Difference between revisions of "Hexpanse items"

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:''Wondrous item, Rare''
 
:''Wondrous item, Rare''
 
:Plain gray metal necklace with a locking hook.
 
:Plain gray metal necklace with a locking hook.
:While wearing this item, you can use a designated gesture to activate or deactivate it. While active, the semi-transparent dome of force is projected over your head and you can breathe normally in any environment that would've prevented you to do so. Additionally, while item is active, it grants you immunity to most of the types of cosmic energies and resistance to the rest.  
+
:While wearing this item, you can use a designated gesture to activate or deactivate it as a part of any action. While active, the semi-transparent dome of force is projected over your head and you can breathe normally in any environment that would've prevented you to do so. Additionally, while item is active, it grants you immunity to most of the types of cosmic energies and resistance to the rest.  
 
:While the dome is up, the sound cannot penetrate in any direction: you are effectively deafened to outside world and outside world doesn't hear you speak or scream. You still can cast spells with verbal component while the dome is active.  
 
:While the dome is up, the sound cannot penetrate in any direction: you are effectively deafened to outside world and outside world doesn't hear you speak or scream. You still can cast spells with verbal component while the dome is active.  
:Additionally the dome allows you to communicate by emulating the effects of {{Grimoire|Message}} cantrip. Doing so does not cost an action, but you can only do it once per turn.
+
:Additionally, when it's active, the dome allows you to communicate by emulating the effects of {{Grimoire|Message}} cantrip. Doing so does not cost an action, but you can only do it once per turn.
  
 
;E. Task's Spurs of Attraction
 
;E. Task's Spurs of Attraction
 
:''Wondrous item, Rare''
 
:''Wondrous item, Rare''
 
:Plain gray metal spurs with a clamp for attachment.
 
:Plain gray metal spurs with a clamp for attachment.
:While these spurs are attached to your footwear (or directly to your leg) you can use a designated gesture to activate or deactivate them. When active, the closest surface would be targeted and your sole (or foot) will stick to that surface. A DC 12 strength check will detach you from the surface, as well as deactivating the item. If you are over your carrying capacity, the device automatically fails.
+
:While these spurs are attached to your footwear (or directly to your leg) you can use a designated gesture to activate or deactivate them as a part of move action. When active, the closest surface would be targeted and your sole (or foot) will stick to that surface. A DC 12 strength check will detach you from the surface, as well as deactivating the item. If you are over your carrying capacity, the device automatically fails.
  
 
;E. Task's Ring of Controlled Free Falling
 
;E. Task's Ring of Controlled Free Falling
 
:''Wondrous item, Rare (requires attunement)''
 
:''Wondrous item, Rare (requires attunement)''
 
:Plain gray metal ring with arcane script engraving.
 
:Plain gray metal ring with arcane script engraving.
:While wearing this item, if you are attuned to it, you can alter your free fall direction and speed within certain limits. Near the surface of a celestial body this functions as a Ring of Feather Falling ({{Grimoire|Feather Fall}}). Far enough from the surface, in a free fall, it allows you to move up to 60 ft in any direction using your bonus action (note that you can not use your Move action in free fall to change the position of your center of mass).
+
:While wearing this item, if you are attuned to it, you can alter your free fall direction and speed within certain limits. Near the surface of a celestial body this functions as a Ring of Feather Falling ({{Grimoire|Feather Fall}}). Far enough from the surface, in a free fall, it allows you to move up to 60 ft in any direction using your bonus action (note that you can not use your Move action in free fall to change the position of your center of mass unless you are in contact with some object you can push from).
  
 +
;Coors' Hexdog Guard Amalgam
 +
:''Wondrous item, Rare''
 +
:Hexdog skull with complex engraving and metal inlays
 +
:When ritually installed in an area no larger than a 20-foot cube, Guard Amalgam manifests a phantom watchdog in an unoccupied space within that area. You can designate creatures that watchdog considers friendly. When any other Small or larger creature comes within the protected area, the hound sends out a mental alarm to all friendlies within 1 mile of the warded area, and starts barking loudly. The hound is invisible to those creatures and can’t be harmed. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. At the start of each of your turns, the hound attempts to bite one trespassing non-friendly creature. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.
 +
 +
== Gremlin-made equipment ==
 +
;Quiksilver polearm
 +
:''Wondrous item, Rare''
 +
:A sophisticated polearm weapon, suitable for a Medium-sized humanoid, that can be detached at the middle (with a Bonus action) to be transformed into paired one-handed axes. Similarly the axes can be attached at the handle (with a Bonus action) and transforms back into a polearm.
 +
:'''Special:''' Quicksilver: The business end of the weapon is made from shapeshifting metal that seems to assist the wielder by changing the balance of the weapon and reconfiguring itself to better suit the needs. The critical range for the weapon is 19-20, the attacks made with a "blunt end" (Polearm Master feat) deal normal weapon damage. Additionally, wielder has +1 AC against the first melee attack made against them in a round, as well as +1 to-hit bonus for attacks made to destabilize the target (trip and push maneuvers).
 +
:Damage: 1d10 slashing, 6 lb., Heavy, Reach, Two-handed
 +
:Weapon is considered magical in terms of overcoming resistances
 +
 +
;Gazer drone with harness
 +
:''Tiny abberation, Wondrous item, Rare''
 +
:'''Controlling harness.''' Gazer is encased in a appropriately sized harness, housing a psi-reactive crystal that can be used to control it as if it was a Familiar. It requires a telepathic ability (either innate, or acquired through use of a spell or an item.
 +
{{Sidebar|Name={{DnD5_Statblock|Border=0|Name=Gazer drone|Detail=Tiny abberation|AC=13 |HP=13 |Speed=0 ft.,Fly=30 ft.|STR=3 (-4)|DEX=17 (+3)|CON=14 (+2)|INT=3 (-4)|WIS=10 (+0)|CHA=7 (-2)|Saves=Wis +2|Skills=Perception +4, Stealth +5|Condition immunities=prone|Senses=darkvision 60 ft., Passive Perception 14, adv. against illusions| Languages=-|Features = '''Scaredy.''' As a bonus action, the gazer can move up to its
 +
speed from a hostile creature that it can see. <br> '''Mimicry.''' The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. <br> '''Targeting Ray.''' The targeted creature must succeed on a DC 12 Dexterity saving throw or be marked until the start of the gazer's next turn. While creature is marked that way, the next attack against it has an advantage.<br> '''Scan.''' The controlling entity may switch its sense into those of the Gazer drone subject the same rules as for {{Grimoire|Find Familiar}}. While scanning, a controlling creature may use their Detection spells as if they are originating from the Gazer drone.}}}}
 
== Artifacts ==
 
== Artifacts ==
 +
;Airman's Anchor
 +
:''Wondrous item, Rare (requires attunement)''
 +
:A stylized image of a blowing wind engraved on a yellow metal coin.
 +
:While wearing this item, if you are attuned to it, you receive and advantage on Strength saving throws made to resist sudden gusts of wind (including the effects of the {{Grimoire|Gust of Wind}} spell).
 +
 +
;The Ghostly Step
 +
:''Wondrous item, Very Rare (requires attunement)''
 +
:The item appears as single well-crafted boot (suitable for the right foot of a medium-sized humanoid). After the wearer attunes to it, they become aware of the left boot, that exists on Ethereal plane. Left boot is equipped automatically as soon as an attuned user puts on the right one. Left leg of the user then partially exists in the Ethereal plane.
 +
:While wearing The Ghostly Step, as a part of the move action, the user may choose to make a step into Ethereal plane and drop back to Material plane at the end of the move. You may travel in total 100 ft. per 24h (as measured on the Material plane) period in this manner. This item does not work (the left boot does not appear) if the user is on a plane that has no connection to Ethereal plane.
 +
:Unless the user has some means to perceive the Ethereal plane, there is no telling with what their left foot will interact there.
 +
 +
;Amulet of Air Breathing
 +
:''Wondrous item, Rare (requires attunement)''
 +
:A spongy brooch, that allows an aquatic or amphibious creature to ignore water breathing requirements while it is wearing this item and is attuned to it. The creature can breathe normally in air if it is an aquatic reature, or can ignore the requirement to periodically be immersed in water if it is amphibious.
 +
 +
;Amulet of Second Chance
 +
:''Wondrous item, Extremely Rare (requires attunement)''
 +
:A dull red gemstone in a shape of stylized heart encased in a yellow metal cage.
 +
:When a creature that is wearing this item and is attuned to has less than 10% of its HP it can choose to enter a trance-like state for the full turn that restores its HP to maximum.
 +
:After a successful use the gemstone loses color and becomes gray. A 1 hour ritual with a sacrifice of a sentient creature is required to recharge the amulet.
 +
 +
;Horn of the High Seas
 +
:''Wondrous item, Very rare''
 +
:An adorned horn made from a large seashell. It holds 3 charges. Blasting the horn allows the user to spend its charges for the following effects:
 +
:* Imitate effects of the {{Grimoire|Wall of Water}} spell (2 charges)
 +
:* Imitate effects of the {{Grimoire|Control Water}} spell (3 charges)
 +
:Horn regains 1d3 charges each 48 hours
 +
:It is possible to use its second feature with only 2 charges left, but the horn will lose its powers completely immediately after spell ends.
 +
 +
;The Disarmaments
 +
:''Wondrous item, Very rare (requires attunement)''
 +
:A paired sais, made from light metal.
 +
:When using these daggers in both hands and attuned to them, the user can use their attack action to catch enemy melee weapon and send a magical charge through it, if both the main hand and off hand attacks hit. The charge renders enemy weapon useless with 70% probability for a non-magical weapon, that is reduced by 20% for each +1 the weapon has (but can not get lower than 5%).
 +
 +
=== Moon Wonders ===
 +
;The Hexblaster
 +
:''Wondrous item, Very rare''
 +
:A metallic-looking tube housing a crystal with a convenient handle. As a bonus action, the wielder can mentally "contact" the crystal, which makes the hexblaster act as a ranged weapon (60/120) until the end of wielder's turn, that deals 2d8 + wielders spellcasting ability modifier (if any) force damage and uses either DEX or wielder spellcasting ability modifier as an attack bonus. A creature with telepathic ability, either inherent or granted by a spell or an item, can forego the initial contact requirement.
 +
 +
;The Holy Burner
 +
:''Wondrous item, Extremely rare (requires attunement)''
 +
:A handy welding torch, that can be used as a finesse melee weapon. An attuned wielder adds proficiency bonus to attack rolls. The weapon deals 2d8 fire damage. If the wielder is a divine caster, they can choose to deal the damage as radiant or necrotic, depending on a deity.
 +
:'''Special''': When you hit a creature wearing metal objects (such as armor) or an unattended metallic object, you can spend your Reaction to cast {{Grimoire|Heat Metal}} spell on it (foregoing the initial spell damage), the subsequent damage is also applied to the object itself.
 +
:'''Special''': The item has 4 charges (1d3 charges are restored each 24h) that you can spend to cast {{Grimoire|Mending}} on metal objects.
 +
 +
;Tamed Star
 +
:''Wondrous item, Very rare''
 +
:An egg-shaped object with a star symbol on it. A creature with telepathic ability, either inherent or granted by a spell or an item, can initiate the runaway reaction within the object. The object can be thrown up to 20 ft  (make a ranged attack against AC 10 as an improvised thrown weapon). After the reaction ends at the end of the initiating creature's turn, the object explodes in a 20ft radius sphere dealing 8d6 fire damage (creatures within the sphere must succeed on DEX save vs 15 to reduce the damage by half). The initiating creature can choose to extend the reaction for up to two more turns (counts as Concentration), each additional turn adding 1d6 damage. If the creature loses Concentration (either by failing a save or via any other effects that remove Concentration), the object explodes at the end of the creature's turn.
 +
 +
;EPA Suit (Extraplanar Activity Suit) (''damaged'', see below)
 +
:''Wondrous item, Extremely rare (requires attunement)''
 +
:Very weird bulky suit of armor, complete with a sizable backpack and a spherical helmet with transparent visor. It requires heavy armor proficiency and provides AC of 20, attuned wielder can add its DEX modifier and does not get disadvantage on stealth checks.
 +
:'''Special''': Sealed helmet with HUD: when the visor is down, the wearer has advantage on Perception checks relying on vision and is immune to airborne effects and can breathe normally in any environment while the suit is intact.
 +
:'''Special''': EPA: the backpack contains arcane machinery that can be used to mimic effects of {{Grimoire|Plane Shift}} spell once in a 24h period or {{Grimoire|Dimension Door}} spell twice in a 24h period. ''Damaged'': a large chunk of the machinery is melted. '''Currently removed for refurbishing.'''
 +
:'''Special''': Powered: the limbs of the suit are layered inside with sophisticated woodwork, similar to that found in warforged bodies. Attuned wearer gets an advantage on Athletic checks when using this suit.
 +
 +
;Mask of the Seeker
 +
:''Wondrous item, Unique''
 +
:Daemonic face mask, similar to those used in helmets of some pre-exodus cultures, made of blackened steel. A humanoid soul can be trapped within it as a part of 1-day ritual that requires two perfect diamonds and a golden coin.
 +
:After the ritual is finished, a {{Grimoire|Locate Object}} or {{Grimoire|Locate Creature}} spell can be spent, that imbues the Seeker with a goal. A sentient suit of animated armor appears around the mask and the construct then uses its abilities to look for the required object or a creature.
 +
: '''The Seeker''', medium humanoid (construct)
 +
: (TBD)
 +
 +
;Pendant of Polymorph
 +
:''Wondrous item, Very rare (attunement optional)''
 +
:A well-crafted amulet on a chain, that can be opened and contains small blurry mirror. An attuned user can point the mirror at a creature they can see and the image of that creature is imprinted in the mirror for the next 72h period. Once per 24h period user can spend bonus action to cast {{Grimoire|Polymorph}} on themselves using the form of the captured creature image.
 +
:The pendant can store up to 2 images (each for their own 72h period) and the user can choose whichever as a target form.
 +
:This item may be used without attunement, which means the user must maintain their own concentration to keep polymorph effects active. Alternatively the user may decide to attune to the item thus foregoing the concentration requirement.
 +
 +
;Duergar Mind-dampening restraints
 +
:''Wondrous item, Rare''
 +
:Metal manacles, designed to encase both arms and legs
 +
:DC 25 Str of Dex to break or wiggle free, DC 20 to undo the lock with thieves' tools, can be opened with the help of Knock spell
 +
:Affects the targets with Feeblemind but without the damage (DC 16 Int, may reroll each hour, on success can not be affected by the effect for the next 24h period), the effect ends immediately after restaints are removed.

Latest revision as of 00:27, 17 June 2019

Standard equipment

Specialized equipment

E. Task's Air Dome
Wondrous item, Rare
Plain gray metal necklace with a locking hook.
While wearing this item, you can use a designated gesture to activate or deactivate it as a part of any action. While active, the semi-transparent dome of force is projected over your head and you can breathe normally in any environment that would've prevented you to do so. Additionally, while item is active, it grants you immunity to most of the types of cosmic energies and resistance to the rest.
While the dome is up, the sound cannot penetrate in any direction: you are effectively deafened to outside world and outside world doesn't hear you speak or scream. You still can cast spells with verbal component while the dome is active.
Additionally, when it's active, the dome allows you to communicate by emulating the effects of Message cantrip. Doing so does not cost an action, but you can only do it once per turn.
E. Task's Spurs of Attraction
Wondrous item, Rare
Plain gray metal spurs with a clamp for attachment.
While these spurs are attached to your footwear (or directly to your leg) you can use a designated gesture to activate or deactivate them as a part of move action. When active, the closest surface would be targeted and your sole (or foot) will stick to that surface. A DC 12 strength check will detach you from the surface, as well as deactivating the item. If you are over your carrying capacity, the device automatically fails.
E. Task's Ring of Controlled Free Falling
Wondrous item, Rare (requires attunement)
Plain gray metal ring with arcane script engraving.
While wearing this item, if you are attuned to it, you can alter your free fall direction and speed within certain limits. Near the surface of a celestial body this functions as a Ring of Feather Falling (Feather Fall). Far enough from the surface, in a free fall, it allows you to move up to 60 ft in any direction using your bonus action (note that you can not use your Move action in free fall to change the position of your center of mass unless you are in contact with some object you can push from).
Coors' Hexdog Guard Amalgam
Wondrous item, Rare
Hexdog skull with complex engraving and metal inlays
When ritually installed in an area no larger than a 20-foot cube, Guard Amalgam manifests a phantom watchdog in an unoccupied space within that area. You can designate creatures that watchdog considers friendly. When any other Small or larger creature comes within the protected area, the hound sends out a mental alarm to all friendlies within 1 mile of the warded area, and starts barking loudly. The hound is invisible to those creatures and can’t be harmed. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. At the start of each of your turns, the hound attempts to bite one trespassing non-friendly creature. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.

Gremlin-made equipment

Quiksilver polearm
Wondrous item, Rare
A sophisticated polearm weapon, suitable for a Medium-sized humanoid, that can be detached at the middle (with a Bonus action) to be transformed into paired one-handed axes. Similarly the axes can be attached at the handle (with a Bonus action) and transforms back into a polearm.
Special: Quicksilver: The business end of the weapon is made from shapeshifting metal that seems to assist the wielder by changing the balance of the weapon and reconfiguring itself to better suit the needs. The critical range for the weapon is 19-20, the attacks made with a "blunt end" (Polearm Master feat) deal normal weapon damage. Additionally, wielder has +1 AC against the first melee attack made against them in a round, as well as +1 to-hit bonus for attacks made to destabilize the target (trip and push maneuvers).
Damage: 1d10 slashing, 6 lb., Heavy, Reach, Two-handed
Weapon is considered magical in terms of overcoming resistances
Gazer drone with harness
Tiny abberation, Wondrous item, Rare
Controlling harness. Gazer is encased in a appropriately sized harness, housing a psi-reactive crystal that can be used to control it as if it was a Familiar. It requires a telepathic ability (either innate, or acquired through use of a spell or an item.
Gazer drone
Tiny abberation
Armor Class 13
Hit Points 13
Speed 0 ft.,Fly=30 ft.

STRDEXCONINTWISCHA
3 (-4)17 (+3)14 (+2)3 (-4)10 (+0)7 (-2)

Saving Throws Wis +2
Skills Perception +4, Stealth +5
Senses darkvision 60 ft., Passive Perception 14, adv. against illusions
Languages -

Scaredy. As a bonus action, the gazer can move up to its speed from a hostile creature that it can see.
Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Targeting Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or be marked until the start of the gazer's next turn. While creature is marked that way, the next attack against it has an advantage.
Scan. The controlling entity may switch its sense into those of the Gazer drone subject the same rules as for Find Familiar. While scanning, a controlling creature may use their Detection spells as if they are originating from the Gazer drone.

Artifacts

Airman's Anchor
Wondrous item, Rare (requires attunement)
A stylized image of a blowing wind engraved on a yellow metal coin.
While wearing this item, if you are attuned to it, you receive and advantage on Strength saving throws made to resist sudden gusts of wind (including the effects of the Gust of Wind spell).
The Ghostly Step
Wondrous item, Very Rare (requires attunement)
The item appears as single well-crafted boot (suitable for the right foot of a medium-sized humanoid). After the wearer attunes to it, they become aware of the left boot, that exists on Ethereal plane. Left boot is equipped automatically as soon as an attuned user puts on the right one. Left leg of the user then partially exists in the Ethereal plane.
While wearing The Ghostly Step, as a part of the move action, the user may choose to make a step into Ethereal plane and drop back to Material plane at the end of the move. You may travel in total 100 ft. per 24h (as measured on the Material plane) period in this manner. This item does not work (the left boot does not appear) if the user is on a plane that has no connection to Ethereal plane.
Unless the user has some means to perceive the Ethereal plane, there is no telling with what their left foot will interact there.
Amulet of Air Breathing
Wondrous item, Rare (requires attunement)
A spongy brooch, that allows an aquatic or amphibious creature to ignore water breathing requirements while it is wearing this item and is attuned to it. The creature can breathe normally in air if it is an aquatic reature, or can ignore the requirement to periodically be immersed in water if it is amphibious.
Amulet of Second Chance
Wondrous item, Extremely Rare (requires attunement)
A dull red gemstone in a shape of stylized heart encased in a yellow metal cage.
When a creature that is wearing this item and is attuned to has less than 10% of its HP it can choose to enter a trance-like state for the full turn that restores its HP to maximum.
After a successful use the gemstone loses color and becomes gray. A 1 hour ritual with a sacrifice of a sentient creature is required to recharge the amulet.
Horn of the High Seas
Wondrous item, Very rare
An adorned horn made from a large seashell. It holds 3 charges. Blasting the horn allows the user to spend its charges for the following effects:
  • Imitate effects of the Wall of Water spell (2 charges)
  • Imitate effects of the Control Water spell (3 charges)
Horn regains 1d3 charges each 48 hours
It is possible to use its second feature with only 2 charges left, but the horn will lose its powers completely immediately after spell ends.
The Disarmaments
Wondrous item, Very rare (requires attunement)
A paired sais, made from light metal.
When using these daggers in both hands and attuned to them, the user can use their attack action to catch enemy melee weapon and send a magical charge through it, if both the main hand and off hand attacks hit. The charge renders enemy weapon useless with 70% probability for a non-magical weapon, that is reduced by 20% for each +1 the weapon has (but can not get lower than 5%).

Moon Wonders

The Hexblaster
Wondrous item, Very rare
A metallic-looking tube housing a crystal with a convenient handle. As a bonus action, the wielder can mentally "contact" the crystal, which makes the hexblaster act as a ranged weapon (60/120) until the end of wielder's turn, that deals 2d8 + wielders spellcasting ability modifier (if any) force damage and uses either DEX or wielder spellcasting ability modifier as an attack bonus. A creature with telepathic ability, either inherent or granted by a spell or an item, can forego the initial contact requirement.
The Holy Burner
Wondrous item, Extremely rare (requires attunement)
A handy welding torch, that can be used as a finesse melee weapon. An attuned wielder adds proficiency bonus to attack rolls. The weapon deals 2d8 fire damage. If the wielder is a divine caster, they can choose to deal the damage as radiant or necrotic, depending on a deity.
Special: When you hit a creature wearing metal objects (such as armor) or an unattended metallic object, you can spend your Reaction to cast Heat Metal spell on it (foregoing the initial spell damage), the subsequent damage is also applied to the object itself.
Special: The item has 4 charges (1d3 charges are restored each 24h) that you can spend to cast Mending on metal objects.
Tamed Star
Wondrous item, Very rare
An egg-shaped object with a star symbol on it. A creature with telepathic ability, either inherent or granted by a spell or an item, can initiate the runaway reaction within the object. The object can be thrown up to 20 ft (make a ranged attack against AC 10 as an improvised thrown weapon). After the reaction ends at the end of the initiating creature's turn, the object explodes in a 20ft radius sphere dealing 8d6 fire damage (creatures within the sphere must succeed on DEX save vs 15 to reduce the damage by half). The initiating creature can choose to extend the reaction for up to two more turns (counts as Concentration), each additional turn adding 1d6 damage. If the creature loses Concentration (either by failing a save or via any other effects that remove Concentration), the object explodes at the end of the creature's turn.
EPA Suit (Extraplanar Activity Suit) (damaged, see below)
Wondrous item, Extremely rare (requires attunement)
Very weird bulky suit of armor, complete with a sizable backpack and a spherical helmet with transparent visor. It requires heavy armor proficiency and provides AC of 20, attuned wielder can add its DEX modifier and does not get disadvantage on stealth checks.
Special: Sealed helmet with HUD: when the visor is down, the wearer has advantage on Perception checks relying on vision and is immune to airborne effects and can breathe normally in any environment while the suit is intact.
Special: EPA: the backpack contains arcane machinery that can be used to mimic effects of Plane Shift spell once in a 24h period or Dimension Door spell twice in a 24h period. Damaged: a large chunk of the machinery is melted. Currently removed for refurbishing.
Special: Powered: the limbs of the suit are layered inside with sophisticated woodwork, similar to that found in warforged bodies. Attuned wearer gets an advantage on Athletic checks when using this suit.
Mask of the Seeker
Wondrous item, Unique
Daemonic face mask, similar to those used in helmets of some pre-exodus cultures, made of blackened steel. A humanoid soul can be trapped within it as a part of 1-day ritual that requires two perfect diamonds and a golden coin.
After the ritual is finished, a Locate Object or Locate Creature spell can be spent, that imbues the Seeker with a goal. A sentient suit of animated armor appears around the mask and the construct then uses its abilities to look for the required object or a creature.
The Seeker, medium humanoid (construct)
(TBD)
Pendant of Polymorph
Wondrous item, Very rare (attunement optional)
A well-crafted amulet on a chain, that can be opened and contains small blurry mirror. An attuned user can point the mirror at a creature they can see and the image of that creature is imprinted in the mirror for the next 72h period. Once per 24h period user can spend bonus action to cast Polymorph on themselves using the form of the captured creature image.
The pendant can store up to 2 images (each for their own 72h period) and the user can choose whichever as a target form.
This item may be used without attunement, which means the user must maintain their own concentration to keep polymorph effects active. Alternatively the user may decide to attune to the item thus foregoing the concentration requirement.
Duergar Mind-dampening restraints
Wondrous item, Rare
Metal manacles, designed to encase both arms and legs
DC 25 Str of Dex to break or wiggle free, DC 20 to undo the lock with thieves' tools, can be opened with the help of Knock spell
Affects the targets with Feeblemind but without the damage (DC 16 Int, may reroll each hour, on success can not be affected by the effect for the next 24h period), the effect ends immediately after restaints are removed.