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Great Dave's Curiosities
\pagebreak # Great Dave's Curiosities Come one come all! Here in **~Great~ Dave's Curiosities~** you can find a **Collection~** of the **Eldritch**, **~Arcane**, and ***Curious~~*** as you won't find anywhere else on any Planes of Xyrathas! All made by our **Great Master**, for your **purchase~**, and **use** ## Curiosity Shops Made by our **Great Master** a mere **~~26~** Years ago, **Curiosity ~Shops** are the greatest innovation in the realms of **Arcane ~Items**, the Deadliest of Arcana, made common, and Produced for your Every Day Use! ## Upgrades Some of the **Items~** In our stock are **Upgradeable** Into greater Stock, Such can be done by an **~Artisan** Using them as a crafting component, **LICENSE REQUIRED***. Taking away the starting items cost and craft time from the **Upgrade**. Alternativelly they can be used as a plain discount of their cost of the **upgraded** Item ## Selection~ Item Images from Valve's upcoming MOBA Shooter Deadlock, sourced from the wiki Cover art is "Morshu in the style of Tears of the Kingdom's promo art " by **u/lr31o** from R/Zelda ## Tier 1 **GP Cost:** 45 for Common, 210 for an Uncommon ### Extra Spirit
Wondrous Item, Uncommon(Requires Attunement) A simple Medalion, Shaped lika an eye, often used by modern novice Spell Casters This item is a Spell Casting Focus, giving a +1 Bonus to spell attack Rolls and Spell Save DC's when used. **Upgrades:** Improved Spirit ### Rebuttal Wondrous Item, Common A small and heavy Ox head, cast in onyx While wearing this item on your person, whenever you cause an attack to miss using a reaction, like the Shield Spell or the Defensive Duelist Feat, the attacker takes Psychic Damage equal to it's Proficiency Bonus and has disadvantage on it's next attack roll against you this turn. You regain hit points equal to any damage dealt this way, this property then can't be used again for 10 Minutes ### Restorative Shot
Weapon (Any Ammunition), Uncommon A Brass Bullet, a simple twin snake pattern dots it's surface. You have a +1 Bonus to damage Rolls made with this piece of magic ammunition. On a succesful hit you also regain 2d4 Hit Points. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity. ### Spirit Strike Wondrous item, Common A light Gauntlet, violet iron bands around the knuckles Once per turn when you hit with a weapon attack while wearing this gauntlet and would add Strength or Dexterity to the damage roll, you may add your Intelligence, Wisdom, or Charisma Modifier to the Roll instead ### Sprint Boots Wondrous Item, Common(Requires Attunement) A set of boots made to order, each with a plain band of iron on the brim Whenever you take the Dash Action While wearing these boots, your Speed increases by 5 Feet this turn **Upgrades:** Enduring Speed, Trophy Collector
##### Usage and Intention This Collection of Items wasn't made to be singular eye catching relics of a bygone era with deep lore to explore, Xyrathas(My World) is a High Magic setting where magical items are known and used for common practicality, Most of these items are meant to be Magic Item Shop stock, produced and understood, or things you find on rank and file enemy mooks
\pagebreak ## Tier 2 **GP Cost:** 360 for Uncommon, 3200 for Rare ### Battle Vest
Wondrous Item, Uncommon (Requires Attunement) A plain reinforced Vest, enchanted for practicality and made for convenience. While wearing this Vest, you gain +1 to AC and regain 1 extra hit point from any hit dice expended during a short rest **War Made.** While wearing this Vest you gain a +2 bonus to all weapon damage rolls, this property ceases to function while you are **Bloodied**, and until the end of your next turn after you take damage ### Enchanter's Emblem
Wondrous Item, Uncommon (Requires Attunement) A Sapphire and Onyx Emblem cast on a backing of Green Copper, designed to catch the eye as much as to protect. While wearing this Emblem, you gain +1 to all Saving Throws and regain 1 extra hit point from any hit dice expended during a short rest **Arcane Rush.** While wearing this Emblem you gain a +2 bonus to all Spell damage rolls, this property ceases to function while you are **Bloodied**, and until the end of your next turn after you take damage ### Fleetfoot
Weapon(Any Melee), Uncommon(Requires Attunement) This weapons handle bears a triple wing pattern, lined in mercury, you feel lighter holding it Whenever you take the Attack Action while this weapon is on you person, you may move up to half your speed before, after, or at any point during it. **Sidestep.** Whenever you're hit by an attack while holding this weapon, you may roll it's weapon damage dice as a Reaction, adding it to your AC against that attack, potentially turning it into a miss if you turn it into a miss you can then move up to half your Speed without Provoking Attacks of Opportunity. \columnbreak ### Enduring Speed
Wondrous Item. Uncommon(Requires Attunement) A pair of Iron Cuffs, covered in wing patterns of Mercury While wearing these Bracers, your Speed increases by 10 Feet and you regain 1 extra hit point from any hit dice expended during a short rest **Never Stopping.** If one or more effects would reduce your move speed, the total reduction is lowered by 10 feet. ### Improved Spirit
Wondrous Item. Rare(Requires Attunement) A Silver Medallion with Gold Trim, you can feel it's power coursing on it's surface This item is a Spell Casting Focus, giving a +2 Bonus to spell attack Rolls and Spell Save DC's when used. Additionally, you regain 1 extra hit point from any hit dice expended during a short rest while it is on your person **Upgrades:** Boundless Spirit ### Kinetic Dash
Wondrous Item, Uncommon(Requires Attunement) A silver lapel pin, shaped like a horse head, you feel wound up holding it Whenever you take the Dash Action, 2 extra pieces of Ammunition are conjured inside a gun you have on your person, regardless of it's ammo limit, Until the End of your next turn you may make a single attack with that gun as a bonus Action, the bullets then disapear if they haven't been used yet \pagebreak ### Opening Round
Weapon(Any), Uncommon (Requires Attunement by a creature with the ability to cast atleast 1 Spell) 3 rings, like Brass Knuckles, and a spike of reddened iron embelish the handle of this weapon, it tingles to the touch This Weapon is a Spell Casting Focus, giving a +1 Bonus to spell attack Rolls and Spell Save DC's when used **Fresh Wounds.** You add your Spellcasting Ability Modifier to the damage rolls of this weapon, this property ceases to function against Creatures that are **Bloodied** ### Reactive Barrier
Armor(Breastplate, Plate), Uncommon A set of Plate polished to reflection and studded with Onyx, a small glass shield adorns the front Whenever your speed is reduced by an effect or an effect makes you unable to take Actions, Bonus Actions, or Reactions. You gain 17 Temporary Hit Points, and may move 15 feet at the start of your next turn if able, this movement doesn't provoke attacks of opportunity. Any of remaining Temporary Hit Points go away after 1 minute, Afterward this property can't be used again for 1 hour. ### Return Fire
Armor(breastplate), Uncommon A heavy bartender style Vest, reinforced with copper plates like brigandine This Vest has 4 Charges, it regains 1d4 Expended charges each day at dawn As a Bonus Action you can Expend 1 Charge to activate it for 1 minute, whenever a creature deals damage to you with a ranged weapon or Spell during this time, the Vest shoots a bullet back at the creature, dealing damage equal to the Ability Modifier used for the Attack Roll or it's Spellcasting ability used for the spell \columnbreak ### Slowing Bullets
Wondrous Item, Uncommon(Requires Attunement) A small bullet Pouch, tortoise shell pattern, bullets from it are layered to fragment This Pouch conjures infinite bullets, these bullets can be used to load any Guns you have as a bonus action, or whenever you reload them at the start of your turn, They disapear whenever they are farther than 5 Feet away from the Pouch or after being used for an attack roll. **Big Holes.** Any gun loaded from This Pouch deals 1d4 extra damage on hit, any creature dealt damage this way has it's speed reduced by 10 Feet until the end of it's next turn. **Upgrades:** Weighted Shots ### Split Shot
Weapon(Any Gun), Rare Twin Snake heads surround the barrel of the weapon, spitting out smoke in tandem This weapon has 4 Charges, Expending 1d4 Expended Charges each day at dawn As a Bonus Action you can Expend 1 Charge to activate it until the end of your next turn, during this time it's range becaomes a cone of equal size to it's Close Range, whenever you make an attack with this weapon, you attack every single creature in this cone, using a single attack roll for each \pagebreak ## Tier 3 **GP Cost:** 3800 for Rare, 30,000 for Very Rare ### Disarming Hex
Wondrous Item, Rare A tiny carving of a severed hand, wrought iron, with straps to hide it in your palm, it feels powerless and brittle While this hand is in your palm, your move speed increases by 5 feet **Disarm.** This item has 4 Charges, regaining 1d4 expended Charges each day at Noon, Whenever you take to Attack action on your turn, you may expend 1 Charge in place of a single attack, when you do one creature of your choice within 60 Feet must make a DC 17 Wisdom Saving Throw, on a failure it can't make attacks and it's AC decreases by 2 until the end of it's next turn ### Heroic Aura
Weapon(Any Melee), Very Rare(Requires Attunement) A pristine Silvered Blade reinforced with brass, it's hilt bears a Golden crown Motif, signifying to all your right to rule. "Most Valuable Customer" is written on the hilt This weapon has a +1 Bonus to Hit and Damage Rolls, while it is on your person, your move speed increases by 5 feet **Great Stand.** While holding this weapon, You Radiate an aura of Determination in a 15 Foot **Emanation** that originates from you. You and your Allies in the Aura gain a +1 to AC **Strike Now!.** This Weapon has 3 Charges, Regaining all Expended Charges each day at Sunrise. At the Start of Your turn, you may expend a Charge to let out a mighty Battle Cry, when you do, you and each ally in your Emanation has their Move Speed increased by 10 Feet until The end of their next turn, you and each of those creatures can make a single weapon attack as a bonus action during that time \columnbreak ### Hollow Point
Weapon(Any gun), Rare(Requires Attunement) A heavy and layered barrel, iron with a green brass eye, your lifeforce swirls in tandem as you hold it While Attuned to this gun, your maximum and current hit points increase by 12, and you regain 2 extra hit points from any hit dice expended during a short rest **Will to Steel.** Whenever you hit a creature with this weapon, you deal 2d8 Extra damage and it's AC decreases by 1 until the end of your next turn. this property ceases to function while you are **Bloodied**, and until the end of your next turn after you take 30 or more damage in a single turn
##### Guns and Ammo Xyrathas is a renaissance era industrialized magic setting. Guns are common place as weapons and ammo clips are an Uncommon rarity modification, 10 For Pistols, 8 For Rifles, 6 For Shotguns, Bonus Action full reload, This can be added on top of anything else the gun does, having more than 1 shot is an assumed baseline for most of these
### Majestic Leap
Wondrous Item, rare A pair of Gilded Greaves, emblazed with mirrored silver half moons These greaves have 6 Charges and regain 1d4+1 Expended charges each day at full moon, any creature wearing them can expend 1 charge to jump 30 feet without expending any movement, and gain 30 Temporary Hit Points. This property cannot be used if the creature wearing them has taken any damage since the start of it's last turn, Any remaining Temporary Hit Points go away after 1 minute \pagebreak ### Metal Skin
Armor(Half Plate), Rare A vial of polished liquid iron, strangely light. It clings on when poured, becoming one with your skin This half plate can be donned as an Action, can't be taken off against your will while you are conscious, and doesn't impose disadvantage on Stealth Checks **Impregnable.** This Item has 6 Charges, regaining 1d6 expended Charges each day at noon, As a Bonus Action you can expend 1 Charge, when you do, your movement speed is reduced by 10 feet and you are immune to Bludgeoning, Piercing, and Slashing damage dealt by ranged weapon attacks, until the end of your next turn ### Point Blank
Weapon(Any Ranged), Rare A Copper and Rusted Brass eye symbol, broken as if bludgeoned, is melded into the surface of this weapon Being within 5 feet of a Hostile Creature doesn't impose Disadvantage on Ranged attack rolls of this weapon **Personal.** Whenever you hit a creature within 10 Feet with this weapon, you deal an additional 2d6 Damage to it and it's speed is reduced by 10 feet until the end of it's next turn ### Torment Pulse
Ring, Very Rare (Requires Attunement) A tiny silver and iron ring shaped like a dagger stabbing a heart, purple in sheen, you can occasionally feel the heart beating While wearing this ring, your maximum and current hit points increase by 10 **Pulse.** This ring emits a 15 Foot Emanation around you, at the end of your turn, up to two creatures of your choice in this Emanation must make a DC 15 Charisma Saving throw, taking 2d10 Psychic Damage on a failure \columnbreak ### Trophy Collector
Armor(Shield), Rare(Requires Attunement) A heavy and thick wrought-iron round shield, a gold frame splits it into 16 Sections, the sections polish one by one as you hunt prey While Wearing this Shield you regain 2 extra hit points from any hit dice expended during a short rest. And your speed increases by 10 feet until the end of turn whenever you take the Dash Action **Kill Tally.** Whenever a creature is reduced to 0 HP within 120 feet of you, if you dealt damage to it within the last 3 Turns and don't have the Unconscious Cndition, this Shield gains 1 Charge, up to a maximum of 16, as long as this Shield has atleast 1 Charge, you gain the following benefits while wearing it: * For every Charge your max and Current HP increases by 3 * For every 3 Charges, the speed increase you get when dashing increases by 5 feet * For every 6 Charges, the Radius, Witdh, and Length of all **Lines**, **Emanations**, **Circles**, and **Squares** you make increases by 5 feet Half of All these Charges(Rounded Up) go away every day at midnight ### Weighted Shots
Wondrous Item, Rare(Requires Attunement) A tough, dark grey Bullet Pouch tied with an iron and Brass chain, the Bullets are long and layered, both the bag and Bullets are incredibly heavy This Pouch conjures infinite bullets, these bullets can be used to load any Guns you have as a bonus action, or whenever you reload them at the start of your turn, They disapear whenever they are farther than 5 Feet away from the Pouch or after being used for an attack roll. **Big Holes.** Any gun loaded from This Pouch deals 1d12 extra damage on hit, any creature dealt damage this way has it's speed reduced by 10 Feet until the end of it's next turn. **Shrug Off.** If you would be able to make one or more saving throws to end a Condition or Spell at the end of your turn, you can instead choose to make any of them at the start of your turn. **Weighted Down.** While wearing this Pouch your move speed is reduced by 5 Feet, this Reduction Increases by 10 Feet if you moved more than 15 Feet last turn. \pagebreak ## Tier 4 **GP Cost:** 38,000 for all ### Boundless Spirit
Wondrous Item, Very Rare (Requires Attunement by a creature that can cast atleast 1 Spell) An eye Medalion, silver and alloyed gold, darkened with Demonic souls. The eye glows bright pink and follows you as you hold it **Attunement.** When you attune to this item, it grows into an ebon and bright pink moss to cover your entire arm, you can't be disarmed of it as long as you're Attuned, and can still hold and use items with the overgrown hand While attuned to this item, your max and current HP inreases by 7 **Boundless.** This item is a Spell Casting Focus, giving a +3 Bonus to spell attack Rolls and Spell Save DC's when used, whenever you roll 3 or more Dice for damage of a spell, roll an additional die for every 3 dice rolled ### Diviners Kevlar
Armor(Breastplate) Very Rare(Requires Attunement) Series of intricate, woven, green straps holding together a chest plate of interconnected blocks, the congealed, dark maroon blood of failed prophecies. You are considered trained with this armor even if you lack training with Medium armor. Additionally, whenever your Concentration would break on a Spell while wearing this Vest, it doesn't end until the start of your next turn **Power yet to be.** Whenever you cast a spell of 6th Level or Higher while wearing this breastplate,You gain 70 Temporary Hit points, while any of these remain you gain a +3 Bonus to Spell Save DC's, Spell Attack rolls, and Spell Damage Rolls. Any remaining Temporary Hit Points go away after 1 minute, Once this property has been used, it can't be used again for 1 Hour \columnbreak ### Echo Shard
Wondrous Item, Very Rare (Requires Attunement by a creature that can cast atleast one spell 5th level or lower) A Scintillating crystal, shifting between dark purples, through to light blues, Occasionally you can feel your thoughts Repeat as you hold it You gain +1 Bonus to Armor Class and Saving throws while you wear this crystal **Perfect Copy.** Whenever you prepare one or more spells or Attune to this Item, choose one Spell 5th level or lower you have Prepared. This crystal has 3 Charges, regaining all Expended Charges at Midnight, whenever you cast the chosen Spell, you can expend a Charge as a Magic Action on your next turn, casting the spell again at the same level without expending a Spell Slot if it requires Concentration, you can concentrate on both casts of it at once, making a single Concentration Saving Throw for both ### Escalating Exposure
Wondrous Item, Very Rare (Requires Attunement) A gold-platinum Medalion, held at ones chest by the swirling breath of an elder nightmare, your skin slowly dries to ash on touch While wearing this Medalion, you gain a +2 Bonus to all saving Throws and spells you cast ignore passive abilities, such as Magic Resistance, that would give advantage on their saving throws **Escalation.** Whenever a creature fails a saving throw against a Spell you cast, or whenever you hit a creature with a Spell Attack roll, it gains one stack of **Exposure**, up to a maximum of 6, a creature takes 1d6 extra damage from All spells for each stack of **Exposure** it has All stacks of Exposure disapear after 10 minutes, alternativelly one stack can be removed with a casting of Lesser Restoration, and all stacks can be removed by Dispel Magic or greater magic \pagebreak ### Ethereal Shift
Wondrous Item, Very Rare(Requires Attunement) A Tipped Octagonal Disk of clear gray crystal, the inside is dark like the Void between Planes, the endless expanse strewn with interconnected, shifting, points of light. **Void State.** The Disk has 3 Charges, regaining all expended Charges each day at the darkest point of night. As a Magic Action, you can Expend 1 Charge to enter a partial Void form, until the start of your next turn you are immune to all damage and Conditions. Then you end your turn. **Purpose. Born Intact.** After returning from your Void Form, you gain the Following Benefits until the start of your next turn: * You gain a +5 Bonus to all Saving Throws. * You gain a +3 Bonus to your Spell Save DC's and Spell Attack Rolls, Whenever a creature fails a saving throw against a Spell you cast, or whenever you hit a creature with a Spell Attack roll during this time, it takes 2d8 Force Damage. * Your speed increases by 15 Feet and you do not provoke Attacks of Opportunity. ### Lucky Shot
Weapon(Any Ranged), Very Rare This weapon gleams Bronze and Gold no matter the light, Polished to a keen sheen with the luck of a Four time Lottery Winner. This Weapon scores a Critical hit on a roll of 17-20. **Lucky Break.** If you roll the Maximum Value or **7** for a damage die of this weapon, Roll another 2 dice and add them to the Damage, the Maximum amount of Additional Dice you can roll this way is **7.** \columnbreak ### Magic Carpet
A thick Serape, made from Elder Lycan Hide, and embroindered in runes of faint green silver. It occasionally reacts to touch While wearing this Serape, your current and maximum HP increases by 13, you gain a +2 Bonus to your Spell Save DC's and Spell Attack rolls(up to maximum of +3 , and whenever your Concentration would break on a Spell, it doesn't end until the start of your next turn **Alladin's Keepsake.** This Serape has 6 Charges, regaining all spent charges each day at Midnight. As a Magic Action you can expend a Charge to Summon the Carpet, riding it to gain a 60 Foot Fly Speed. The Carpet is dismissed after 10 minutes, or whenever you take an action other than to dash or dodge. if you were flying during that time, you gently descend to safety and take no fall damage ### Spiritual Overflow
Weapon(Any), Very Rare(Requires Attunement by a creature with the ability to cast atleast 1 Spell) Deeply grooved, this Weapon bears the shape of a Chalice at it's base, as blood flows in, it burns a Bright Magenta. You can see the extinguished fate of every soul cut down by it This Weapon is a Spell Casting Focus, giving a +3 Bonus to spell attack Rolls and Spell Save DC's when used Additionally, whenever you deal damage to one or more Creatures with one of these spells, you regain 1d6 Hit Points for Every Creature Damaged **Immolation.** At the end of your Turn, if you hit a creature with this weapon, it gains 1 Charge. After reaching 3 Charges, all of them are Expended and you gain the Following benefits for 1 Minute: * You can make one Weapon attack with this weapon as a Bonus Action * You gain a +4 Bonus to Spell Damage Rolls, and Rolls to regain Hit Points with this weapom * Whenever your Concentration would break on a Spell, it instead lasts until the end of your next Turn Any of these Charges go away after 10 Minutes, You can't gain Charges while already under this features benefit \pagebreak ## Legendary - OUT OF STOCK* **GP Cost:** You Kill It, You Bought It ### Runed Gauntlets
Wondrous Item, Legendary(Requires Attunement) Heavy Gauntlets made of Infernal Steel, deeply runed with a Balors Burning Blood, and suffused with the pain of a Deadly Sin. Your veins throb and pulse while wearing them, making you feel like you could tear a fortress in two While wearing these Gauntlets, you deal an additional 2d10 Damage with your Unarmed Strikes, and you have Resistance to Bludgeoning, Piercing, and Slashing damage dealt by Melee attacks **In.** When you take the Attack action on your turn, you can replace one of your attacks with moving 45 feet in a straight line, when you do, your next unermed attack this turn deals an Additional 3d10 Damage on hit. **Through.** Once per turn, when you miss with an Unarmed Attack, you may hit instead. ### Shadow Strike
Wondrous Item, Legendary(Requires Attunement) A great Gorget, forged from God blessed Gold and the tranquility of Elysium, stewed and blackened in the shadow of a Seraphim. It fills you with a grim divine purpose, a Determination nothing will squash While wearing this Gorget your current and maximum HP increases by 35, and you treat any Exhaustion you have as if it were 3 levels lower **Shadow of Divinity.** Whenever you spend your action to Dash, Dodge, or Disengage, you become **Invisible** until the End of your next turn, or until you complete an Attack or cast a Spell. **Theurgy.** Whenever you hit with a melee attack while Invisible, The target gets a -3 penalty to AC and All Saving Throws, and your AC and all Saving Throws Increase by 3 Until the end of your next turn. Additionally, the target begins bleeding for 1 Minute or until it regains any Hit Points, taking 2d8 Necrotic Damage at the start of it's turns \columnbreak ### Frostbite Charm
Wondrous Item, Legendary(Requires Attunement) Ice trimmed from the corpses of gods left behind during **Mundus Futue**, shaped and rearranged by the Roiling Chaos into a simple bracelet. The patterns inside malleable, and unbreakable, shifting with what feels like ever increasing tempo Whenever you prepare one or more spells or Attune to this Item, choose one Spell you have Prepared. **Supreme Creation.** This bracelet has 11 Charges, as a Magic Action you can expend an amount equal to the Chosen Spells Level to cast it from it, increasing the cast spells level by 1 for each Additional Charge Expended. **Will, Into Divinity** Whenever you cast the chosen spell while wearing this Bracelet, you gain a +3 Bonus to it's Spell Save DC's and Spell Attack rolls, any creature that fails it's save against it or is hit by it, takes an Additional 2d10 Cold Damage and is Restrained until the start of your next turn