Belt of Giants Dexterity
Wondrous item, rarity varies (requires attunement)
This belt resembles, in all ways, a belt of giants strength of the same type as this belt. Even casting identify on this belt reveals to the caster that this belt is the appropriate belt of giants strength.
Curse. This belt is cursed, a fact that is revealed only when you attune to it. Attuning to the belt curses you until you are targeted by the remove curse spell or similar magic. Removing the belt fails to end the curse. While cursed your Dexterity score changes to a score granted by the belt. If your Dexterity is already equal to or less than the belt's score, the item has no effect on you.
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of fire giant dexterity and the belt of frost giant dexterity look different, but they have the same effect.
| Type | Dexterity | Rarity |
|---|---|---|
| Hill giant | 8 | Uncommon |
| Fire/frost giant | 9 | Rare |
| Cloud giant | 10 | Rare |
| Storm giant | 14 | Very Rare |
| Stone giant | 15 | Very Rare |
Birdcage of the Soul
Wondrous item, very rare
This small birdcage appears to be made of golden filigree and is small enough to be easily carried in one hand.
As an action, you can speak the birdcage's first command word and chuck it at a Huge or smaller creature within 10 feet. The creature must succeed on a DC 15 Charisma saving throw. On a failed save, the cage expands large enough contain the creature and encloses around it.
You can utter a second command word to reduce the size of the cage and the creature within to its tiny portable size, or a third one to make it larger again.
The cage is indestructible from the inside. If the cage breaks, or the contained creature inside leaves through the door it returns to its original size.
Hamstring
Weapon (any bow), rare (requires attunement)
This beautiful mithral bow appears to have been strung with the tendon of a large animal. The bow has 10 charges, and it regains 1d10 expended charges daily at dawn.
When you fire an arrow from this bow, you can expend 1 charge to speak the command word. If the arrow hits, the creature must make a DC 15 Constitution saving throw or have all of its movement speeds reduced by 10 (to a minimum of 0) until the start of your next turn. This effect is cumulative.
Harpoon
Weapon (javelin), common (requires attunement)
When you hit a creature with this javelin, that creature must make a Strength saving throw against a DC equal to 8 + your Strength score + your proficiency modifier. On a failed save, the creature is pulled up to 30 feet towards you.
Constraining Items
Instant Edifice
Wondrous item, rare
This small stone block seems plain on first glance.
You can use an action to touch it to an unoccupied space on the ground. The block expands outward until it is a wall that is 50 feet long, 10 feet hight, and one foot thick, or it is obstructed.
The wall attempts to fill gaps that obstructions may have caused, but not in a manner that would force it out of its maximum dimensions, potentially encasing objects in stone. Creatures in the path of the wall are shoved out the way in a direction that they choose unless they choose to hold onto or stand on top of the wall as it expands.
Nothing magical maintains the wall's structure once the process is completed, as such it can be destroyed by impact or collapse and fall if it is not supported properly.
Magebane Shackles
Wondrous item, common
These three bands are made of a magic absorbing vermilion metal to restrict the spellcasting of the wearer. When active, each arm band is tethered to the other with an otherwise intangible beam of energy
You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as magical manacles, the shackles prevent a creature bound by them from casting any spell.
You and any creature you designate when you use the shackles can use an action to remove them, to stop or resume their function as manacles but to continue to restrict the creature's spellcasting. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Wetlash
Wondrous item, uncommon
An ornately decorated cylinder is actually a magical whip. When shaken you hear a sloshing sound.
You can use your action to speak this item's command word and expend 1 charge to cast water whip* at 1st level, using Strength as your casting ability.
This item has 10 charges and regains one charge for every gallon of water poured into the cylinder. When fully charged, it appears distinctly full but does not pour out water unless a command word is spoken. By uttering a second command word you may spend 1 charge to make 1 gallon of water available for drinking.
*Water Whip added by Weaponised Water
Credits
Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.
- Made with "GM Binder".
- Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.