If one of the items below says “Based On Original Weapon, Armor, or Shield,” that means that the equipment slots, damage, range, and other properties of the item are based on one of the items found in battle items
Magical Weapon - 30 Currency + Original Weapon Cost - Common
This weapon deals a magical version of the weapon’s original damage type.
Based On Original Weapon
Enhanced Weapon - Cost Varies Between 50 to 50,000+ Currency - Varying Rarity
The common rarity variant of this item gives a +1 to rolls with the weapon. 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 weapon’s original damage type.
Based On Original Weapon
Intense Gauntlets - 55 Currency- Common
If you have both gauntlets equipped, once per turn as a free action, you can make your weapon’s damage type bypass magical resistance. If a character is immune to your weapon’s damage type, they are now resistant.
Takes up a trinket slot and has the properties of the Gauntlets weapon from Heavy Weapons.
Magic Gauntlets - 55 Currency- Common
If you have both gauntlets equipped, when you make a strength roll, you can use your intelligence instead if it’s higher.
Takes up a trinket slot and has the properties of the Gauntlets weapon from Heavy Weapons.
Spellcasting Weapon - 100 Currency + Original Weapon Cost- Uncommon
When you make a spellcasting attack roll or a concentration check, you can add your weapon bonus to the roll.
Based On Original Weapon, Must Be Made Your Spellcasting Focus
Returning Weapon - 110 Currency + Original Weapon Cost - Uncommon
Unless you make the active choice to unequip this weapon, the weapon will reequip into your hands if you drop it, it’s disarmed out of your hand, or you throw it.
Based On Original Weapon, also grants Throwable Property to the weapon
Occult Firearm - 110 Currency + Original Firearm Cost - Uncommon
When you go to shoot this firearm choose one of your spells, that spell will be shot out of the gun instead of a normal bullet. If you do not have custom spells, then nothing will come out of the gun. You do not have to reload this firearm, also if the custom spell you wish to shoot is higher than tier 1 you will still have to spend mana for it.
Based On Original Firearm
Lifestealing Weapon - 570 Currency + Original Weapon Cost - Rare
Once per turn when you deal damage with this weapon, you can regain hit points back equal to the amount of damage you dealt. However, you must declare you’re lifestealing before you roll the damage.
Based On Original Weapon
Unstoppable Weapon - 3500 Currency - Legendary
No one is able to use reactions against you when you make an attack roll with this weapon.
Based On Original Weapon
Weapon Tattoo - 3500 Currency - Legendary
Over the course of a short rest, you can implant a weapon into this tattoo. That weapon is now stored in the tattoo and can be summoned/desummoned as a free action. When summoned it orbits around you and the range it can attack from increases by 1000ft.
You cannot use your normal action economy to attack with this weapon, instead you use a free action once per turn. However, after making a free action attack with this weapon, it will disappear back into your tattoo and be unsummonable until the start of your next turn.
Based On Original Weapon and Takes Up A Trinket Slot
Special Sword - 4837 Currency + Original Sword Cost - Legendary, Cursed?
This sword is completely sentient and has very sensitive feelings. It also has a unique reaction that only it can activate where it can double your weapon bonus when you make an attack roll with this sword. However, depending on your relationship with the sword, it can also remove the bonus when you make an attack.
Based On Original Sword Based Weapon
Masochist Weapon - 5666 Currency + Original Weapon Cost - Legendary, Cursed
This weapon gains a +1 bonus to damage rolls for every grievous wound you have, and it gains a +5 bonus to damage rolls for every critical wound you have. The effects of grievous and critical wounds do not impact attack rolls with this weapon.
Based On Original Weapon
Flexible Armor - 84 Currency + Original Armor Cost - Common
Instead of taking your action, quick action, and interaction action to equip an armor set, this armor can be equipped or unequipped as just an interaction.
Based On Original Armor
Glamorous Armor - 196 Currency + Original Armor Cost - Uncommon
When calculating your AC with the armor set, you can use your charisma instead of dexterity or constitution.
Based On Original Armor
Magical Armor - 300 Currency + Original Heavy Armor Cost - Uncommon
The damage reduction the Heavy Armor set gives now applies to magical damage.
Based On Original Heavy Armor
Enhanced Armor - Cost Varies Between 50 to 50,000+ Currency - Varying Rarity
The common rarity variant of this item gives a +1 to the AC bonus the armor set gives. The bonus increases by 1 for every rarity above common. (EX: A fabled variant would give a +5)
Based On Original Armor
Dragon Armor - 1000 Currency + Original Armor Cost - Rare, Cursed?
When wearing this armor set you gain wings that give you a flying speed equal to half of your walking speed, all physical attacks now have a +3 to all rolls and deal an additional d10, and you gain magical resistance to a damage type based on the color of the armor and what dragon it was based on.
Based On Original Medium Or Heavy Armor, also the longer you wear this armor set the more draconic you yourself become! The effects of this are at the DM’s discretion.
Demon Armor - 5666 Currency + Original Armor Cost - Legendary, Cursed
When wearing this armor you gain +5 to all physical and magical based rolls. However, all rolls that involve inherently good magic have advantage and +5 against you and if you have to roll against inherently good magic you have disadvantage and -5 on the roll.
Based On Original Medium Or Heavy Armor, once equipped it can’t be removed without a curse removal effect.
Haunted Armor - 0 Currency + Original Armor Cost - Fabled, Cursed
This cursed item looks like a normal armor set and it’s incredibly hard to determine if it’s haunted or magical. When the armor is equipped, make a wisdom will save determined by the DM. On a success you keep your body and become aware of the person trapped within the armor, however you will have to reroll this saving throw every time you long rest.
On a failure, this person takes over your body and you become trapped within the armor. Who knows if the item was made like this or if the one trying to take you over was tricked in the same way?
Based On Original Armor, once equipped it can’t be removed without a curse removal effect.
Magical Shield - 34 Currency + Original Shield Cost - Common
When you have this shield equipped, you become magically resistant to physical damage.
Based On Original Shield
Enhanced Shield - Cost Varies Between 50 to 50,000+ Currency - Varying Rarity
The common rarity variant of this item gives a +1 to the AC bonus the shield gives. The bonus increases by 1 for every rarity above common. (EX: A fabled variant would give a +5)
Based On Original Shield
Spell Storing Shield - Cost Based On Spell + Cost Of Shield - Rarity Based On Spell
A spell from the Magic Scrolls section of Magic Items is implanted into this shield. As a reaction to an incoming attack once per long rest, you can cast that spell from the shield.
Based On Original Shield
Magical Cape - 101 Currency + Original Shield Cost - Uncommon
When equipped to a trinket slot, you can now command this flying sentient cape as a quick action on your turn. When commanded, it gains an action and a movement action. It has 10 HP, 10 AC, 50ft flying speed, and a +2 to all physical rolls.
Based On Simple Covering Shield, but also takes up a trinket slot.
Swaggering Cape - 110 Currency + Original Shield Cost - Uncommon
When you have this shield equipped to a trinket slot, you can add the effects of an inspiration without having to spend one to any social roll that revolves around you looking cool.
Based On Simple Covering Shield, but also takes up a trinket slot.
Returning Shield - 110 Currency + Original Shield Cost - Uncommon
Unless you make the active choice to unequip this shield, the shield will reequip into your hands if you drop it, it’s disarmed out of your hand, or you throw it. The damage the shield does is up to DM.
Based On Original Shield, also grants Throwable Property to the shield
Orbital Shield - 510 Currency + Original Shield Cost - Rare
Since the shield orbits around you magically, you equip it to a trinket slot instead of equipping the shield to a hand or arm slot.
Based On Original Shield, but it takes up a trinket slot instead.
Warding Shield - 700 Currency - Rare
When someone tries to break your armor class with a ranged attack roll they have disadvantage and when you have to make a physical saving throw against a ranged attack you have advantage
Based On Original Shield
Special Shield - 4837 Currency + Original Shield Cost - Legendary, Cursed?
This shield is completely sentient and has very sensitive feelings. It also has a unique reaction that only it can activate where it can double the bonus that the shield gives to your AC against one attack. However, depending on your relationship with the shield, it can also remove the bonus against an attack as well.
Based On Original Shield