter of Divinity Rare Sange Rare Yasha Rare Aeon Disk Very Rare Manta Style Very Rare Crimson Guard Very Rare Silver Edge Very Rare Blade Mail Very Rare Bottle Very Rare Diffusal Blade Very Rare Battle Fury Legendary Scythe of Vyse Legendary

Magic Items (cont.) Item Rarity Desolator Legendary Echo Sabre Legendary Aether Lense Legendary Monkey King Bar Legendary Abyssal Blade Legendary Daedelus Legendary Mjollnir Legendary Butterfly Legendary Dagon Legendary Gem of True Sight Legendary Linken's Sphere Legendary Assault Cuirass Artifact Radiance Artifact Sange & Yasha Artifact Satanic Artifact Bloodthorn Artifact Black King Bar Artifact Heart of Tarrasque Artifact Divine Rapier Artifact Magical Item Descriptions Consumables Enchanted Mango Magical fruit, uncommon This ripe mango gently hums with a magical aura and looks plump and juicy. You can eat the mango as an action. You regain one 1st level spell slot. The mango also acts as a days worth of nutrition and sustinence. Clarity Potion, uncommon A bottle of enchanted water used by mages and monks to help keep their focus. You can drink the potion as an action. As long as you maintain concentration for an hour, as if you were concentrating on a spell, you regain a spell slot of 2nd level or lower. Smoke of Deceit Wonderous Item, rare A smoke bomb filled with various alchemical agents, you can use an action to use the bomb. Each creature within 30 ft of you, including yourself, becomes invisible for 1 hour, as if they had the invsibility spell cast on them. Attacking or casting a spell causes the invisiblity to immediately end. While invisible this way, each creatures land speed increases by 10 feet.

Dust of Apperance Wonderous Item, rare A pouch of mystical dust, you can spread it around as an action. Invisible objects are immediately revealed. Invisible creatures get to make a Dexterity saving throw to resist the effect, the DC of which is 15. On a failed save, an invisible creature is immediately revealed and has its speed reduced by 10 ft. This effect lasts for 1 minute. Observer Ward Wonderous Item, uncommon A common item used by mages, you can plant a ward as an action. A ward has an AC of 5 and 10 hit points. After being planted, the ward turns invsibile and activates. It is immune to poison and psychic damage. As an action at any point after planting it, you can see through the wards eyes as if they were your own. You cannot use your own senses and instead see as the ward does. It has darkvision out to a range of 30 feet. You can stop seeing through the wards eyes as an action. The ward is permanent until something destroys or removes it. If it is removed, it immediately crumbles. Magical Armor Vanguard Shield, rare (requires attunement) This is a powerful shield that defends its wielder from even the most vicious of attacks. Whenever you take bludgeoning, piercing, or slashing damage from nonmagical sources, you reduce that damage by 3. Crimson Guard Armor (any medium or heavy), very rare (requires attunement) A mighty piece of armor that prevents even the mightiest of blows. Allies within the vicinity of those who wear it feel protected. You gain a +2 bonus to armor class while wearing this armor. In addition, you reduce nonmagical piercing, slashing and bludgeoning damage by 3 while wearing this armor. As a bonus action, you can shroud your allies in a protective shield. For the next minute, each creature of your choice other than you within 30 ft of you reduces nonmagical piercing, slashing, and bludgeoning damage they take by 3. You regain use of this ability at the end of a long rest. Aeon Disk Shield, very rare (requires attunement) This item is a powerful artifact, protecting its users from imminent harm. You gain a +1 bonus to armor class and saving throws while attuned to this item. At the end of a long rest, death ward is automatically cast on you and it lasts until either the spell would end normally or until you finish another long rest. Assault Cuirass Armor (any heavy), artifact (requires attunement) This suit of armor has seen many battles and its mere presence has determined the outcome of wars. You gain a +3 bonus to armor class while wearing this armor. Each creature of your choice within 30 ft of you gains a +1 bonus to their AC and saving throws. Each creature within your armors aura has their defenses weakened, making them more succeptible to damage. Creatures of your choice within 30 ft of you take an additional 3 extra damage whenever they take piercing, slashing, or bludgeoning damage. Magical Weapons Diffusal Blade Weapon (longsword), very rare (requires attunement) This powerful blade cuts swaths right into a creatures soul. You gain a +2 bonus to attack and damage rolls with this weapon. Whenever you hit with an attack from this weapon, the target takes 1d4 additional force damage. As a bonus action, you can slow a targets speed significantly. The target must make a Constitution saving throw, the DC of which is 16. On a failed save, the targets speed is reduced to 5 feet for the next minute. The target can repeat its saving throw at the end of each of its turns, ending the effect on a success. You regain use of this ability at the end of a long rest. Blink Dagger Weapon (dagger), rare (requires attunement) This dagger glows with blue runes. Holding it alone makes you feel incredibly swift. This dagger has 3 charges. You regain all charges at the end of a long rest. While holding this dagger, you can use a charge to cast misty step.

Echo Sabre Weapon (any sword), legendary (requires attunement) You gain a +2 bonus to attack and damage rolls with this weapon. Whenever you take the attack action on your turn with this weapon, an echo of the attack you just made strike out. You make a single extra attack as part of that action but you use the same roll as the attack before it. You can choose to use this feature after you make the attack roll but before applying the effects of the attack. You regain use of this feature at the end of a long rest. Silver Edge Weapon (any sword), very rare (requires attunement) This sword was once used to slay an unjust king, betrayed by his closest ally. The kingdom then fell into disarray and chaos. The blades edge is lined with a thin layer of silver. You gain a +1 bonus to attack and damage rolls with this weapon. This weapon has three charges. You regain all charges at the end of a long rest. You can expend a charge to turn yourself invisible for one minute as a bonus action as if you had the invisiblity spell cast on you. Your first attack roll made after casting this spell has advantage and deals 2d6 bonus force damage whenever you hit. You regain use of this ability at the end of a long rest. Bloodthorn Weapon (short sword), artifact (requires attunement) This blade seems to strike deeper into its foes with each strike, accenting each wriggle of its victim's final throes. You gain a +2 bonus to attack and damage rolls with this weapon. As an action, you can mark a creature for death. For the next minute, the first attack on each turn that hits the creature is automatically a critical hit. You regain use of this feature at the end of a long rest. Butterfly Weapon (short sword), legendary (requires attunement) A small and nimble blade, it is deceptively easy to handle and only the most worthy of warriors can wield it. You gain a +2 bonus to attack and damage rolls with this weapon. Whenever you roll initiative while wielding this weapon, roll a 1d8+1. You gain a bonus to your armor class, initiative, and your Dexterity saving throws equal to the result on that die. In addition, while wielding this weapon, you can take the dash action as a bonus action. Mjollnir Weapon (warhammer), legendary (requires attunement) A hammer infused with the energies of a dwarven god, its strikes enhance its wielders blows with lightning. You gain a +2 bonus to attack and damage rolls with this weapon. The bonus damage is lightning. Whenever you hit with a critical hit on this weapon, the target takes 4d6 bonus lightning damage and each enemy creature within 10 ft of the target takes half that much damage. You do not double this bonus dice for the critical hit. As a bonus action, you can wrap a target in lightning. For the next minute any creature that hits them with a weapon attack and are within 30 ft takes 5 lightning damage. You regain use of this ability at the end of a long rest. Daedalus Weapon (heavy crossbow), legendary (requires attunement) A weapon of incredible power that is difficult for even the strongest of warriors to control. You gain a +2 bonus to attack and damage rolls with this weapon. Your attacks with this weapon deal 1d10 bonus piercing damage on a hit. In addition, your attacks critically hit on a natural roll of 18-20. As a bonus action, you can increase your critical range to 15-20 for the next minute. You regain use of this feature at the end of a long rest. Sange Weapon (longsword), rare (requires attunement) Sange is an unusually accurate weapon, seeking weak points automatically. You gain a +2 bonus to attack and damage rolls with this weapon. On a critical hit, you reduce the targets speed by half. Yasha Weapon (longsword), rare (requires attunement) Yasha is regarded as the swiftest weapon ever created, being deceptively light and nimble for its size. You gain a +2 bonus to attack and damage rolls with this weapon. While wielding this weapon, you can treat it as having the finesse quality. Your land speed increases by 10 feet. Sange & Yasha Weapons (two longswords), artifact (requires attunement) Combined together, these two weapons effects synergize together harmoneously. If you already have Sange and Yasha individually, you can link them together with a ritual that takes one hour. At the end of that ritual, the weapons become linked, almost as if one. You must attune to both weapons to gain the benefits. Whenever wielding either of the weapons, as long as the other is in your possession and you're attuned to both, you gain the following benefits: You gain a +3 bonus to attack and damage rolls with this weapon.

While wielding this weapon, you can treat it as having the finesse and light quality. Your land speed increases by 20 feet.

On a critical hit, you reduce a creatures speed to 0. Radiance Weapon (greatsword), artifact (requires attunement) A divine weapon that causes damage and a bright burning effect that lays waste to nearby enemies. You gain a +3 bonus to attack and damage rolls with this weapon. As a bonus action, you can activate this swords aura. Whenever you activate the aura and at the start of each of your turns afterward, each creature of your choice within 30 ft of you takes 9 radiant damage.. The sword also sheds bright light for 15 feet and dim light for another 15. You can turn off this aura as a bonus action.

Abyssal Blade Weapon (greatsword), legendary (requires attunement) A great blade once wielded by a demon general is now a highly sought out weapon as it cuts into enemy's souls. You gain a +2 bonus to attack and damage rolls. Whenever you hit with a critical hit while wielding this weapon, the target must make a Constitution saving throw, the DC of which is 16. On a failed save, the creature is stunned until the end of their next turn. This weapon has three charges. You regain all charges at the end of a long rest. You can spend a charge and use a bonus action to have demonic energies empower the blade. For the next minute, the first target you hit with this weapon must make a Constitution saving throw, the DC of which is 16, or be stunned for one minute. The target can make the saving throw again at the end of each of its turns, ending the effect on a success. Monkey King Bar Weapon (quartstaff), legendary (requires attunement) This weapon guides the attacks of its user, seemingly almost never missing. You gain a +2 bonus to attack and damage rolls. In addition, whenever you miss with a weapon attack on your turn, you can reroll that attack and take the higher result. Manta Style Weapon (waraxe), very rare (requires attunement) A mystical axe that confuses enemy ranks, causing them to see multiple enemies. You gain a +3 bonus to attack and damage rolls with this weaopn. In addition, as a bonus action you can cast mirror image using this weapon. You can use this ability two times. You regain all uses at the end of a long rest. Desolator Weapon (glaive), legendary (requires attunement) This weapon rends a foes defenses, making them succeptable to harm You gain a +2 bonus to attack and damage rolls with this weapon. This weapon has five charges. It regains 1d4+1 charges at the end of a long rest. Whenever you hit a creature with an attack from this weapon, you can spend a charge to rend their defenses. The target must make a Constitution saving throw, the DC of which is 17. On a failure, the creature has their armor class reduced to 10, if it was higher, for the next minute. Battle Fury Weapon (battleaxe), legendary (requires attunement) An axe that can wipe out whole armies, this weapon is a tool to be feared. You gain a +2 bonus to attack and damage rolls with this weapon. Whenever you hit with a weapon attack on your turn, you can make another weapon attack against a creature within 5 ft of the target and within your reach. You can only make this extra attack once a turn. In addition, whenever you hit with a melee weapon attack using this weapon, each creature within your reach takes damage equal to your Strength modifier. Divine Rapier Weapon (rapier), artifact This weapon is so powerful, no one person can own it. You gain a +4 bonus to attack and damage rolls with this weapon. If you are not proficient in this weapon, you are consider proficient anyways. Whenever you hit with an attack using this weapon, you deal 12 bonus damage. In addition, all damage die rolled when attacking with this weapon are maximized automatically. Misc Magic Items Bottle Wonderous Item, very rare (requires attunement) This bottle is dusty and aged but feels about as sturdy as steel. You can drink from the bottle or administer it to a person as an action. A creature regains 2d4+4 hit points and regains a spell slot of 1st level. A creature can drink from the bottle three times. You regain all uses of the bottle at the end of a long rest as it magically refills itself. Linken's Sphere Wonderous Item, legendary (requires attunement) This seemingly benign orb is a potent defensive tool that has protected many a user. While attuned to this item, whenever a spell is cast that targets the user, counterspell is cast as a 9th level spell without using the users reaction. Once used, this ability cannot be used until the end of a long rest. Gem of True Sight Wonderous Item, legendary While this item is on your person, you have true sight to a range of 120 ft Ghost Scepter Staff, rare (requires attunement) This staff radiates energy from the ethereal realm. As an action, you can cast the etherealness spell, but the spell only lasts for 1 minute instead of its full duration. You regain use of this ability at the end of a long rest. Soul Ring Ring, rare (requires attunement) This ring feasts on the soul of those who wear it, gifting them magical power in return. As as an action, you can sacrifice your life force to give yourself magical power. Spend a hit dice and roll it; you take that much damage. You regain a 1st level spell slot. You regain use of this feature at the end of a short or long rest. Medallion of Courage Wonderous Item, rare (requires attunement) This medallion gives the wearer reckless courage, allowing them to not fear battle. You gain advantage on saving throws to avoid being frightened. This item has five charges. You regain 1d4+1 charges at the end of a long rest. As a bonus action, you can spend a charge and mark a target for battle. The target must makes a Wisdom saving throw, the DC of which is 15. On a failure, you and your allies have advantage on their first attack roll against that target until the start of your next turn.