Dragons are known for their immensely destructive breath attacks, which can devastate entire cities. However, using breath attacks takes a greater toll on dragonborn, preventing them from using it excessively. Some researchers have attempted to create magical devices that allow dragonborn to use their breath weapons more effectively.
While attuned to this necklace, you gain the following benefits:
- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to use your Breath Weapon feature. The creature whose movement provoked the attack must be included in the area of effect.
- In addition, whenever you take damage of the type associated with your draconic ancestry, you can use your reaction to attempt to absorb that energy. Make a Constitution saving throw with DC equal to 12 OR the amount of damage, whichever is higher. On a success, you regain hit points equal to your level, and you regain use of your Breath Weapon if you have already expended it.
Regardless if you succeed or fail, you can't use this feature again for another hour.
#### Ninth Nimbus: Dreamscape
*Shortsword, Very Rare (requires attunement)
Requested by @vainlesbian*
The Nibuses are a series of weapons created by a forgotten smith, Dreamscape being the ninth and final weapon. Stranded on a small island in the Elemental Plane of Air with nothing but a derelict forge and a mine full of strange ores, the smith created a series of strange weapons out of boredom. These weapons are occasionally found falling from clouds or drifting through the currents on the plane.
Dreamscape is a unnaturally heavy sword for its appearance. A creature who attempts to pick it up without being attuned to it will feel groggy, and will magically fall asleep if they do not release it in 10 seconds. This sleep lasts for 1 hour, and they can't be woken up early by anything other than a *wish* spell.
This sword has a +2 bonus to attack and damage rolls. While attuned to it, you gain the following benefits:
- You have a flying speed of 30 feet, as the sword allows you to hover steadily in air.
- You can not be unwillingly put to sleep by spells and effects other than the magic of this sword.
- When you hit with Dreamscape, you can invoke its magic to deal additional psychic damage equal to your Constitution modifier + 1 (minimum 2). You then gain temporary hit points equal to your Constitution modifier + 1 (minimum 2). 1 minute after you use this feature, Dreamscape will magically put you to sleep, regardless of how many times you've used it since then. Nothing outside of a *wish* spell can wake you from this unconscious state.
| Times Used | Effect |
|:------------:|:-------------:|
| 3 or less | You are put to sleep for 1 minute. |
| 8 or less | You are put to sleep for 1 hour. |
| 10 or less | You are put to sleep for 24 hours. |
| 15 or more | You are put to sleep forever. |
#### Patch of Truesight
*Wonderous Item, Rare (Requires Attunement)
Requested by @curios-curiousities*
This item was developed by a young prodigal wizard who specialized in transmutation. While this blind wizard had other ways of navigating, they wished to give other people who lacked sight a chance to see again. The eyepatch gives the eye it is covering the ability to see, even if that eye can't normally see. In addition, it also allows a person to see through illusions and other magics.
The attuned creature has truesight out to 60 feet using the covered eye. Even if the creature is blinded, this item allows them to see normally using the covered eye only.
#### Spellfencer's Glove
*Wonderous Item, Uncommon (requires attunement)
Requested by @fuckyoukatherineheigl*
Spellfencing is an art distinct from the common spellsword (or atleast that's what spellfencers claim). This graceful but showy style combines precise strikes with elegant spellcasting, and is practiced by well-off nobles with too much time on their hands.
However, traditional spellfencing is a time honored art that has its roots in ancient Aammos. It is a very effective fighting style that mixes two distinct methods of attack together into one.
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While attuned to these gloves, you can use them as a spellcasting focus for your spells. In addition, whenever you cast a cantrip or spell that deals damage, you can cause a martial weapon in the gloved hand to glow with magical energy. The next time you hit with that weapon before the end of your next turn, that attack will deal an additional 1d6 damage. The type of damage is the same as the type of damage dealt by the spell.
#### Staff of Changing Seasons
*Staff, Rare (required attunement by an Eladrin Circle of Dreams Druid)
Requested by @howeverhere*
The staff appears as cold, dead wood until attuned to. Then, it takes an appearance corresponding with the season of the attuned person's season.
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you have a +1 bonus to spell attack rolls. You can instead choose for the staff to deal a different type of damage depending on your season: radiant for spring, fire for summer, necrotic for autumn, or cold for winter.
The staff has 4 charges. You can expend one charge when using your Balms of the Summer Court feature to bolster the target of your healing. You can only have a single effect maintained at a time. The benefit depends on your current season, and any effect that requires a saving throw uses your Druid spell save DC.
- **Spring:** Flowers bloom all over the target and the area around them. For the next minute, that creature has advantage on either Intelligence, Wisdom, or Charisma saving throws (you choose when you use it).
- **Summer:** The target has advantage on its next weapon attack made within the next minute, as scorching rays of heat direct the weapon towards its mark. If the attack hits, it deals an additional 4d6 fire damage to the recipient of the attack and any other creatures within 5 feet of them.
- **Autumn:** A beautiful cloak of fall-colored leaves swirl around the target, making enemies wary to attack them. The next attack made on the target has disadvantage, and the attacker must make a Wisdom Saving throw. On a failure, the target charms that creature for 1 minute or until you or your allies damage it.
- **Winter:** The ground around your target freezes up, magically protecting them from assailants. The ground in a radius of 10 feet from the target is considered difficult terrain for everyone but them, and any creature who starts their turn in that radius other than the target must make a Constitution saving throw. On a failure, that creature can not take reactions until the start of their next turn.
It regains 1d4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
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#### Credits
Please leave any comments or critique for me at [morgansbrews.tumblr.com](morgansbrews.tumblr.com). Thank you!
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.