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## Warlock Items #### Bearded Devil Cowl Wondrous Item (head), Very Rare, requires attunement by a warlock This hood has a long tip that falls down the back of the wearer and a connected veil comprised of a Bearded Devil’s beard. Once per short rest, the wearer can use their reaction to attempt to curse a creature that they can see within 90 ft. of them when they take damage. The creature must make a DC 15 CON saving throw to resist the curse. A cursed creature bleeds from their new wound and the creature loses 1d10 hit points at the start of each of their turns until they either receive magical healing or a creature treats them with a DC 12 Medicine check. #### Binding Talisman Wondrous Item, Rare, requires attunement by a Pact of the Blade warlock A stone with an inlaid gem about the size of a coin. It becomes a part of your pact weapon whenever you manifest it. When you summon your pact weapon, choose acid, cold, fire, or lightning. Your pact weapon deals +1d4 damage of the chosen type with each attack. #### Boots of the Winter Queen Wondrous Item (feet), Uncommon, requires attunement These knee-high boots are made of thin leather and are trimmed with fur from an arctic hare. They seem far too thin for snow but keep you comfortably warm. While wearing the boots, you leave a trail of frost that coats surfaces and objects near your feet. If you step on calm water, ice forms beneath your feet and allows you to stand and move over the water easily. The ice melts in seconds after it appears, so only you can travel over the water in this way. #### Blood Shield Wondrous Item, Rare A brooch that looks like a ruby kite shield. If you have a familiar as with the Find Familiar spell, you may use your reaction to give your familiar 10 temporary hit points and +5 AC until the start of your next turn. #### Demon’s Horn Magic Weapon (dagger), Rare A curved glabrezu horn that can be used as a +1 dagger. Creatures dealt damage by the horn are cursed. While cursed, magical healing deals necrotic damage equal to the healing instead of healing. Cursing a new target causes the previous victim’s curse to be lifted. The horn also spoils food and clouds water that it touches. \columnbreak #### Devil’s Tongue Wondrous Item, Rare A dried bearded devil tongue that drips blood whenever you lie, but grants you a +2 bonus to all Deception skill checks involving telling a lie. You can also use your action to force a creature that you can see within 60 ft. to make a WIS saving throw. On a failed save, the creature becomes cursed and cannot tell the truth. Cursing a new target causes the previous victim’s curse to be lifted, as does dismissing the curse as a bonus action. While a creature is cursed in this way, you do not benefit from the bonus to deception checks. #### Dream Pigment Wondrous Item, Uncommon A Pact of the Tome warlock can mix this pigment with a simple liquid binder to create a pearlescent deep purple ink. If the warlock drips a drop of the ink onto a sleeping creature’s head and then spills a thimble of ink onto an empty page of their Book of Shadows, the ink will arrange itself into words. The words describe the events transpiring in the sleeping creature’s current dream as they occur. #### False Path Stones Wondrous Item, Uncommon A moleskin bag filled with 3d6+1 tiny polished rocks. Placing a rock on the ground creates an illusionary gravel path 10 ft. wide and 60 ft. long starting from the stone. You must place two stones within 60 ft. of one another to denote the direction of this path. The path seems like it has been there for at least a decade. The illusion is adaptive and the gravel can be picked up and handled and makes noise when trodden upon like any gravel path. Only picking up the original magic stones will cause the illusion to be lifted, and finding each stone again (even if you are the one who placed them) takes a DC 25 Perception check. #### Flower of the Summer Queen Wondrous Item, Uncommon When a creature is touched by this beautiful, undying flower and the command word is spoken, the creature becomes inexplicably happy and content. The creature must make a WIS saving throw (DC 17) or become affected as if by a Calm Emotions spell and then becomes charmed by the creature that spoke the command word for 1 hour. Using this ability destroys the item. #### Frozen Tear of the Winter Prince Wondrous Item, Uncommon When a creature is touched by this tear-shaped diamond and the command word is spoken, the creature is gripped by sadness and despair. The creature must make a CHA saving throw (DC 17) or become affected as if by a Bane spell for 1 hour. Using this ability destroys the item. \pagebreakNum #### Gift of the Patron Wondrous Item (neck), Very Rare, requires attunement by a warlock An amulet given to you by your warlock patron. As an action, you can take on the visage of your dread patron, gaining an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. At the end of each of their turns, a charmed or feared creature can attempt a new saving throw to end this effect. A creature that succeeds on this saving throw is immune to your aura for 24 hours . Once you use this ability you can’t use it again until you finish a long rest. #### Golden Chain Wondrous Item, Rare, requires attunement by a Pact of the Chain warlock A small golden chain that gives you a greater connection to your familar. If the attuned creature has a familiar as with the Find Familiar spell, the familiar has their maximum hit points increased by 10. As a bonus action, the attuned creature can pay any number of hit points to give their familiar an equal number of temporary hit points. The attuned creature can also have their familiar pay any number of their hit points to grant the attuned creature an equal number of temporary hit points. Temporary hit points from the Golden Chain disappear after 1 minute. #### Hag’s Doorknob Wondrous Item, Rare This simple carved wooden doorknob is not attached to any door. Placing the doorknob on a flat stone, wood, or plaster surface allows the owner to cast Passwall. Pulling on the doorknob opens a door leading to the passage created by Passwall. Once the duration of the spell expires, the doorknob fades away with the door and passage. #### Hezrou Heart Wondrous Item, Uncommon, requires attunement by a warlock A lumpy sickly green heart of a hezrou demon. The heart begins to beat when a poisoned creature is within 30 ft. of it. It can be used to detect poisons in this way. Spell or abilities that you use that deal poison damage to creatures within 30 ft. deal an additional 1d8 poison damage. #### Kappa Shell Wondrous Item, Rare Once per day, this empty shell of a kappa can be filled with water to cast Watery Sphere. The spell does not require concentration as it usually does, but if you perform any other action other than maintaining the spell or use any of your movement speed, you must make a DC 15 Acrobatics check to keep the water in the shell. If the water spills from the shell while the spell is active, the spell ends. \columnbreak #### The Necronomicon Artifact, Legendary, requires attunement A collection of forbidden stories, arcane lore, and necromantic spells written by a variety of authors ranging from minor cultists to notorious liches to alien aberrations. A rather insane chapter refers to a being known as Atropus, but the rest is unintelligible. The book is often confused for the Book of Vile Darkness by those with passing knowledge, but its subject matter is that of death rather than evil. The Necronomicon cannot be destroyed, but can be banished to the moon-sized being Atropus. Attempts to destroy it or send it anywhere else will simply cause it to reappear on a random evil-aligned plane or somewhere else on the Material Plane. Attuning to the book requires a WIS saving throw, an INT saving throw, and a CHA saving throw. Each failed save reduces the creature’s WIS score by 3. A creature that fails all three saving throws is driven completely insane permanently. Their WIS score returns to normal at a rate of 1 point per day after it is no longer attuned to the book. **Random Properties:** The Necronomicon has the following random properties: - 3 minor beneficial properties - 1 major beneficial property - 3 minor detrimental properties - 2 major detrimental properties **Spellcasting:** The Necronomicon has a number of charges equal to the attuned creature’s CHA score. The attuned creature can replenish any number of charges after finishing a long rest, spending 1 hit point for each charge restored. The book allows its attuned owner to do the following. All saving throws have a DC of 18. - Speak with Dead (at will) - Animate Dead (2 charges) - Create Undead (3 charges) - Circle of Death (3 charges) - Finger of Death (4 charges) **Undead Power:** Undead created by the Necronomicon have a bonus to attack rolls, damage rolls, and AC equal to the attuned creature’s CHA modifier. **Control Undead:** Once per long rest using your action, you can force an undead creature to make a WIS saving throw (DC 14). On a failed save, the creature obeys your commands for the next 24 hours. **Lore:** You can reference the Necronomicon for information about undead, aberrations, or the Far Realms. Double your proficiency bonus for INT-based checks on those subjects. \pagebreakNum #### Nerve Lash Gloves Wondrous Item (hands), Very Rare, requires attunement by a warlock These gloves appear to be made from some sort of alien leather with a woodworm-like pattern. The gloves attune to a creature by being worn. Once they become attuned to a creature, the creature feels a sting of pain like needles being driven into their wrists. Once this occurs, the gloves can only be removed by dealing 6 damage to the wearer. The gloves are bound to the nerve endings of the wearer, who can use a bonus action to cause their nerve endings to extend into multi-tailed whips about three feet long that crackle with electricity. The creature can use the Attack action to make up to two melee spell attacks against creatures within 5 ft. Each attack deals 3d6 lightning damage and creatures hit must make a DC 14 CON saving throw or become Stunned until the attuned creature’s next turn. The whips can be retracted with another bonus action. #### Red Cap Wondrous Item (head), Rare, requires attunement A simple hood or hat belonging to a murderous fey creature called a redcap. Though the redcap has been slain, it hat retains some of its power. When you soak the entirety of this cloth hat in fresh blood (less than 1 minute), you heal 2 hit points at start of each round until the cap dries, or about 5 minutes. This effect ceases to function within 120 ft. of a cleric’s holy symbol or any symbol of a deity. #### Robes of the Pactmaker Wondrous Item (chest), Rare, requires attunement by a warlock These dark robes resonate with symbols of a warlock’s patron. The patterns glow and seem to slowly float aimlessly over the surface of the garment. The warlock can treat a warlock spell slot of a spell they cast as one level higher than normal, even if it would bring the slot beyond 5th level. Once the warlock uses this ability, they must finish a short rest before they can use it again. #### Stinger of Horror Magic Weapon (dagger), Rare, requires attunement by a warlock A bony tail of a cloaker that has been fashioned into a weapon. The item is treated as a +2 dagger. Creatures attacked by the dagger (not necessarily hit by it) must make a DC 16 WIS saving throw. On a failed saving throw, the creature becomes frightened until the attacker’s next turn. A creature that succeeds at their saving throw becomes immune to the effects of the Stinger for 24 hours. \columnbreak
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