New Magic Items Here's a list of new magic items I came up with. I won't lie and say they're 100% original, since they aren't. I will, however, list them here. The items are listed in alphabetical order. Arcane Gloves Wonderous Item, common These gloves appear to be plain white cloth gloves with arcane runes inscribed on the palms. You may use these gloves as an arcane focus. Using the gloves in this way requires you to either clap your palms together or snap your fingers before performing any somatic or verbal components. These actions make a noise that increases in volume depending how the level of spell performed. Cantrips and 1st-level spells make a sound that can be heard up to five feet away, and for each level of spell above 1st, the distance that the sound can be heard from increases by five feet. Blood Magic Staff Staff, very rare (requires attunement by a spellcaster) While holding this staff, you gain a +2 bonus to spell attack rolls. In addition, when you cast a spell of 1st level or higher, you may choose to consume your hit dice instead of your spell slots. Roll a number of hit dice equal to the spell level, then subtract your Constitution modifier. You then take that much necrotic damage (minimum of 1). If you have levels in multiple classes, you must use the largest hit dice first. Bag of Farts Wonderous Item, uncommon This heavy cloth bag smells vaguely of methane. As an action, you can briefly open this bag, causing the sound of flatulence to loudly erupt from the bag. The sound can be heard from up to 60 feet away. Any creature that hears this sound, including the one who opened the bag, must succeed on a Wisdom saving throw or fall prone in a fit of uncontrollable laughter, becoming incapacitated and unable to stand up for one minute. Creatures with an Intelligence score of 4 or less aren't affected. Once you have opened this bag, you cannot use its magical properties again until the next dawn. Big Stick Weapon (quarterstaff), very rare (requires attunement) You gain a +1 bonus to attack and damage rolls while you wielding this weapon. This quarterstaff will always be the biggest weapon in the room. It will grow in length to be slightly larger than any other weapon within 20 feet. When this happens, the damage die for this weapon increases to equal the damage die of the weapon it is bigger than. If this weapon is longer than 10 feet long, you have disadvantage when attacking a creature within 5 feet of you. You have advantage on Charisma (Intimidation) checks while you are holding this weapon if it is larger than its original size. Chaotic Brew Potion, rare This potion appears to be a clear, odorless liquid. A single casting of the identify spell will never tell you every possible effect, only a number of effects equal to the level it was cast at. When you drink this potion, you regain 1d4+1 hit points immediately. Ten minutes after drinking the potion, your perception of reality starts to distort. Make a DC 15 constitution save. On a failed save, roll 2d20. The number you roll on each die corresponds to a specific effect from the chart below. If you roll the same number twice, roll one of dice again. On a successful save, roll a d20. These effects last 1 hour, and during that time, you have disadvantage on ability checks and attack rolls. Effects d20 Effect 1 Your worst nightmare. Take 1d20 psychic damage. This effect cannot leave you with less than 1 hit point. 2 You can only speak in Abyssal. 3 The saturation of colors increases dramatically. You gain 60ft of Darkvision. If you already have Darkvision, you gain 60 additional feet of Darkvision (up to a maximum of 120 feet) and have Sunlight Sensitivity if you do not already have it. 4 Every living being has a colored aura that corresponds to their alignment. 5 You can hear smells. 6 You can taste sounds. 7 You can smell emotions. 8 Your body is now extremely sensitive to touch. 9 Every time you try to whisper, you shout, and every time you try to shout, you whisper. 10 You can understand insects. 11 You can hear people's thoughts, but only thoughts about food. 12 Everything moves incredibly slowly, including you. 13 You can see into the ethereal plane. 14 Gravity does not apply to you. 15 You know exactly how many hit points any creature you can see has left. 16 Fingerprints glow in the dark. 17 You can predict tomorrow's weather with a 65% accuracy rate. 18 You forget everything every 12 seconds. Memories from before you consumed the potion are restored once the potion wears off. 19 Whenever someone tries to talk to you, every word sounds like "meow". 20 You are mildly hungry.

Cool Shades Wonderous Item, uncommon (requires attunement) These dope sunglasses fit neatly over the eyes. While wearing them, you cannot be blinded by light and you have advantage on Charisma checks to convince people you are cool while wearing these. If you have the Sunlight Sensitivity feature, you can make Wisdom (Perception) checks and attacks in sunlight without disadvantage. While wearing them in dim light or darkness, if you have Darkvision, you do not benefit from it. If you don't have Darkvision, you are blind while in dim light until you take the sunglasses off. Dagger of Healing Weapon (dagger), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with an attack using this weapon, the creature regains 2d4 + 2 hit points after taking damage from the dagger. Once you use this property of the dagger, you cannot do so again until the next dawn. Discount Cloak of Invisibility Wonderous Item, common While wearing this cloak, you can pull its hood over your head to cause the cloak to become invisible. The cloak becomes visible when you cease wearing the hood. Pulling the hood up or down requires an action. Deduct the time it is invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration. Eldritch Blaster Weapon (hand crossbow), very rare (requires attunement by a spellcaster) You gain a +1 bonus to attack and damage rolls while you wielding this weapon. You are considered proficient with this weapon even if you lack proficiency with hand crossbows. While wielding this weapon, you can expend 1 spell slot to add 1d10 force damage per spell level. Using a spell slot that is 6th level or above causes the shot to automatically hit. Gauntlets of Past Punches Wonderous item, rare (requires attunement by a monk) As an action, you can "store" unarmed strikes in these gauntlets for later use. Every unarmed strike you make into the air around you stores a single unarmed strike into the gauntlets. You can store a number of unarmed strikes equal to your monk level + your Wisdom modifier in these gauntlets. While you have unarmed strikes stored, you can expend one to extend the reach of a single unarmed strike to 60 feet. An ethereal fist is launched out of the gauntlets at your foes for this unarmed strike. The ethereal fist is considered a ranged weapon attack. Handwraps of the Pugilist Wonderous item, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a monk) When wrapped around both hands, these handwraps grant a bonus to the attack and damage rolls of your unarmed attacks and to the saving throw DCs of your ki abilities. The bonus is determined by the item's rarity. In addition, you can regain ki points equal to the item's bonus as an action while wearing the handwraps. You can't use this property again until you finish a long rest. Lumbering Jack Weapon (greataxe), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a wooden object or creature with this weapon, the target takes an extra 3d6 slashing damage. This bonus also applies to any creature with "wood" or "tree" in their name. "Name" can refer to a given name, such as Woodrow, or the name of their race, such as Wood Elves. Milton's Jar of Bees Wondrous Item, uncommon A magical jar that can be thrown a number of feet equal to 5 times the thrower's Strength modifier + 30. Upon impact, it creates a 15 foot radius zone of bees centered on the location of the impact. Every creature in the zone must make a Dexterity saving throw (DC 12) or suffer from disadvantage on their next attack roll or saving throw, whichever happens first. The bees disperse after 1 round of combat and the jar reforms on the ground. It takes 24 hours for the bees to magically refill the jar. Potion of Greater Invisibility Potion, very rare This potion's container contains a clear liquid. The liquid looks identical to water, but is much more dense than water. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. Piano of Locomotion Wondrous Item, uncommon This piano is attached to the back of a cart, with no spokes or horses to pull it. However, by playing the piano for the duration of travel, it can move on its own. The speed varies based on the tempo of the piece being played.