Homebrew Magic Items Annoying Hat Wonderous item, rare (requires attunement)

The spirt of a talented gnomish wizard named Grumbles live inside this hat, and from time to time loves to share his expert opinion on the arcane. He also loves to nag the wearer on proper magical technique and lecture them on his vast knowledge. While wearing this hat, you have advantage on Intelligence (Arcana) checks. Avenging Ring Ring, rare (requires attunement)

While wearing this ring, if an enemy hits an ally within 5ft of you, you can use your reaction to give your ally a +2 to AC against the triggering attack. This AC boost only lasts until the end of the enemies’ turn. Bag of Infinite Oranges Wonderous item, uncommon

Produces a seemingly endless number of oranges. As an action, you can open the bag and pour 5d6 oranges into an unoccupied square within 5 feet of you. Berry Totem Wonderous item, uncommon

This totem can be used to cast the spell Goodberry once every 1d3 days. Bottle of Laughter Wonderous item, uncommon

Shaking this faintly glowing bottle creates the faint sound of giggling. Using an action, you may open the bottle, releasing the spell Tasha's Hideous Laughter in a 30ft radius. The save DC for this is 18. Blessing Ribbons Wonderous item, common

A set of ribbons embroidered with holy rites. Using a bonus action, you can hold up one of these ribbons and gain one d6 bardic inspiration die, lasting up to 1 hour. The ribbon disintegrates upon use. Cape of Divine Music Cloak, uncommon (requires attunement)

This cape always flutters dramatically in the wind, even when there is no wind, and emits inspiring music whenever the wearer is doing something “heroic.” While wearing this cape, you can choose to reroll any Charisma skill check once per day. You must keep the new roll. Charm of Elven Gods Wonderous item, rare, (requires attunement)

A string of magical charms, each connected to an elven deity. Said to provide luck to the faithful, these charms, once common in the world, are much less so nowadays. Using an action, you can call upon the charms once per day for an effect. Charm Effects 1d4 Effect 1 A +1 longsword composed from earth forms in your hand for one minute. You are considered proficient with it, and it deals an additional 1d4 bludgeoning damage. 2 You can cast Hypnotic Pattern once. This effect fades after one minute if not used. The save DC for this is 15. 3 You can cast Darkness once. You have the ability to see in this magical darkness. This effect fades after one minute if not used. 4 The charm summons one swarm of insects and one swarm of bats, which follow your orders and move on your intiative. These swarms disappear after one minute. Charm of Wrath Wonderous item, very rare, (requires attunement)

This small token, a glass bubble with a red substance floating in the center, is said to stoke the rage in a person’s heart. While attuned to this charm, the user gains 3 charges of Rage per long rest. Cloak of the Rat Cloak, rare, (requires attunement)

While wearing this cloak you have advantage on Dexterity (Stealth) checks. While wearing the cloak, your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained. While wearing the cloak and in an area of dim light of darkness, you can use your action to cast Polymorph on yourself, transforming into a rat. While you are in the form of a rat, you retain your mental ability scores. The cloak can't be used this way again until the next day. Crest of Leaves Wonderous item, rare, (requires attunement)

A crown of entwined leaves that never decay. It gives whomever looks upon it a strange sense of unease. While attuned to this crest, you can no longer be surprised in combat.

Devilbane Weapon, rare, (requires attunement)

A retired demon-slayer's longsword, old but in good condition. This +1 longsword does an additional 1d6 radiant damage on hit. On a critical hit, all radiant damage dealt is absorbed by the wielder as hit points. Any excess hit points are gained as temporary hit points. Dice of Deception Wonderous item, uncommon

These weighted dice are infused with a mischievous power. All Charisma (Deception) rolls made using these dice have a +5 bonus. Disguise Charm Wonderous item, rare, (requires attunement)

This charm holds 3 charges. A charge can be expended by the user to cast Alter Self. The charm regains 1d3 charges each day. Dragon Capsules Wonderous item, common

As a bonus action, you can bite down on one of these to cast Dragon's Breath on yourself. They come in a variety of colors with different damaging effects. Capsules Capsule Color Damage Type Black Acid Blue Lightning Green Poison Red Fire White Cold Elf Ears Wonderous item, uncommon, (requires attunement)

Harvested fresh. Haha, no, but these metal ear attachments are enchanted with illusion magic. While wearing this item, for all intents and purposes you look like an elf, and all ranged attacks with bows and crossbows have a +1 to damage. Enchanting Hairpin Wonderous item, uncommon

This elegant hairpin holds 3 charges. As an action, you can expend one charge to cast Knock. The hairpin regains 1 charge every day at sundown. Ethereal Eyepiece Wonderous item, very rare, (requires attunement)

A magical contact lense. Using an action, the lense grants the user Truesight for one minute, once per day. Fancy Lingerie Wonderous item, uncommon

Advantage on errr… performance checks. While wearing this enchanted underwear, you have advantage on all Charisma skill checks made in relation to... fornication. Fine Mustache Wonderous item, uncommon (cursed)

A false mustache of exceptional quality. While wearing this fake 'stache, you have a +5 bonus to Charisma (deception) checks made to conceal your identity. Curse: Whenever you pass a Charisma (deception) check, there is a 10% chance that the fake mustache falls off, revealing your true identity. Glass Dragon Wonderous item, very rare, (requires attunement) This crystalline statue of a Psuedodragon doesn’t break or chip, even when dropped, and it has a tendency to move from place to place wherever it resides, from window to shelf, to countertop, and so forth. Attunement takes 3 days, and upon attunement, the statue turns into a living Pseudodragon. The Pseudodragon acts as a familiar summoned by the Find Familiar spell. In addition, the Pseudodragon can cast the following spells: Eldritch Blast Misty Step 2/day Glitter Capsules Wonderous item, common

These shimmering capsules can be attached to any ranged ammunition. Upon a hit, these explode in a cascade of magic glitter over the target, giving the target disadvantage on all attacks until the start of your next turn. Gloves of Ill Will Gloves, common

These snappy looking leather gloves make a great gift for a great enemy. Whoever dons these gloves must after one hour make a Constitution save (DC 15), or begin puking uncontrollably for one minute. Gloves of Thievery Gloves, rare, (requires attunement)

A pair of very elegant opera gloves. While attuned these gloves, you gain proficiency in Dexterity (sleight of hand).

Green Ring Ring, very rare, (requires attunement)

A ring made from green-tinted metal, aged and worn to the degree that the etching once inlaid upon it has long since faded from recognition. It crackles and shakes when not worn or touched by a living creature. While attuned to this ring, you are immune to lightning damage. Guiding Gloves Gloves, rare

While wearing these gloves, you cannot be disarmed via any non-magical means in combat. Hat of Heroism Wonderous item, uncommon, (requires attunement)

While wearing this hat, you may use a bonus action cast Heroism on yourself once per day. The spell still requires concentration as per normal. The temporary HP gained is equal to your spellcasting ability modifier, and if you are not a spellcaster, your constitution score. Hat of the Wild West Wonderous item, rare, (requires attunement, cursed)

While wearing this ruggedly handsome cowboy hat, you gain +1 to all Charisma (persuasion) checks. Curse: This hat cannot be removed except by magical means, compels its wearer to speak in a southern accent, and may cause delusions of rugged outlaw grandeur, regardless of whether or not you are a rugged outlaw. Headband of Slightly-Above-Average Intellect Headband, rare, (requires attunement) While wearing this headband, you have a +2 to your Intelligence score. This cannot raise your Intelligence score above 20. Kitty Got Claws Weapon, uncommon, (requires attunement) A set of brass knuckles with retractable claw attachments. While attuned, your unarmed strikes gain a +1 bonus to attack and damage rolls and deal 1d4 piercing damage plus your Strength modifier. As a bonus action on your turn, you can extend the claws to instead deal 2d4 slashing damage plus your Strength modifier. The claws stay extended until you use another bonus action to retract them. Lenses of Fear Eyewear, rare, (requires attunement)

While worn, these contact lenses give the wearer advantage on intimidation checks. This item’s effects do not work on fiends or fiend-type creatures. Lucky Coin Wonderous item, uncommon, (cursed)

The holder of this coin receives a single point of Luck, as per the feat. You regain your expended point on a long rest. Curse: The coin must always be in contact with the cursed individual's skin, and when removed from direct skin contact for more than one minute, will reappear in their hand. Whenever the luck point is used and the reroll is a natural one, the player receives a single level of exhaustion. Lucky Handaxe Weapon, rare,

While making an attack, this axe can make a second attack (but not attack action) every time the user rolls a critical success or failure. Amulet of Fae Magics Wonderous item, uncommon, (requires attunement)

This amulet appears to be a small, green, brown and tan cloth pouch around a string. You may use an action to cast Find Familiar, Unseen Servant, or Misty Step. Once the pendant has been used to cast a spell, it can't be used to cast that spell again until the next dawn. Maios’s Crown of the Maiden Crown, rare, (requires attunement)

This flower crown’s soothing presence grants the user a +2 bonus to all Charisma skill checks, and for all intents and purposes they appear to be youthful, harmless, and innocent (to a reasonable extent). Magelin’s Magical Marmalade Potion, common

A jar of Magelin’s homemade marmalade, exceptionally good on toast. Using your action, you can comsume a spoonful of the marmalade. Consumption of at least one spoonful provides the effects of the spell Bless for the next minute. Side-Effect: Consuming more than one spoonful in a single day causes the Bless effect to have a 25% chance of turning to Bane. This chance increases by 25% per use. A single jar contains 15 uses. Masquerade! Mask, uncommon, (requires attunement)

While wearing this elaborate mask, you have advantage on Charisma (deception) checks to obscure or conceal your true identity.

Milas’s Protection Brew Potion, uncommon

The taste is disgustingly salty, but heals 4d6+2 hit points. Upon consumption, all fiend type creatures have disadvantage on melee attacks against you for 1 minute. Mysterious Crest Wonderous item, very rare, (requires attunement)

This crest changes to reflect whoever is holding it, based off the god most closely aligned to them and their personality. This crest allows the user to cast Planar Ally once a month. Neverending Waterskin Wonderous item, uncommon

Produces up to thirty gallons of fresh water per day. Not Today! Armor, rare (requires attunement)

While wearing this bracer, when you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can use this feature once per long rest. Old Knife Set Weapon, uncommon (requires attunement)

A set of three former kitchen knives, kindly donated. They each deal 1d4 piercing and 1d4 necrotic damage. Using a bonus action, the wielder can shout a command word and recall any of the set to their hand. Popna’s Bag of Tokens Wonderous item, common

A bag of magical tokens that can be used to mimic a selected form of currency for up to one hour. The bag contains 500 tokens. Porta-Piano Wonderous item, uncommon (requires attunement)

A keyboard that, when attuned to, follows 5ft behind the user, and floats in mid-air. A command word will cause the Porta-Piano to drop harmlessly to the ground and roll itself into a scroll-like shape for easy transport. The piano can be unfurled again as a bonus action. Quick Draw Card Wonderous item, uncommon

While in possession of this card you have advantage on initiative rolls. Red Sheath Weapon, uncommon (requires attunement)

This magical sheath can transform into three different kind of weapons, each with a unique effect. Sheath Weapons 1d6 Weapon 1-2 A warhammer that does an extra 1d6 cold damage, 3-4 A greatsword that does an additional 1d4 lightning damage, which then “leaps” to a creature of your choice within 5ft, dealing the same additional damage. 5-6 A dagger that does an additional 2d6 acid damage, requiring a con save (DC10). If the target passes the save, they take half of the acid damage. Ring of Doors Ring, uncommon (requires attunement)

The wearer of this ring can sense if there is a secret or hidden door within 20ft of themselves, though not its exact whereabouts. Ring of Life Ring, rare (requires attunement)

Whenever the user falls unconscious, this ring grants them one successful death saving throw. Ring of the Vampire Ring, very rare (requires attunement)

Whenever the wearer of this ring kills an enemy, they heal for their level + their constitution modifier. Rusty Lamp Wonderous item, common

A lamp that is lit or snuffed out via a command word. Can only otherwise be extinguished via magical means. The default command word is to yell “wake up!” at it. Seno's Monacle Wonderous item, uncommon (requires attunement)

An ornate monocle that when worn causes the wearer to believe that they are more intelligent than everyone currently around them. This compels the wearer to educate, inform or correct any piece of information no matter its actual accuracy. The magic of the monacle also grants the wearer advantage on any Charisma (persuasion) checks made to convince a person that you are correct.