The Basement Bargain Bin

by acousticdonuts

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The Basement Bargain Bin

A collection of magic items based on The Binding of Isaac by Edmund McMillen.

Author's Note: if you've never played The Binding of Isaac, the general ethos of the game is a weird, eclectic mixture of household items, pitch black humour and Christian iconography. It should go without saying that a lot of these items will need to be renamed and reflavoured to properly fit into your game - if everything in this list could slot into your world perfectly with zero alterations, then I would absolutely love to know what it's like inside your brain.


120 Volt

Wondrous item, very rare (requires attunement)


This small bundle of wires and cells gives you a static shock when you touch it for the first time, and otherwise feels warm in your hands. Whenever you are within 5ft of a hostile creature, they immediately take 4d4 lightning damage.

If any other hostile creatures are within 5ft of the original target, they also take 4d4 lightning damage as the electricity chains between them. Up to 4 enemies can be chained together if within close enough proximity, each taking the full 4d4 lightning damage. A creature can be damaged by this effect once per turn.


Abaddon

Wondrous item, legendary


An obsidian slate with a glowing red rune on it. To attune to this item, the slate must be pressed against your skin for one full, uninterrupted hour, searing the brand onto you permanently. At the end of the hour, you take 20d6 unmitigatable necrotic damage - evil-aligned characters take half the damage rolled, while good-aligned characters take double the damage rolled. Upon surviving this, you are permanently branded with the sigil of Abaddon.


While branded, you gain the following benefits:

  • Your movement speed increases by 15ft.
  • When you hit a creature with a weapon attack, you deal an additional 2d6 necrotic damage to the target.
  • You may choose to forgo the additional necrotic damage to instead force the target creature to make a DC 20 Charisma saving throw. If the creature fails, they are frightened of you for 1 minute, and you gain 2d6 temporary hit points.

The mark of Abaddon demands evil from its bearer. A neutral or good-aligned character with the mark of Abaddon must make a DC 15 Constitution saving throw at the end of any short or long rest. On a failure, they take 2d6 unmitigatable necrotic damage, and are subtly imbued with the desire to cause harm and inflict brutality.


Aquarius

Wondrous item, uncommon


This crystal decanter is engraved with the symbol of the twin waves. The carrier may use an action to open the decanter and allow the contents to trickle out, leaving a trail of thin, blue liquid along the path they move for the remainder of their turn.

Any creature that attempts to cross this trail takes 2d6 cold damage, and must make a DC13 Wisdom saving throw. On a failure, the creature cannot pass through the trail through any means other than teleportation at any point for the duration of the effect. The trail lasts for 1 minute before dissipating. After being used, the decanter cannot be used again until the next dawn.


Aries

Wondrous item, uncommon (requires attunement)


This small moonstone has the symbol of the ram carved on its surface. Upon spending a short rest attuning to it, you suddenly and painlessly sprout a pair of large ram horns from your temples.

Your movement speed increases by 10ft, and you gain the effects of the Charger feat. When your attunement to this item ends, the horns harmlessly fall from your head and crumble into dust.


Birthright

Wondrous item, rare (requires attunement)


This weathered parchment has a contract written on it in an unknown language, but as you read it over the course of your attunement, you become greatly convinced of the benefits it offers you regardless of the language barrier.

Upon completing attunement, you sign your name at the bottom and gain a boon based on your class from the table below. If you are multiclassed, you gain the boon of whichever class your character began as.

Birthright Boon
Class Boon
Artificer Your Infused Items capacity increases by 1.
Barbarian You gain 1 additional use of Rage.
Bard You gain 1 additional use of Bardic Inspiration.
Cleric You learn 2 cantrips of your choice from the Cleric spell list.
Druid You gain 1 additional use of Wild Shape.
Fighter You gain 1 additional use of Second Wind.
Monk You gain 2 additional Ki points.
Paladin The range of your Aura class features increases by 5ft.
Ranger You learn 2 cantrips of your choice from the Druid spell list.
Rogue Your Sneak Attack damage increases by 1d6.
Sorcerer You gain 2 additional Sorcery points.
Warlock Your Eldritch Invocations known increases by 1.
Wizard You gain 1 additional 2nd-level spell slot.

Upon ending attunement with this item, your signature vanishes from the dotted line and you lose the effect of the granted boon.


Breath of Life

Wondrous item, common


Within this glass bottle floats a small cloud of pale white gas. As an action, you uncork the bottle and inhale the gas within. For the next 8 hours, you do not need to breathe, and you have advantage on saving throws against poisonous and toxic gases.


Brimstone

Wondrous item, legendary (requires attunement)


An ancient alchemical symbol is etched into this jet stone. While attuned to the stone, you may use your action to release a devastating barrage of blood and fury. This barrage is 5 feet wide, 30 feet long and penetrates any creatures and obstacles in its path. Any creature within the path of the barrage must make a DC 17 Dexterity saving throw. On a failure, the creature takes 2d8 necrotic damage and 2d8 acid damage, and half as much damage on a success. Brimstone's barrage may only be used once per turn.


Crown of Light

Wondrous item, legendary (requires attunement by a good-aligned character)


This crown is unadorned, simplistic, and made of copper. When attunement to the crown completes, the crown begins hovering above your head and emitting a faint blue glow, emboldening and empowering you.

While attuned to the crown and at full hit points, you gain the following benefits:

  • You deal double damage.
  • Your AC increases by +2.
  • The range of your melee weapons increases by 10ft, and the range of your ranged weapons and spell attacks is doubled.

These benefits last until your hit points drop below their maximum, at which point the crown's glow fades and you lose all benefits until the crown recharges at the end of your next short or long rest.


Death's Touch

Weapon (sickle), legendary (requires attunement)


This long-bladed scythe is carved from ebony and obsidian, and rattles with necromantic power.

You gain a +3 bonus to attack and damage rolls made with Death's Touch. If you land a critical hit on a creature, you can use your reaction to force the creature to make a DC 17 Constitution saving throw. If the creature fails, they are instantly killed. Death's Touch can only kill a creature in this fashion once per day.

Additionally, you can use an action to cast Power Word Kill from Death's Touch. Upon successfully killing a creature with Power Word Kill, this effect cannot be used again for another 1d4 days.


Fire Mind

Wondrous item, rare


A thin vial of thick, volatile, flammable tree sap. As an action, you may coat up to 20 pieces of non-magical ammunition with the sap.

A creature hit with an attack while using coated ammunition takes an additional 2d6 fire damage and is set alight. A creature set alight takes 1d6 fire damage at the start of each of their turns for 1 minute, or until they or another creature uses its action to douse the flames.

If you land a critical hit on a creature while using coated ammunition, the sap catches a spark and violently explodes. Any creature within 10ft of the target must make a DC 13 Dexterity saving throw, or take 4d6 fire damage from the blast.


Guppy's Collar

Wondrous item, rare (requires attunement)


This lilac-coloured collar fits snugly around any creature's neck, and the heart-shaped tag gains the wearer's name upon attunement. When a creature wearing this collar is reduced to 0 hit points, roll a d20 at the start of their next turn. If the result is 11 or higher, the creature is instantly healed for 1 hit point. The required d20 roll increases by 2 for each consecutive success, and is reset to 11 at the end of a long rest.


Head of Krampus

Wondrous item, rare


The bloated tongue lolls from the fanged maw of this slain demon, and its fur is matted and clammy to the touch. As an action, you may hoist the Head of Krampus above your head, discharging a violent torrent of ichorous liquid in four directions.

Four beams are fired in a cross shape with you at the center - one to the front of you, one to the back, one to the left and one to the right. These beams are 30 feet long and 5 feet wide. Each creature in the path of these beams must make a DC 15 Dexterity saving throw, taking 6d8 necrotic damage on a failure and half as much on a success.

Once the Head of Krampus has been used, it cannot be used again until the end of your next long rest.


Holy Mantle

Wondrous item, legendary (requires attunement)


This long white shawl is embroidered with diamond-like weave in the shape of a cross, that faintly glows with soothing light.

While wearing this shawl, you gain a +2 bonus to AC, and resistance to necrotic and radiant damage. Holy Mantle has 4 charges, and regains 1d4-1 charges every dawn. When you take damage from an attack while wearing this shawl, you may use a reaction to spend one charge and negate all damage taken from the attack. When you fail a saving throw while wearing this shawl, you may use a reaction to spend one charge and automatically succeed instead.


Knockout Drops

Wondrous item, very rare


The fluid in this small bottle smells very strongly of paint and copper. As an action, it can be used to coat any melee weapon that deals bludgeoning damage for one hour. Whenever you successfully hit an enemy with a weapon coated in Knockout Drops, they are knocked 10 feet away from you.

If you hit an enemy for a weapon's maximum damage with Knockout Drops applied, the enemy must make a DC 16 Wisdom saving throw or be placed under the effect of the Confusion spell for 1 minute.


Little Horn

Wondrous item, very rare (requires attunement)


This fragment of demonic chitin grants you a sense of kinship with a demonic presence that you always feel watching over you. When you land a critical hit on a creature, a rift opens up in the ground 5 feet in front of them. From this rift bursts a blackened and charred claw, which immediately attempts to grapple the creature.

The claw has the stats of a 6th-level Bigby's Hand, but may only use the Grasping Hand effect, and cannot be moved or given any commands other than crushing its grappled target. If the grappled target breaks free or is reduced to 0 hit points, the claw returns back down into the rift, which then reseals itself seamlessly.


Lodestone

Wondrous item, very rare (requires attunement)


A faint pulse of magnetic energy emanates from this black ore. The Lodestone holds 4 charges, and regains 1d4-1 charges every dawn. As an action, you may spend a charge to imbue an opponent with the stone's magnetic energy. A creature targeted with the Lodestone must succeed on a DC 16 Constitution saving throw, or become magnetic for 1 minute. While magnetic, the creature suffers the following effects:

  • Ranged weapon attack rolls aimed at the magnetic creature are made at advantage.
  • Ranged weapon attacks that pass within 30ft of the magnetic creature's space are redirected to the magnetic creature instead. This attack roll does not benefit from advantage.
  • Melee attacks made against the magnetic creature with metal weapons deal an additional 2d8 of the weapon's damage type.
  • If the magnetic creature steps within 10 feet of a metallic structure of Large size or larger, they must succeed on a DC 15 Strength saving throw, or be pulled to the metallic structure and restrained against it. They may repeat this saving throw at the end of each of their turns.

Magic Skin

Wondrous item, rare


You cannot identify the creature, or creatures, to which this tanned hide once belonged - perhaps it's an amalgam of the skins of all those who carried it before you. You may spend a long rest wishing upon the Magic Skin. At the end of the long rest, you gain 1 level of exhaustion, and summon one magic item of your choice (at your DM's discretion) of Very Rare or lower rarity.


Curse. The Magic Skin's gifts come at great cost to the bearer. The curse takes hold immediately after the Magic Skin is used to summon any magic item. When you are cursed, you can no longer increase your Constitution score by any method whatsoever. Additionally, upon summoning any magic item, your Constitution score is immediately lowered by an amount based on the item's rarity, as shown in the table below:

Curse Severity
Rarity Constitution Loss
Common 1d4
Uncommon 1d6
Rare 1d8
Very Rare 1d12

If this effect causes your Constitution score or your maximum hit points to drop to 0, you instantly die, as the Magic Skin shifts to resemble your own. If the Magic Skin is discarded, it will reappear in your possession 24 hours later. The Remove Curse spell or similar magic will destroy the Magic Skin permanently, but will not restore any lost Constitution.


Maw of the Void

Wondrous item, legendary (requires attunement by a spellcaster)


An abyssal fang dangles from the silk string of this simplistic pendant. While concentrating on a spell, you are surrounded by a protective maelstrom of corrosive blood. Any creature that moves within 15ft of you for the first time each turn takes 4d8 acid damage. Ranged attacks against you from outside of the 15ft radius are made at disadvantage. The maelstrom vanishes without a trace when your concentration ends.


Mega Mush

Wondrous item, legendary


This strange yellow fungus is the size of an adult orc's fist. As an action, you may consume the fungus, rapidly gaining an impossible size and strength. For the next 1 minute, you gain the following benefits:

  • Your size becomes Gargantuan.
  • Your Strength and Constitution scores become 30.
  • You have advantage on Strength and Constitution checks and saving throws.
  • Your reach increases by 15 feet.
  • Your weapon attacks deal an extra 4d12 damage to a target that is Huge or smaller.

When the effect ends, you revert to your original size harmlessly.


Mom's Knife

Weapon (dagger), legendary (requires attunement)


While this blade may resemble a simple kitchen knife, it thrums with an overwhelming power.

You gain a +3 bonus to attack and damage rolls made with Mom's Knife. When you use Mom's Knife to make a thrown weapon attack, you may choose to throw it in a straight line rather than at a specific creature. The dagger flies to any point up to the dagger's maximum range of 60ft away and hovers there until the end of your turn, at which point it travels back to your hand in a straight line.

Any creature that is in the path of Mom's Knife must succeed a DC 17 Dexterity saving throw, or take the dagger's damage. A creature can be hit up to twice per turn - once on the initial throw, and once on the knife's return to your hand. Damage taken by failing this save is considered a standard weapon attack for the purposes of spells and class abilities that enhance weapon attacks.


My Shadow

Wondrous item, rare (requires attunement)


Once you attune to this jet black stone, you find that you cast a second shadow. Upon taking damage from an attack, you may use your reaction to animate that second shadow, which emerges from the ground and relentlessly hounds the creature that attacked you.

The shadow uses the shadow statblock (Monster Manual, page 269), with the caveat that it no longer drains a creature's Strength score on a successful hit. An animated shadow takes its turn immediately after yours, using it to move towards the creature that spawned it and attack them. If the shadow has no foreseeable path to its target, it will instead take the dodge action.

You can have up to 3 shadows animated at the same time. Shadows will vanish 1 minute after spawning, or earlier if they are reduced to 0 hit points.


Ouija Board

Wondrous item, very rare (requires attunement)


This wooden board is patterned with an ancient form of the Common alphabet. The Ouija Board has two abilities: Spectral Ammunition, and Sense Life.

Spectral Ammunition. You may spend one hour of a long rest using the Ouija Board to enchant up to 20 pieces of nonmagical ammunition, granting them a ghostly glow. An attack made with a piece of spectral ammunition deals an additional 2d6 necrotic damage. A creature targeted by an attack made with spectral ammunition gains no benefit from half cover or three-quarters cover.

Sense Life. While attuned to the Ouija Board, you may use a bonus action to tap into a sixth sense, scanning your surroundings for hidden creatures. Make a Wisdom (Perception) check. You detect the current location of any creature within 60ft who has a lower AC than the result of your Wisdom (Perception) check.

After detecting any creature, you may spend your reaction to immediately make a ranged weapon attack against a detected creature with spectral ammunition. Sense Life can be used a number of times equal to double your proficiency bonus, and you regain all uses at the end of a long rest.


Piggy Bank

Wondrous item, uncommon


A metallic rattling can be heard when you shake this pink-painted clay pig. Strangely, there appears to be no kind of opening to insert coins of your own.

When you take damage from an attack, roll a d20. If you roll higher than the damage taken, you gain a number of gold pieces equal to the damage taken. Upon rolling a natural 1 on the d20, cracks form on the Piggy Bank. After a total of three natural 1s are rolled, the Piggy Bank shatters into worthless potsherds, revealing that there is nothing inside.

After the Piggy Bank breaks, it will never dispense gold again, even if it is repaired.


Psy Fly

Wondrous item, very rare (requires attunement)


From a distance, this tiny critter resembles a bluebottle fly. Upon closer inspection, however, you discover it to be an incredibly intricate mechanical construct. While attuned to Psy Fly, any ranged attack made against you has disadvantage, as the construct exerts telekinetic force to repel incoming projectiles.


Purgatory

Wondrous item, rare (requires attunement)


When you lift this jagged crystal to your ear, you can hear whisperings of malaise and despair.

At the start of your turn in combat, a small scarlet rune appears on the floor at a point of the DM's choosing within 30ft of you. No other creatures can see this rune. A rune stays in place until it is stepped on, at which point a new rune appears at a new location at the start of your next turn. All runes disappear at the end of combat.

When you step on a rune, an ethereal orb of energy rises from it and flies towards the nearest hostile creature, before exploding violently. The target creature must make a DC 15 Dexterity saving throw, taking 2d8 force damage on a failure and half as much on a success.


Pyromaniac

Wondrous item, legendary (requires attunement)


The fuse on this bomb sparks away endlessly, and yet the bomb never detonates.

While attuned to Pyromaniac, you are immune to fire damage, and you may freely ignite your weapon, causing your next weapon attack to deal fire damage instead of the usual damage type.

When you are hit by any attack, spell, ability or environmental hazard that deals fire damage, you may use your reaction to absorb the effect's damage as hit points (or as temporary hit points, if you are at maximum hit points at the time of absorption). You may regain up to 50 hit points this way, after which you can no longer regain hit points until completing a long rest.

Once per long rest, you may use an action to release the volatile energy contained within you in a riotous blast. All creatures within a 15ft radius of you must make a DC 17 Dexterity saving throw. On a failure, they take 10d8 fire damage and are knocked prone. On a success, they take half damage and stay on their feet.


Red Stew

Wondrous item, uncommon


You don't recognise any of the various vegetables in this broth, but it smells delicious nevertheless. As an action, you may eat the Red Stew. You instantly regain 4d4+4 hit points, and your Strength score increases by 2. This can increase your Strength score above 20. After 24 hours, your Strength score drops by 1 point, and after 48 hours, it drops by another 1 point, returning you to your original Strength score.


Rubber Cement

Wondrous item, rare


This strange liquid seems to make any item it coats remarkably bouncy. You may use an action to coat up to 10 pieces of ammunition with Rubber Cement. The damage type of this ammunition becomes magical bludgeoning, regardless of its previous type.

Upon hitting a creature with a ranged attack with Rubber Cement-coated ammunition, the projectile bounces off the creature in the direction of another nearby creature. Choose a creature within 15ft of the original target, and make another attack roll against them. This attack has -5 to hit, but deals full damage. A projectile can bounce multiple times, and can even hit the same creature more than once, but each rebound lowers the attack's chance to hit by another 5.


Serpent's Kiss

Wondrous item (contact poison), legendary


From the look and smell of this green liquid, you could be fooled into thinking that the concoction is absinthe. It would be a fatal mistake to make.

A creature subjected to this poison must make a DC 20 Constitution saving throw. On a failed save, it takes 8d10 poison damage and is poisoned for 1d4 days. If the victim dies at any point while under the effect of the poison, the creature that poisoned them instantly becomes aware of their death regardless of proximity, and gains temporary hit points equal to twice the victim's Constitution score.


Spider Mod

Wondrous item, uncommon (requires attunement)


This tiny spider construct is designed to gather information for combat purposes. As a bonus action, you can command Spider Mod to scan an creature for weaknesses. The creature must make a DC 15 Charisma (Deception) check. On a success, the bonus action fails, but does not consume a use of Spider Mod. On a failure, Spider Mod telepathically relays the following information about the creature to you:

  • Current hit points
  • Armor Class
  • Damage vulnerabilities

Spider Mod can be used a number of times equal to your proficiency bonus, and must be recharged over a long rest.


Spirit Shackles

Wondrous item, rare (requires attunement)


A single silver manacle that fits tightly around anyone's wrist. If you are reduced to 0 hit points while attuned to the Spirit Shackles, your tireless spirit rises from your unconscious body. After making a death saving throw, you may control your spirit briefly. The spirit cannot be damaged, cannot move further than 10ft away from your physical body, and cannot cast healing spells or cantrips - otherwise, it shares your ability scores and proficiencies, and can take actions as normal. The spirit fades when you are stabilized, healed or if you die. The Spirit Shackles take effect once per long rest.


Sticky Nickel

Wondrous item, common


A favourite of pranksters, the Sticky Nickel resembles a platinum coin, but holds a mischievous secret.

As an action, you may speak a command word of your choice to the Sticky Nickel, and then place it or toss it to a non-organic surface within 30ft of you. Once the coin is perfectly still, it secretes a powerful adhesive and sticks to the surface.

The coin can be pried off the ground with a DC 25 Strength check, and successfully doing so causes all traces of the adhesive to vanish. The adhesive can also be vanished by repeating the command word used to activate it to begin with.

Once the Sticky Nickel has been unstuck from a surface, the adhesive cannot be reused for another 1d4 days.


Stopwatch

Wondrous item, legendary (requires attunement)


This small bronze timepiece is deceptively unadorned. The Stopwatch has 7 charges, and regains 1d6+1 charges every dawn. While holding it, you can use an action to expend 1 charge to cast the slow (save DC 17) or haste spells from it, or 5 charges to cast the time stop spell from it.


Suplex!

Wondrous item, very rare (requires attunement)


This belt depicts legendary warriors from across the ages on its buckle. While attuned to this belt, your Strength score increases by 2, to a maximum of 22. While grappling a creature, you may use an action to launch off the ground with them.

Make a Strength (Athletics) check contested by the creature's Strength (Athletics). If you succeed, you and the grappled creature instantly jump 30ft in the air, hovering at the apex of this jump. Your turn ends immediately after performing the jump, and the grappled creature's turn is skipped.

At the start of your next turn, choose a landing point within 30ft of your original position to slam your opponent down on. The grappled creature and any creatures within 5ft of this landing point (except you) take 6d8 bludgeoning damage, and the grappled creature is knocked prone. The grapple ends immediately upon hitting the ground. This attack does not cause falling damage to any creature involved.


Sword of Damocles

Weapon (longsword), rare (requires attunement)


The Sword of Damocles is bound with a single strand of silk, and hangs heavy over the head of anyone foolish enough to gamble with it. You gain a +1 bonus to attack and damage rolls made with the Sword of Damocles.

Curse. Upon finishing your attunement with the Sword of Damocles, you become instantly and fully aware of the Sword of Damocles' true power. You may spend 1 minute performing a ritual in which you acknowledge the risk involved in wielding the blade, at which point the curse takes permanent effect on you.

Upon accepting the curse, a ghostly image of the blade hovers above your head, dangling from the silk string. Nobody else can see this blade, but it is always visible to you - even when blinded, you are aware of exactly where it is.

While cursed, you gain riches beyond compare. Over the course of a short rest, you may duplicate up to 100 gold pieces. Over the course of a long rest, you may duplicate up to 500 gold pieces. These duplicate coins are flawless, not counterfeit, and are acceptable as legal tender everywhere. You may also spend a week duplicating a magical item of Very Rare rarity or lower. This costs no money, only time. The duplicate looks and functions exactly the same as the original item, although you cannot be attuned to both at once.

Whenever you take any damage, no matter how small, roll 1d100. Upon rolling a 1, the string holding the ghostly blade over your head snaps, and the blade falls onto you, killing you instantly. To onlookers, you appear to simply drop dead with no signs of injury or illness. You cannot be brought back from the dead by any means if killed by the Sword of Damocles' curse.


The Halo

Wondrous item, very rare (requires attunement by a good-aligned character)


This circle of light that floats above your head is comforting and reassuring to all but the most wicked of souls. While attuned to The Halo, you gain +2 to all six of your ability scores. This increase can take your scores above 20. Additionally, you gain the benefits of the bard's Jack of all Trades ability. If you already have the Jack of all Trades ability, you instead become proficient in all skills.


The Soul

Wondrous item, very rare (requires attunement)


A small religious artifact carved out of marble and detailed with gold. While attuned to The Soul, you are permanently under the effect of the sanctuary spell. If you make an attack or cast a spell that affects an enemy creature, the effect is disabled for 1 minute.


The Wafer

Wondrous item, legendary


The taste of this thin, unleavened cake leaves much to be desired, but it fills you with conviction and spirit. You may eat The Wafer as an action. For the next 24 hours, damage vulnerabilities do not affect you, and all damage you take is halved. This stacks with any damage resistances you have.


Tiny Planet

Wondrous item, uncommon (requires attunement)


This small chunk of meteorite seems to have a minor gravitational pull. When making a ranged attack roll, you may choose to orbit the projectile around you instead of firing at a target. The attack roll targets every creature that is 10ft away from you, circling around them sequentially. Damage is calculated separately for each creature. You may attack in this manner twice per short rest.


Void

Wondrous item, legendary (requires attunement)


An ominous cube of perfect black, that could very well be a hole in reality itself. You may perform a 10-minute ritual with Void to consume any Uncommon, Rare or Very Rare magic item that requires attunement. Upon completion of the ritual, the magic items are disintegrated permanently, their effects end on anyone that was attuned to them, and you gain an increase to your ability scores based on the rarity of the magic item consumed.

You may choose any of your ability scores to increase with Void, but you must decide immediately upon completing the ritual, and you cannot increase your ability scores beyond 20 this way. Once an ability score is increased, it is "locked in", and cannot be reassigned.


Consuming Magic Items
Rarity Ability Score Increase
Uncommon 1
Rare 2
Very Rare 3

If your attunement to Void ends, you lose the ASIs provided to you by Void. If another person attunes to Void, they instantly gain the ASIs stored within, and are free to allocate them upon finishing attunement. If Void is unattuned to anyone for a week, all ASIs stored within are lost permanently.


Whore of Babylon

Wondrous item, rare (requires attunement)


This small talisman has an unnerving scowl painted upon it that seems to grow in intensity the closer you get to death's door. When your hit points are at 5 or below, you have advantage on all melee weapon attacks, and you score critical hits on a roll of 17 or higher.


X-Ray Vision

Wondrous item, uncommon


These thick goggles have the remarkable ability to hide all distractions, allowing the wearer to focus on finding secrets. While wearing X-Ray Vision, you have advantage on checks made to notice hidden traps, doors or mechanisms.


 

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