Windless Isle Magic Items

The following items are from a homemade world setting known as the Windless Isle. The Isle is a wild, untamed, and ancient island, and wondrous magic items are bound to be found all throughout this new and dangerous land.

Iserin's Scythe

Weapon (glaive), rare

This weapon has 6 charges. On a hit, you can expend up to 2 charges and deal 1d6 additional necrotic damage for each charge used. The scythe regains all of its charges at midnight.

Cursed. This scythe is cursed by Iserin. If you use a charge on this weapon you become significantly attached to and unable to part from the scythe, and your flaw is amplified by a way determined by your DM. If you have more than one flaws, the flaw used is determined by the DM. The curse is removed from the scythe if remove curse is cast on it.

Staff of Truth

Staff, very rare

This near-crumbling staff can cast identify, zone of truth and remove curse, but it seems to be running with the last of its power. The staff has infinite uses, but after every use roll a d12. On a 1, the staff crumbles apart and becomes irreparable.

Shield of Sune

Armor (requires attunement from a non-evil spellcaster), rare

A large ornate golden round shield elegantly emblazoned with the symbol of Sune.

This shield has 3 charges. When an enemy misses an attack against you, you can use a reaction to expend one charge and deal 2d10 damage to the enemy. (Assuming you blocked the attack with the shield.) The shield deals radiant damage for good characters, and force damage for neutral characters. Also, you can use 2 charges at any time to gain advantage on a persuasion check. The shield regains all its lost charges at dawn.

Shield of Cryic

Armor (requires attunement from a non-good spellcaster), rare

A large spiked metal round shield crudely emblazoned with the symbol of Cyric.

This shield has 3 charges. You can expend one charge to emit a cone of fire from the mouth of the skull of the shield and all enemies within a 30 foot cone of it must make a DC 15 Dexterity saving throw or take 2d6 fire damage. Or, you can use two charges at any time to gain advantage on a deception check. The shield regains all its lost charges at dusk.

Runeplate Armor

Armor (any heavy armor), rare (requires attunement)

A set of heavy metal armor inscribed all over with unidentifiable runes. Every dawn, the runes change color and grant a random resistance to the wearer.

Resistances (Roll every dawn)

1d10 Color Resitance 1 Bright Green Acid 2 Bright Blue Cold 3 Red Fire 4 Dark Blue Force 5 Yellow Lightning 6 Purple Necrotic 7 Green Poison 8 Dark Pink Psychic 9 White Radiant 10 Orange Thunder

As the wearer, you don't know which colors grant which resistances and must learn through experience.

Trueshot Bracers

Wondrous item, rare

Once per long rest, if you fail an attack roll with a bow or crossbow against a target in range that you can see, you can choose to succeed it instead. That attack then does max damage from the weapon only, plus an additional 1d6 force damage.

Redemption

Wondrous item, uncommon (requires attunement)

A small and highly decorated circlet. It seems incredibly fragile and valuable.

While wearing this circlet, if you fall to 0 hit points and must make death saving throws, your first death saving throw is automatically a 20. After that the circlet turns into dust and is destroyed.

Cursed. This item is cursed. Once a player puts it on, it cannot come off, and the wearer adds a flaw to their charcater until the circlet is destroyed.

Flaw: I have no concept of life and death, and I believe I cannot die.