This cloak is unsettlingly black. No light reflects off of it or passes through it. On the inside is embroidered a three-pointed black star on a field of white ringed in red.
While wearing this cloak, you have advantage on all Charisma (Intimidation) and Wisdom (Insight) checks. You also have advantage on Wisdom saving throws against being charmed.
The gold dragonborn clan Cruarnar reached the height of its power and influence during the reign of Orthonax. It was during this time that this heirloom was lost. The mace is crafted in the form of a clenched dragonborn fist.
When you hit with an attack using this magic mace, the target takes an extra 1d8 fire damage.
While wearing this black iron, spiked band on your head, your Charisma score increases by 2 (to a maximum of 20), and you have advantage on Charisma checks made to interact with orcs. You also gain proficiency in the Intimidation skill.
In addition, you gain the ability to move up to your speed towards a hostile creature you can see as a bonus action. You must end this movement closer to the hostile creature.
While wearing this headdress, you can cause your eyes to glow with a cold blue light.
Sentience. The headdress of the warchief is a sentient chaotic evil item with an Intelligence of 17, a Wisdom of 12, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The headdress can speak, read, and understand Orcish, and can communicate with its wearer telepathically. Its voice is deep and echoing. While you are attuned to it, the headdress of the warchief also understands every language you know.
Personality. The headdress' purpose is to unite the orcish peoples of Nuvenel and lead them in perpetual war against all others. It values strength, brutality, and courage, and it despises mercy, weakness, and cowardice. Conflict arises if the wearer shies away from combat or shows mercy to fallen opponents.
The headdress longs be worn by an orc worthy of leading the combined orc tribes of Nuvenel. If it believes such an orc exists, it will do everything in its power to make its way to them.
The identity of the intelligence in the headdress is a secret that it keeps from anyone other than the true warchief.
This small harp, carved from golden wood freely given by a mallorn tree, is an exquisite instrument, superior to an ordinary harp in every way. A creature that attempts to play the harp without being attuned to it becomes cursed and suffers disadvantage on Charisma checks for 24 hours.
While you lightly strum this harp, you have advantange on Charisma checks made to interact with plants.
In addition, you can use an action to play the harp and cast one of the following spells from it: goodberry, plant growth, speak with plants, or awaken. If you cast plant growth, you must cast the version with a casting time of 1 action. If you cast awaken, you must target a plant, and the spell fails if any awakened plant is already charmed by you. Once the harp has been used to cast a spell, it can't be used to cast that spell again until the next dawn.
The pommel of this magical shortsword is carved in the shaping of a roaring, wild jungle cat.
Once on your turn, when you take the Attack action, you can make a special melee attack. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
You channel primal energy to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. They become natural weapons which you can use to make an unarmed strike. You can use Dexterity instead of Strength for the attack roll. On a hit, the target takes 2d10 acid damage, instead of the bludgeoning damage normal for an unarmed strike.
This is a rod of blackened, cold iron. While holding this rod, you can use your reaction when you take fire damage to reduce some of the incoming damage by absorbing it into the rod. The rod absorbs 2d6 fire damage, reducing the amount you take by that much. If you have resistance to fire damage, subtract this damage before applying your resistance.
Each time it absorbs fire, the rod oxidizes rapidly. When it has absorbed a total of 15 points of damage, the rod becomes useless and loses its magic.
As an action, you can use the rod to attempt extinguish a magical or non-magical fire that fits within a 5-ft. cube. The rod absorbs the amount of damage a creature would take upon entering the fire. If it absorbs all of the damage, the fire is extinguished.
This circular medallion is made of tarnished metal, and is emblazoned with a setting sun behind a majestic ship. On first glance, it does not appear to have more than sentimental value. A detect magic spell does not reveal that the amulet is magical. But during Cyr Stumblefoot's initiation on the wall and subsequent adventures, the amulet revealed some of its secrets.
The amulet has 3 charges for the following properties. It regains 1d3 expended charges daily at dawn.
Luff Up. The amulet fills you with confidence as you leap into the air, and you feel the wind supporting you. You can use your Wisdom score instead of your Strength score when calculating how long or high you can jump.
Cat's Paws. While wearing the amulet, you can cast gust from the amulet at will as an action, without expending a charge.
Header. While wearing the amulet, you can expend 2 charges as an action to cast gust of wind from the amulet.