Goods of the Lunar Bazaar A magic item compendium based on the indie rogue-lite Risk of Rain 2. Second Revision, 8 February 2020 By Terminal423 By Terminal423

Introduction Bringing items from other universes to the D20 System (be it 3rd Edition, 3.5e, Pathfinder, or 5th Edition) is a pasttime of homebrewers and DMs reaching back to the beginning of tabletop RPGs. The practice has never died down, and in fact thrives in the TTG community all over the internet. Look no further than the DnDHombrew community on Reddit and you'll see a plethora of these kinds of brews. Like many before it, this collection has been created out of my love for both 5th Edition and Hopoo Games' smash hit Risk of Rain 2. The Risk of Rain universe presents a large collection of items to accrue during its everchanging, random runs. I've long thought many of these items could find a home in 5th Edition, and I've done my best to faithfully translate those items to the system. Due to the ruleset of 5E most of these items can't be directly ported 1-to-1 as they would be wildly overpowered. Other times the mechanics of an item aren't replicable, so in those instances I instead created items or effects that retain the flavor and spirit of the source material. At the time of writing, I've managed to convert 30 of the 111 items that currently exist in Risk of Rain 2 to the 5th Edition system. I plan to convert the entire lot of them, including items from the first title in the series as time goes on. The materials of future revisions of this document are subject to change to keep items in line with the source material, as Risk of Rain 2 is still in Early Access and actively being developed. Until the game's 1.0 release, this document and it's future revisions should be considered Beta releases. Thank you for your time, I hope you enjoy the content. If you have any feedback you can message /u/terminal423 on Reddit, or tweet @Terminal423 on Twitter.

Goods of the Bazaar Armor Piercing Rounds Ammunition (5 Pieces), Uncommon Rare ammunition crafted to be especially effective against armor. You receive a +2 bonus to hit creatures whose AC is greater than 15 when using this ammunition. If the target's AC is 21 or greater, this bonus increases to +4 and you deal an additional 2 piercing damage. Berzerker's Pauldrons Wonderous Item, Rare Thick leather pauldrons reinforced with a tusked skull. When 3 or more creatures are reduced to 0 HP in a single round of combat you enter a brief frenzy. On your next turn your movement speed is doubled and you gain a +3 bonus to melee attacks and damage rolls. Bloody Crowbar Weapon (Mace), Rare An blood-stained iron crowbar that feels heavier than it should. You gain +1 to attack and damage rolls made with this magic weapon. When you deal a damage to a creature or object for the first time with this weapon, you deal an additional 1d4 force damage. This bonus damage is increased to 1d6 at character level 5, 1d8 at level 9, 1d10 at level 13, or 2d6 at level 17. Bundle of Fireworks Wonderous Item, Common, Consumable An assortment of fireworks bound by a string whose fuses are bound together. As an action, you may light the fuse and launch the fireworks in a 60ft cone. All creatures in the effected area must succeed a DC14 Dexterity saving throw. Creatures that fail this save take 1d8 force damage and 1d6 fire damage, or half as much on a successful save. Bustling Fungus Wonderous Item, Uncommon This mushroom glows with an aura of vitalitiy. When this item is dropped or thrown up to 20 feet as an action it shatters, spreading its spores in a 10 ft radius circle causing a cluster of mushrooms to appear on the ground where it landed. Any creature that stands within the cluster for more than 1 round is healed for 1d4 HP at the beginning of its turn. The cluster produces this effect for 1 minute before it becomes intert. Inert mushrooms can be gathered and a creature may attempt to cultivate a new Bustling Fungus. If the cultivated fungus is stored and cared for in a dark space, after 1 week the crop has a 50% chance to produce a new Bustling Fungus. Chronobauble Wonderous Item, Rare A glass orb filled with slowly swirling sand that appears the same no matter its orientation. When this orb is broken by being thrown up to 30 ft, all creatures within a 10 ft radius sphere must make a DC14 Wisdom Saving Throw. On a failed save the creature experiences a distortion of time in which the world appears to move twice as fast when in reality they are moving at half speed. A creature experiencing this distortion moves at half speed and has disadvantage on attack rolls. It also has disadvantage on Dexterity saving throws and any ability check that relies on Dexterity. Dio's Best Friend Wonderous Item, Very Rare When the a creature that possesses this item would otherwise be killed, this stuffed animal takes on the death instead. The creature rolls their total Hit Dice and regains that much HP. Additionally, any condition (exluding Madness) that afflicted the creature before is cured. Focus Crystal Wonderous Item, Uncommon Requires Attunement by Barbarian, Fighter, Monk, Ranger, or Paladin All melee weapon attacks deal +1 damage on hit, and all melee weapon damage is considered magical. At character level 8 this damage bonus increases to +2, and again at level 14 to +3. Genesis Loop Wonderous Item, Rare A necklace featuring a small glass-like sculpture of a severed tentacle, attached to a sliver chain. The sculpture shines with numerous colors under direct light. Once per day when you take damage that results in your current hit points being less than or equal to 25% of your maximum hit points, you may activate this item as a reaction. When activated, a 15ft radius sphere of radiant light envelopes you. All creatures hostile to you must succeed a DC15 Dexterity saving throw or take 4d10 radiant damage. Happiest Mask Wonderous Item, Very Rare, Requires Attunement A rounded ceramic mask featuring a vague smiling face, this item feeds off an unnerving otherworldly energy. When a creature that you have dealt damage to dies, roll 1d10. On a roll of 10, a ghost of that creature appears where it fell. The ghost is friendly towards you and your party, retains the original creature's initiative and stats, and lasts for 5 rounds. The ghost is incorporeal, and is immune to damage from non-magical sources. This ghost is controlled by the DM, keeping the mask holder's wishes in mind. There is no limit to the number of ghosts this item produces, nor is there a limit on the number of ghosts that exist simultaneously. 1

Harvester's Scythe Weapon (Glaive), Rare, Requires Attunement Attack rolls of 19 and 20 (before modifiers) made with this weapon are considered critical hits. When you score a critical hit with this weapon, you are immediately healed for half of the total damage dealt. Hellfire Tincture Potion, Very Rare A potion that smells of burnt oak, contained in a clay bottle coated in blue glaze. The bottle features and engraving on one side that resembles a skeletal scorpion. The other side features a label that reads: "Dose: 1/2 bottle. Keep a healer nearby. DO NOT EXCEED 1 DOSE!" When one dose of the bottle is consumed, the drinker is cleansed of any afflictions they may possess. However, their body begins to burn and radiate waves of heat in a 15ft radius for a number of rounds equal to its total hit dice minus 1. The effected creature expends and rolls 1 hit die per round, and takes that much fire damage. Any creature within a 15ft radius of the effected creature must make a Constitution saving throw whose DC is determined by the creature that consumed the potion. Save DC = 8 + CON Mod + Proficiency Bonus On a failed save a creature takes 1 Hit Die + CON Mod necrotic fire damage, or half as much on a successful save. A creature that has resistance to either fire or necrotic damage, but not both, takes full damage. A creature that has immunity to fire or necrotic damage, but not both, takes half damage. If the effected creature is reduced to 0 HP by damage dealt by this potion, its body turns to ash and it dies. If a creature drinks the entire bottle, either at once or by taking a second dose under the effects of the first, their body burns with a brilliant white light. All creatures in a 20ft radius must make a Dexterity saving throw or take damage equal to the effected creature's maximum hit dice plus it's CON Mod. The creature that drank the potion is immediately reduced to 0 Hit Points, and must make a DC 25 Constitution saving throw. On a failed save the creature's body turns to ash and is dead. Jade Elephant Wonderous Item, Rare, Requires Attunement A tiny sculpture of an elephant cut from jade, which glows faintly from within. When you are the target of an attack or ability, you may speak this item's command word as a reaction to turn yourself into jade. Until the end of your next turn your AC is increased by 5, you have advantage on all saving throws, and you have resistance to all damage types excluding force. However, you have disadvantage on saving throws against the spells Thunderwave, Shatter, and any other ability or spell that deals damage by producing sound of a shockwave. This item can hold 3 charges, and regains 1d4-1 charges at dusk each day. Kjaro's Band Wonderous Item, Rare, Requires Attunement When you hit with a non-spell weapon attack, roll 1d10. On a 10, you deal an additional 1d8 fire damage as a spout of flame erupts from the point of impact. When this happens, the hit creature must make a DC14 Dexterity Saving Throw. On a failed save, the creature is on fire. At the beginning of its turn the creature takes 1d4 fire damage until it either spends an action to douse itself or it takes damage this way twice. Lens-maker's Glasses Wonderous Item, Uncommon These glasses appear to be normal spectacles, but when held to the light they reflect only red. While wearing these glasses, any successful attack roll on a creature can become a Critical Hit if maximum damage is rolled. If the damage roll involves 5 or more dice, the hit becomes a Critical Hit if half of the damage dice (rounded up) roll their maximum value. Luminescent Pearl Wonderous Item, Very Rare A fist-sized glowing pearl that radiates a vitalizing energy. It glows brilliantly in direct sunlight. You may use this item to gain a permanent maximum HP increase equal to 2 times your total character level. N'kuhana's Opinion Wonderous Item, Very Rare, Requires Attunement A sickly green and black crown featuring a pair of curved tiefling horns. When you receive healing in combat and there are hostile creatures within 20 ft of you, select one at random. A sickly green orb of light is hurled at that creature. The creature must succeed on a DC16 Dexterity saving throw, or take 1d8 necrotic damage per 10 points of healing you received (minimum 1d8). Red Whip Weapon (Whip), Uncommon You gain a +1 to attack and damage rolls made with this magic weapon. This scarlet-red whip can be activated as a bonus action on any turn in which you have not dealt or recieved damage. When activated, the movement speed of the creature holding the whip is doubled for this turn. Rose Buckler Armor (Sheild), Rare, Requires Attunement A round bronze shield emblazoned with a pattern of vines and roses. While weilding this shield you receive a +3 to AC, and attacks of opportunity made against you have disadvantage. Runald's Band Wonderous Item, Rare, Requires Attunement When you hit with a non-spell weapon attack, roll 1d10. On a 10, you deal an additional 1d8 cold damage as frost blossoms from the point of impact. When this happens, the hit creature must make a DC14 Constitution Saving Throw. On a failed save, the creature is coated in frost. For the next 1d4 the creature's movement speed is halved. 2

Rusted Key Wonderous Item, Uncommon A rust key that feels quite sturdy despite being completely covered in rust. This key will unlock 1 rusted lockbox that is guaranteed to contain a magic item of rare or higher quality. Shaped Glass Wonderous Item, Legendary (Cursed), Requires Attuenment A curved shard of glass that resembles a scimitar, with one side wrapped in leather straps. Upon close inspection, the surface seems to shift even though it feels still. While attuned, when you deal damage you roll double the number of damage dice. However, your maximum hit points and hit dice are halved. Additionally, you have disadvantage on Constitution saving throws. Unattunement from this item requires the Remove Curse spell. Soldier's Syringe Wonderous Item, Uncommon, Consumable A syringe containing a glowing yellow fluid that gives off a stimulating energy. You may use this syringe when entering combat to gain a +8 to your initiative roll. Shattering Justice Weapon (Warhammer), Legendary, Requires Attunement by Cleric or Paladin You gain +2 to attack and damage rolls made with this magic weapon. When a creature is hit more than once with this weapon it has its AC reduced by 1 for 3 rounds. This effect can stack up to 5 times, with the duration resetting on each successive hit. Soulbound Catalyst Wonderous Item, Very Rare, Requires Attunement by Spellcaster A grey colored skull decorated with tribal beads and blue-green glowing gemstones set into the eye sockets. When you cast a spell that deals damage, roll 1d12. On a roll of 7 you do not expend a spellslot. Spinel Tonic Potion, Very Rare A bluish mixture contained in an ornate glass bottle. The contents are notably unstable, and are made from a wild variety of potent ingredients. As an action, you may consume this tonic to gain a number of benefits for 2d4-2 rounds (minimum 1). Your AC is increased by 2.

Your movement speed is increased by 50%.

You have advantage on all ability checks and saving throws.

All attack rolls receive an additional +2 bonus.

You roll an additional die when dealing any damage.

Damage you take is reduced by 1d8. After these effects end, roll 3d6 and see the following table to determine the toll the use of this potion has on your body. Tonic After-effects Result Effect 15+ Make a DC20 Con Save. On a failed save, take necrotic damage equal to half your current HP. 9-14 You are stricken with Tonic Affliction* 4-8 You are stricken with Tonic Affliction* and 1 level of Exhaustion 3 Your HP is reduced to 0. *See Appendix A Topaz Brooch Wonderous Item, Rare, Requires Attunement A bronze miniature turtle featuring a large topaz in the middle of the shell on a silken rope. When a creature you have dealt damage to is reduced to 0 Hit Points, you gain 4 temporary hit points. Temporary hit points gained this way may stack up to a maximum of 20 temporary hit points. After combat has ended, temporary hit points gained from this item are reduced to 0. Tri-tip Dagger Weapon (Dagger), Uncommon A strange dagger that features a serrated tip. You gain +1 to attack and damage rolls made with this magic weapon. When you deal damage to a creature with this weapon, it must make a DC15 Constitution saving throw. On a failed save, the creature starts bleeding profusely and takes 1d4 necrotic damage at the beginning of each turn. A creature can take an action to bandage the wound and stop this bleeding. Warbanner Wonderous Item, Rare, Craftable When this banner is placed and it's command word shouted aloud, a 20ft radius sphere centered on the banner becomes a place of power you for 3d4 rounds. Within this sphere you and creatures friendly towards you may add 1d4 to any d20 roll, gain an additional 10 ft of movement, and have advantage on Dexterity and Charisma saving throws. The after this effect ends, the banner turns to dust. War Horn Wonderous Item, Rare An ivory warhorn reinforced with bronze bands. When this horn is blown, all creatures friendly to you gain advantage on attack rolls made until the end of your next turn. This item can hold up to 3 charges, and regains 1d4-1 charges at dawn each day. 3

Appendix A: Conditions Tonic Affliction Creatures effected by Tonic Affliction suffer a -1 to all ability score modifiers and have their max HP reduced by their level (or challenge rating) plus 5. This condition can be cured by Greater Restoration spell, or ends after the effected creature takes 4 long rests. This condition cannot be removed if the creature suffers from any levels of exhaustion. Appendix B: Design Notes This section is dedicated to the critical reader and seeks to explain some of the design decisions made in this document. Converting these items to the D20 system was not a simple task, so here I explain why certain items are, in my opinion, balanced. Or at the very least not as overpowered as they seem at first glance. If you have any feedback or you feel that I need to justify an item's design that is not yet covered in this section, please fee free to contact me on Reddit or Twitter. Berzerker's Pauldrons The reason this item does not require attunement, despite the powerful effect, is because of its trigger. This item only produces a benefit in a larger combat scenario and requires 3 creatures to drop to 0 HP in a single round of combat. Given that the chances of that scenario playing out are largely out of the hands of the item's owner, I elected to not require attunement as the benefits don't come into play enough to make it a major concern. Lensmaker's Glasses At a glance this item can seem quite overpowered. For example, a non-critical hit from a dagger with this item has a 25% chance to turn into a crit with an additional 1d4 damage. However, it's important to keep in mind that a smaller damage die has a lower damage ceiling. As a weapon's damage die increases, the chance to gain a crit from this item rapidly decreases. See the table below: Damage Dice Chance of Max Damage Min. Bonus Max Bonus 1d4 25% 1 4 1d6 16.6% 1 6 1d8 12.5% 1 8 1d10 10% 1 10 1d12 8.3% 1 12 2d4 6.25% 2 8 2d6 2.7% 2 12 2d8 1.5% 2 16 I decided to create the item this way to maintain the flavor of the source item while avoiding another "you crit on 19 and 20" scenario. I'm fine with crits on 19 as a class option or a feature of a weapon (See: Harvester's Scythe) but I didn't want to do that for an item that effects all attack rolls. As a side note: this item CAN effect spells, but as the table shows the chances of a hit turning crit greatly decreases as total damage potential increases. All that said, I think it's fine at Uncommon without requiring Attunment. The only class that could really try to exploit it is Rogue and even that use case is severely limited.