Magical Archaeology

The great world of Arterra is experiancing a resurgence of civilization due to the gifts and protections granted by the Penant Gods. With their oversight and eternal vigil over the imprisoned gods of the Alliance of Recreation, society and the creations of the gods continue to flourish. Building on the ruins of thousands of years of war requires society to constantly destroy in order to rebuild. Through the destruction of ancient societies, and the clearance of ancient evils long forgotten, Arterra's magical economy is focused almost entirely around ancient hand-me-downs.

Below are a selection of the many magical items found in recent years by intrepid adventurers and confused labourers.

Blasting Gloves

Wondrous Item, uncommon (requires attunement)

A pair of seemingly innocuous leather gloves without fingers. A small spiral of precious gems is stitched into the palm of each glove. Upon touching something with the palm of these gloves, a blast of forceful energy expels from them.

While wearing these gloves, you may take the Shove action as a bonus action as long as you have a free hand. Additionally unarmed attacks deal an additional 1d4 bludgeoning damage.

Dancing Shoes

Wondrous Item, uncommon

Seemingly normal, well polished black shoes.

When a creature misses a melee attack against you, as a reaction you may move 10 ft in any direction without provoking opportunity attacks.

Diadem of the Valdreth Guard

Wondrous Item, very rare (requires attunement by a sorceror) A red colored wrought iron tiara is as weighty as it is powerful. Created for the magically gifted guards of King Hardren Valdreth the Second of the Royal Family of Proi Fral, many of these diadems were lost during the decade long war waged against him and his kingdom.

You gain the following benefits while wearing this diadem:

Your Charisma score is 18 while you wear this diadem. It has no effect on you if your Charisma is 18 or higher without it.

Grants advantage on persuasion checks towards other Spellcasters unless they've warded their mind with an effect such as the Mind Blank spell or Ring of Mind Shielding.

Everytime you kill a creature you gain a number of temporary hitpoints equal to the creatures challenge rating, plus the level the spell with which you killed them.

When an ally within 60ft. of you casts a spell, you may choose to grant them the use of one of your metamagic options, expending Sorcerer points for whichever you grant.

Fools Blessing

Ring, rare (requires attunement by creature with 8 or lower Intelligence)

A tarnished brass ring that occasionally glimmers with magical power. This ring was made by a powerful wizard to protect his less gifted brother from himself.

Creatures attuned to this ring miraculously emerge unscathed from poor choices that would see a lesser individual scattered on the wind.

While wearing this ring you gain access to the Lucky feat. Wearing this ring has no effect if you have already chosen the Lucky feat.

Gift of Many Thorns

wondrous item, rare (requires attunement)

This flower blooms, withers, buds and blooms again within the span of 30 seconds. Each bloom appears different, and it is yet to repeat a flower.

This flower feels innately wrong and unnatural, prolonged periods of exposure make an individual of good alignment feel ill. This illness has no effects.

This flower has 5 charges and regains 1d4 + 1 charges each day at dawn. When you make an attack roll, but before you know whether it hits or not, you may expend a number of charges from this flower. For each charge you deal an additional 1d6 poison damage on a hit.

If you use all 5 charges at once, the target must make a Constitution saving throw with a DC equal to the poison damage dealt to a maximum of 20. On a failure they are poisoned for 1 minute. A creature may repeat the saving throw at the start of each of it's turns, ending the poisoned effect on a success.

Everytime the number on the charges reaches 0, roll a d20. On a roll of 1 or 2 the flower withers, and does not bloom again. Its magical properties are lost. If a creature is poisoned by the flower when it reaches 0 charges, it does not have to make the roll.

Greatsword of the Wind

Weapon (greatsword), uncommon

A standard looking greatsword, the sole thing of note on it's blade being a small maker's mark in the form of a feather just above the hilt. When swung it seems to cut shortly beyond the length of its blade.

This greatsword has the two-handed property, but lacks the Heavy property of normal greatswords. Additionally this greatsword has the reach property.

Once per day as a free action you may invoke the power of this sword to double your movement until the start of your next turn.