Ring of Returning
Though it appears as a simple gold ring affixed with a sapphire, the ring has the ability to magically retrieve any dagger thrown by its wearer, who can will the dagger to return to their hand. Though this retrieval does not do any additional damage to the target, the realization that their opponent will not be running out of ranged weapons anytime soon holds great weight in combat.
Bracelets of Sending
Enchanted over the course of several hours, these wooden bracelets carved from the heartwood of a fey-blessed alderwood tree allow their wearers to exchange brief messages as though casting the sending spell.
The messages are written rather than spoken. The sender wills a small leaf to grow out of the bracelet and inscribes a message. Shortly thereafter, the receiver’s bracelet sprouts an identical leaf bearing the sender’s message.
Seeker
A +1 longbow, Seeker is favored by rangers and those aiding their parties with long-distance attacks and tracking abilities. Requires attunement.
Seeker is made of birch and has a silvery-white appearance. Burned into the wood in a darker grey, Elvish script speaks of hunters and prey, encouraging patience and precision.
Upon striking the first target in combat, that enemy acquires the Hunter’s Mark effect. This can be transferred as a bonus action on subsequent turns to another target.
Whenever you hit a creature that has Hunter’s Mark, you deal an additional 1d6 piercing damage.
Woodland Moonlight Dagger
The oak hilt is unfinished on one side, covered in gnarled bark, and on the other, the light grey wood is engraved in white with a beautiful pattern in Sylvan script and Druidic runes. The white markings continue onto the blade itself though the pattern looks more leaflike and natural, contrasting with the fine lines of the light silver metal.
When wielded by a Circle of the Moon druid and attuned to over the course of a full moon cycle, the dagger grants a +1 to attack and damage rolls as well as to spell attacks. As the moon waxes and wanes, the blade gains magical abilities in addition to the +1. Requires attunement.
The blade has 6 charges and regains 1d4+1 charges at dawn. If you spend the last charge, roll a D20. On a 1, the blade loses its magical abilities and becomes a regular dagger.
Spells. You can use an action to expend one or more of the blade’s charges to cast one of the following spells from it, using your spell save DC: light or faerie fire (1 charge), barkskin (2 charges; 5 charges for the blade to maintain concentration), speak with plants (3 charges), awaken (5 charges).
Slumber
Attached to a thin black hilt, the blade curves sharply, resembling a crescent moon. Depending on the light, the curving script along the blade glows in sunset hues, flashing subtly against the sculpted edges of the moon and stars carvings.
A +1 dagger, on an attack roll of 19 or 20, the target must make a DC 15 Wisdom save or suffer as though hit with the sleep spell. Requires attunement.
Slumber is sentient and can only be attuned to by a chaotic character. The dagger speaks in dreams, testing its holder to see if they might prove worthy of helping it on its quest to find its maker.
Rapier of Silence and Darkness
A gift from darklings in return for a glimpse of ancient beauty, the +1 rapier allows a wielder with magical capabilities to cast silence and darkness once per day. Requires attunement.
Adventures and Homebrew
We have more homebrew resources that can be easily incorporated into your game if you’re interested, including custom NPCs, magical creatures, and subclasses. Check them out, and let us know what you think in the comments below!
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