Magical Bullet - 30 Currency - Common
The damage dealt by the firearm is now a magical variant of the firearm’s original damage type.
Perishable, 10 Bullets Per Set
Enhanced Bullet - Cost Varies Between 50 to 50,000+ Currency - Varying Rarity
The common rarity variant of this item gives a +1 to the firearm attack roll. The bonus increases by 1 for every rarity above common. (EX: A fabled variant would give a +5) Variants of this bullet that are uncommon and higher deal a magical version of the firearm’s original damage type.
Perishable, 10 Bullets Per Set
Spell Bullet - Cost Based On Spell - Rarity Based On Spell
A spell from the Magic Scrolls section of Magic Items is implanted into these bullets. After the bullet is shot, the spell is casted in the area the bullet lands.
Perishable, 10 Bullets Per Set
Warped Bullet - 370 Currency - Rare
When this bullet is shot, you can do one of two things as a free action. You can either teleport the bullet up to the range of the ranged weapon that shot it or teleport to the bullet before it hits its target.
Perishable, 10 Bullets Per Set
Magical Arrow - 30 Currency - Common
The damage dealt by the ranged weapon is now a magical variant of the weapon’s original damage type.
Perishable, 10 Arrows Per Set
Enhanced Arrow- Cost Varies Between 50 to 50,000+ Currency - Varying Rarity
The common rarity variant of this item gives a +1 to the ranged weapon attack roll. The bonus increases by 1 for every rarity above common. (EX: A fabled variant would give a +5) Variants of this weapon that are uncommon and higher deal a magical version of the ranged weapon’s original damage type.
Perishable, 10 Arrows Per Set
Homing Arrow - 110 Currency - Uncommon
You can make an attack with a ranged weapon without needing line of sight, as long as the target is still in the range of the weapon the arrow will find its way to the target as long as there are no impossible obstacles to get there.
Perishable, 10 Arrows Per Set
Spell Arrow - Cost Based On Spell - Rarity Based On Spell
A spell from the Magic Scrolls section of Magic Items is implanted into these arrows. After the arrow is shot, the spell is casted in the area the arrow lands.
Perishable, 10 Arrows Per Set
Plantbud - 89 Currency- Common
As long as you have the plantbud in your ear, you gain the Nature Speak perk from the Path Of Elemental.
Takes up an ear equipment slot.
Beastbud - 90 Currency - Common
As long as you have the beastbud in your ear, you gain the Animal Speak perk from the Path Of Ranger.
Takes up an ear equipment slot.
Spell-Soaked Outfit - 115 Currency - Uncommon
Gain the effects of an uncommon spell scroll, this means that you either benefit from the scroll passively or you can cast the spell from that scroll just by wearing these clothes. The scroll the effect is based on is dependent on the clothes itself, it’s not changeable.
Takes up an arm equipment slot.
Dueling Gloves - 115 Currency - Uncommon
You gain a new Special Action: Compel
As an interaction, you can target someone within hearing distance of you and attempt to goad them into a duel with just you. You make a contesting charisma skill check against their charisma will check. If you win, that target must dedicate their next turn to fighting you and only you.
Takes up an arm equipment slot.
Magic Bracers - 130 Currency - Uncommon
When you make a saving throw to avoid taking damage or suffering from a magical effect/condition, you take half the damage or suffer from half the effects of a condition on a failed save.
Takes up an arm equipment slot.
Displacement Belt - 150 Currency - Uncommon
As a quick action or reaction once per round you can attempt to teleport yourself somewhere within the 40ft. Declare where you want to appear and have the DM roll a d100. Up to the DM’s discretion, the d100 roll determines how close you are to where you wanted to be.
Takes up a trinket slot.
Smiteous Gloves - 250 Currency - Uncommon
When you have these gloves equipped, once per turn before you make an attack roll against someone’s armor class you can preemptively add on an extra d6 of holy divine damage.
Takes up an arm equipment slot.
Null Gloves - 450 Currency - Rare
As a reaction, you can attempt to catch and negate a spell attack roll within melee range of you. Roll a precision against the spell’s attack roll, if you roll higher you manage to negate and cancel out the spell attack.
Takes up an arm equipment slot.
Transmutational Belt - 570 Currency - Rare
When you have this item equipped, you can use an interaction before you make an attack to change the damage type to any type of magical damage.
Takes up a trinket slot.
Glass Arm - 700 Currency - Rare
You gain a stacking +2 bonus to all damage rolls at the start of your turn. This damage stack will resist if initiative is recalled or the glass arm breaks. The arm will instantly break if the arm is targeted with an attack or caught up in an area of effect radius. The glass arm can easily be repaired with a custom spell or any form of healing.
Takes up a trinket slot, this item either wraps around your arm or can act as a prosthetic.
Weather Crown - 999 Currency - Rare
You become immune to all damage and effects caused by non-magical and magical weather phenomena.
Takes up a head equipment slot.
Beholder’s Eye - 2300 Currency - Legendary, Cursed?
As a quick action you can instantly reapply the damage total or reactive and continue the concentration of a Custom Spell that you have seen on a target of your choosing.
You can only use this for Custom Spells that you have seen after your last long rest and before your next one. Every time you do this, you gain 1 eye grievous wound.
Takes up a trinket slot, this item either goes over your eye or can act as a prosthetic.
Haste Shoes - 115 Currency - Uncommon
Double your base walking speed and you don’t suffer exhaustion from dashing in chase combats.
Takes up two feet equipment slots to wear.
Bouncy Shoes - 115 Currency - Uncommon
You are immune to falling damage and when you make an athletics or acrobatics roll to jump, double the total roll. However, landing on your feet from a great height may cause you to bounce around uncontrollably on a failed acrobatics saving throw.
Takes up two feet equipment slots to wear.
If you make any of the following items your spellcasting focus as an activity over the course of a short rest, you can no longer cast magic without that spellcasting focus. Losing that focus will also reset your spellcasting bonus.
Spell Totem - 40 Currency - Common
As long as the spell totem takes up one of your trinket slots, you can cast spells from the totem as long as you can see the totem.
Takes up a trinket slot.
Efficient Focus - 49 Currency - Common
When you cast a spell that costs mana and doesn’t heal, the spell costs 1 less mana.
Must be made your spellcasting focus.
Enhanced Focus - Cost Varies Between 50 to 50,000+ Currency - Varying Rarity
The common rarity variant of this item gives a +1 to your spellcasting attack rolls and dc. The bonus increases by 1 for every rarity above common. (EX: A fabled variant would give a +5)
Must be made your spellcasting focus.
Warlock Seal - 300 Currency - Uncommon, Cursed
Whenever you gain points to your maximum mana points, double the amount you gain. In exchange, you can only cast from your highest tier of spellcasting, the lower tiers essentially don’t exist anymore for you. Removing this warlock seal will cut your maximum mana points in half.
Takes up a trinket slot, once equipped it can’t be removed without a curse removal effect.
Soulbinding Focus - 300 Currency - Uncommon, Cursed
Once this has been made your spellcasting focus your spellcasting bonus instantly becomes a +5. Whenever you train at a short rest to increase your spellcasting focus it is significantly easier and takes a fourth of the time the DM thinks it would take. However you are not allowed to make or bond to another magical focus, if you somehow lose this focus then you cannot cast any spells until a curse removal effect is applied on you.
Must be made your spellcasting focus, must use a curse removal effect to be able to switch focuses
Mimic Spellbook - 800 Currency - Legendary, Cursed?
As an action, you can feed another spellbook to this one. It will completely destroy that spellbook, however it will randomly gain one of the spells from that book.
If you have this spellbook put away in your inventory where other spellbooks are being stored, it may try to eat those other spellbooks when you’re not looking. This spellbook seems to be alive.
Must be made your spellcasting focus; this spellbook is made up of spells from rare books, DM’s Choice.
Suspicious Spellbook - 550 Currency- Rare, Cursed
Once per turn when you cast a spell through this spellbook you can use a free action to try and give the spell the effect of an inspiration without spending one. Roll a D20, if you get at least an 11 then you give your spell the effects of an inspiration. Rolling a 10 or below will not only cancel your spellcast but the DM needs to roll a d8 and you suffer from one of the effects on the table below
Must be made your spellcasting focus; this spellbook is made up of spells from uncommon books, DM’s Choice.
1) Lose all inspirations, if you have none then you don’t get one the next time you should
2) You gain the blind condition for 30 minutes
3) The next time you have to roll with disadvantage, it’s now triple disadvantage
4) All passive effects are negated for the rest of the combat or for an hour
5) Your highest stat becomes 0 for 20 minutes
6) You are set to last in initiative.
7) You lose 2 maximum hit points.
8) Roll again, the effect is now doubled in severity at the DM’s discretion.