Hey all, we're AbyssalBrews. We're a team of two creating weekly magic items and homebrew systems when they're ready. This thread is going to be a repository of the items we release every week. Hopefully you dig them. You can keep up with us on our socials that you can find in our signature.
Here's what we've released thus far:
Grips of Force
Gloves, rare
Though these gloves are heavy to lift, putting them on makes them feel remarkably comfortable on your hands. While wearing these gloves, you have advantage on Strength checks where you can grip part of the object.
While wearing these gloves, you gain a +1 bonus to attack rolls and the damage rolls you make with unarmed strikes. You can roll a d6 in place of the normal damage of your unarmed strike. Additionally, you can choose to deal force damage instead of bludgeoning damage with your unarmed strikes.
Each time you hit a hostile creature with an unarmed strike while wearing these gloves, you gain 1 charge of pressure up to a maximum of 5 charges. When you hit with an unarmed strike while you have pressure charges, you can choose to spend any amount of charges knocking the enemy away from you 5 feet per charge spent. If the enemy strikes a solid object while they are being knocked back, they take 1d4 bludgeoning damage per charge spent and are knocked prone. All pressure charges are lost if you do not hit a hostile creature with an unarmed strike for 10 minutes.
Fatebound Belts
Wondrous item, rare (requires attunement by two creatures)
This pair of belts seem inexplicably bound to one another. Holding one of them causes you to feel a small, clawing desire to be close to the other. While two creatures are attuned to these belts, you can generally sense the direction of the other creature wearing the belt, though not the distance. You can spend 1 minute focusing on these feelings to get a mental picture of a 10 foot radius around the other creature, as well as their emotional and physical state.
While two creatures are attuned to the belts and within 20 feet of each other, either creature can use a bonus action to cause a magical chain to appear between the two belts. The chain is 20 feet long and solid. It has an AC of 14 and 30 hit points. It is immune to non magical damage.
While the chain is active, you can add the proficiency bonus of both creatures to attack rolls made by either creature and spellcasters can add the proficiency bonus of both creatures to their spell save DC. Additionally, when either creature makes an opportunity attack against a hostile creature, the other can use their reaction to move within range of the hostile creature and make an opportunity attack.
The chain lasts for 1 minute, or until it is destroyed or dismissed. Once the chain has been used, it cannot be used again until both creatures attuned to the belts complete a long rest.
Tectonic Treads
Boots, very rare (requires attunement)
Created by infusing a pair of boots with the essence of an earth elemental, these treads gain several benefits that could come in handy for any adventurer. While wearing these magical boots, you are resistant to lightning damage as you are always grounded.
These boots have two states with additional properties. You can use a bonus action to speak the command word and change between states. They can only ever have one of the following states active at a time.
Shifting Soils. While in this state, you gain tremorsense out to a range of 60 feet. Additionally, you can walk on walls and ceilings that are made of dirt or stone. You can take an action to stomp your foot and cause a pillar of sharpened rock to jut from the ground in the space of a creature you can sense within 30 feet. They must succeed on a Dexterity saving throw (DC 14) or take 2d8 bludgeoning damage.
Landslide. Stone encompasses the boots. Your base walking speed is set to 0 and you cannot jump. You gain the ability to surf across terrain with your feet planted in a moving, rocky wave at a speed of 60 feet per round. You cannot be moved against your will or knocked prone while in this state.
Monster Slayer’s Holster
Wondrous item, Rare
Finely stitched leather and a well crafted, silver belt buckle hold 4 potions and a pouch in place on this satchel. Forged by a combination of a master alchemist and artificer, these holsters were originally conceived for an order of warrior monks that took the mark of the wolf as their symbol. They never worked for free, but would rarely fail their hunts. Though the order has been lost to time, their relics carry on.
You can use a bonus action to consume any of the potions on this holster and gain the benefits listed in each. To refill a potion, you must place the cost of the potion in the coinpurse on the holster, and complete a long rest. The currency magically disappears when the potions are refilled. You can refill any number of potions at a time.
Alp’s Bile Serum (90 gp). You have advantage on stealth and sleight of hand skill checks. You can take an action to change your size to small, tiny, or back to your normal size. These effects end when you make an attack or cast a spell. The potion lasts for 1 hour.
Corpse Eater Essence (150 gp). You gain resistance to necrotic damage. You gain darkvision out to 60 feet. If you already had darkvision, the range is extended by 60 feet. You have advantage on skill checks made to track or hunt a creature. This potion lasts for 4 hours.
Troll Blood Tincture (50 gp). At the start of your turn, you gain 1d4+2 temporary hit points. This potion lasts for 1 minute.
Wraith’s Elixir (250 gp). You are immune to being charmed, paralyzed, or poisoned. Once while under the effects of this potion, you can use your reaction to move up to your movement speed without provoking opportunity attacks. This potion lasts for 1 minute.
Strings of the Cloud Hall
Wondrous item, rare (requires attunement by a bard)
Sweeping halls filled with the soft sounds of plucked strings still resonate in the wood of this harp. The cloud giants knew their fineries, and music was never far away from their ears. These strings still ring with the sound of opulence. While you are attuned to this harp, you gain a +2 bonus on Persuasion checks against groups of 2 or more.
Caesura. You can use an action to pluck a tune with an abrupt halt, filling the air with stillness. Choose one creature you can see within 60 feet, it must succeed on a DC 14 Charisma saving throw or be petrified until the end of its next turn. You can use this property twice per day, recharging on completion of a long rest.
Encore. When an ally you can see within 30 feet deals damage with an attack or spell, you can use your reaction and expend a use of Bardic Inspiration to cause the beads from the harp to hit at the same time. Roll your Bardic Inspiration die and deal an amount of damage equal to that roll. This damage is the same type as the attack or spell that initially hit the creature.
Rollback Post to RevisionRollBack
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Banquets and masquerades are always home to those who seek power and pleasure in equal amounts. Knowing how those social circles work can be a boon to the unaware, and this mask was crafted to open those bonds to the outsider.
While wearing this mask, you can mimic the sound of any voice you have heard with remarkable accuracy. A creature can make a DC 13 Insight check to determine that the voice isn’t your own.
Though it lacks holes for eyes, you can see the world as you normally would when you don this mask. You can take 1 minute and make an Insight check to scan a room and see faint colored auras surrounding creatures. Additionally, you can see golden threads between individuals that have some type of connection. A creature can attempt to hide their aura and bonds from you with a contested Deception check vs. your Insight check. Consult the aura table below to determine the meanings of the colors.
Hey all, we're AbyssalBrews. We're a team of two creating weekly magic items and homebrew systems when they're ready. This thread is going to be a repository of the items we release every week. Hopefully you dig them. You can keep up with us on our socials that you can find in our signature.
Here's what we've released thus far:
Grips of Force
Gloves, rare
Though these gloves are heavy to lift, putting them on makes them feel remarkably comfortable on your hands. While wearing these gloves, you have advantage on Strength checks where you can grip part of the object.
While wearing these gloves, you gain a +1 bonus to attack rolls and the damage rolls you make with unarmed strikes. You can roll a d6 in place of the normal damage of your unarmed strike. Additionally, you can choose to deal force damage instead of bludgeoning damage with your unarmed strikes.
Each time you hit a hostile creature with an unarmed strike while wearing these gloves, you gain 1 charge of pressure up to a maximum of 5 charges. When you hit with an unarmed strike while you have pressure charges, you can choose to spend any amount of charges knocking the enemy away from you 5 feet per charge spent. If the enemy strikes a solid object while they are being knocked back, they take 1d4 bludgeoning damage per charge spent and are knocked prone. All pressure charges are lost if you do not hit a hostile creature with an unarmed strike for 10 minutes.
Fatebound Belts
Wondrous item, rare (requires attunement by two creatures)
This pair of belts seem inexplicably bound to one another. Holding one of them causes you to feel a small, clawing desire to be close to the other. While two creatures are attuned to these belts, you can generally sense the direction of the other creature wearing the belt, though not the distance. You can spend 1 minute focusing on these feelings to get a mental picture of a 10 foot radius around the other creature, as well as their emotional and physical state.
While two creatures are attuned to the belts and within 20 feet of each other, either creature can use a bonus action to cause a magical chain to appear between the two belts. The chain is 20 feet long and solid. It has an AC of 14 and 30 hit points. It is immune to non magical damage.
While the chain is active, you can add the proficiency bonus of both creatures to attack rolls made by either creature and spellcasters can add the proficiency bonus of both creatures to their spell save DC. Additionally, when either creature makes an opportunity attack against a hostile creature, the other can use their reaction to move within range of the hostile creature and make an opportunity attack.
The chain lasts for 1 minute, or until it is destroyed or dismissed. Once the chain has been used, it cannot be used again until both creatures attuned to the belts complete a long rest.
Tectonic Treads
Boots, very rare (requires attunement)
Created by infusing a pair of boots with the essence of an earth elemental, these treads gain several benefits that could come in handy for any adventurer. While wearing these magical boots, you are resistant to lightning damage as you are always grounded.
These boots have two states with additional properties. You can use a bonus action to speak the command word and change between states. They can only ever have one of the following states active at a time.
Shifting Soils. While in this state, you gain tremorsense out to a range of 60 feet. Additionally, you can walk on walls and ceilings that are made of dirt or stone. You can take an action to stomp your foot and cause a pillar of sharpened rock to jut from the ground in the space of a creature you can sense within 30 feet. They must succeed on a Dexterity saving throw (DC 14) or take 2d8 bludgeoning damage.
Landslide. Stone encompasses the boots. Your base walking speed is set to 0 and you cannot jump. You gain the ability to surf across terrain with your feet planted in a moving, rocky wave at a speed of 60 feet per round. You cannot be moved against your will or knocked prone while in this state.
Monster Slayer’s Holster
Wondrous item, Rare
Finely stitched leather and a well crafted, silver belt buckle hold 4 potions and a pouch in place on this satchel. Forged by a combination of a master alchemist and artificer, these holsters were originally conceived for an order of warrior monks that took the mark of the wolf as their symbol. They never worked for free, but would rarely fail their hunts. Though the order has been lost to time, their relics carry on.
You can use a bonus action to consume any of the potions on this holster and gain the benefits listed in each. To refill a potion, you must place the cost of the potion in the coinpurse on the holster, and complete a long rest. The currency magically disappears when the potions are refilled. You can refill any number of potions at a time.
Alp’s Bile Serum (90 gp). You have advantage on stealth and sleight of hand skill checks. You can take an action to change your size to small, tiny, or back to your normal size. These effects end when you make an attack or cast a spell. The potion lasts for 1 hour.
Corpse Eater Essence (150 gp). You gain resistance to necrotic damage. You gain darkvision out to 60 feet. If you already had darkvision, the range is extended by 60 feet. You have advantage on skill checks made to track or hunt a creature. This potion lasts for 4 hours.
Troll Blood Tincture (50 gp). At the start of your turn, you gain 1d4+2 temporary hit points. This potion lasts for 1 minute.
Wraith’s Elixir (250 gp). You are immune to being charmed, paralyzed, or poisoned. Once while under the effects of this potion, you can use your reaction to move up to your movement speed without provoking opportunity attacks. This potion lasts for 1 minute.
Strings of the Cloud Hall
Wondrous item, rare (requires attunement by a bard)
Sweeping halls filled with the soft sounds of plucked strings still resonate in the wood of this harp. The cloud giants knew their fineries, and music was never far away from their ears. These strings still ring with the sound of opulence. While you are attuned to this harp, you gain a +2 bonus on Persuasion checks against groups of 2 or more.
Caesura. You can use an action to pluck a tune with an abrupt halt, filling the air with stillness. Choose one creature you can see within 60 feet, it must succeed on a DC 14 Charisma saving throw or be petrified until the end of its next turn. You can use this property twice per day, recharging on completion of a long rest.
Encore. When an ally you can see within 30 feet deals damage with an attack or spell, you can use your reaction and expend a use of Bardic Inspiration to cause the beads from the harp to hit at the same time. Roll your Bardic Inspiration die and deal an amount of damage equal to that roll. This damage is the same type as the attack or spell that initially hit the creature.
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Socialite’s Guise
Wondrous item, uncommon
Banquets and masquerades are always home to those who seek power and pleasure in equal amounts. Knowing how those social circles work can be a boon to the unaware, and this mask was crafted to open those bonds to the outsider.
While wearing this mask, you can mimic the sound of any voice you have heard with remarkable accuracy. A creature can make a DC 13 Insight check to determine that the voice isn’t your own.
Though it lacks holes for eyes, you can see the world as you normally would when you don this mask. You can take 1 minute and make an Insight check to scan a room and see faint colored auras surrounding creatures. Additionally, you can see golden threads between individuals that have some type of connection. A creature can attempt to hide their aura and bonds from you with a contested Deception check vs. your Insight check. Consult the aura table below to determine the meanings of the colors.
AURA TABLE
Color
Meaning
Gold
Powerful, respected, or in charge
Red
Looking for something or someone
Purple
Desperate or downtrodden
Join us on our PATREON to get our items in all of the formats you need to run a game.
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Very cool, very useful for intrigue campaigns, but there should be more auras
Hi, I am not a chest. I deny with 100% certainty that I am a chest. I can neither confirm nor deny what I am beyond that.
I used to portray Krathian, Q'ilbrith, Jim, Tara, Turin, Nathan, Tench, Finn, Alvin, and other characters in various taverns.
I also do homebrew, check out my Spells and Magic Items
"That is not dead which can eternal lie, and with strange eons, even death may die"