Welcome to Daryll's Magic Shoppe your one stop shop for all your basic magical needs. This is a one of a kind item.
It looks like an ordinary pair of knitting needles, by expending a charge, the Needles have 3 and regain 1d4-1 charges at Dawn, and placing it in a yarn ball, the Knitting Needle will Knit some magical items, roll a d10 and refer to the following table to determine what it is.
|
d10 |
Result |
|
1 |
A Scarf and Matching Beanie, the person wearing these items have resistance to cold damage. |
|
2 |
A Pair of Socks, The person Wearing this has advantage on stealth checks. |
|
3 |
Mittens, The Person Wearing this item can pick up hot items with no problem. |
|
4 |
Sweater, The Person Wearing this gets +2 to their unarmored AC. |
|
5 |
Another Beanie, The Person Wearing this gets Darkvision to a range of 30 feet. |
|
6 |
Another Scarf, this one is worth 100 GP |
|
7 |
A Yarn Bag, Functions as a bag of holding. |
|
8 |
More Mittens, The Person wearing this gains a climbing speed equal to your walking speed. |
|
9 |
Yarn Mask, Functions as a Disguise Kit |
|
10 |
Another Sweater, The Person wearing this gains resistance to Piercing Damage. |
The Magic lasts for only 24 hours before the item becomes Non-Magical. The Item itself does not degrade and will last for a hundred years before any noticeable changes occur.
Disclaimer : Don't stab yourself with these. Copyright Daryll's magic shoppe 2020.
Notes: Person Willing to Learn How to Knit, Utility
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