Rare Magic Item

Lanyard of Om

A braided leather necklace that allows the wearer the ability to cast the Commune with Nature spell once per day. It takes one minute of meditation to cast.

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • terrain and bodies of water
  • prevalent plants, minerals, animals, or peoples
  • powerful celestials, fey, fiends, elementals, or undead
  • influence from other planes of existence
  • buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Very Rare Magic Item

Death’s Ring

A gold band with a pearl inlay. Inside the ring it says “in mortis sumus uitae.”

Placing it on the ground and speaking the command word causes the ring to cast Circle of Death centered on the ring:

A sphere of negative energy ripples out in a 60-foot- radius sphere from a point within range. Each creature in that area must make a DC 15 Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

After casting the ring disintegrates.

Uncommon Magic Item

Talisman of WeeWoo

A cross shaped piece of metal attached to a leather cord. Placing this talisman on a window door or the ground (20ft radius) allows the user to be informed if a tiny or larger creature enters the area.

1 charge per day.

Very Rare Magic Item

Amulet of Prosperity

Wonderous item, very rare

This magical coin is looped on a chain and worn around a character’s neck. Every day, it will produce 1 gold piece but only if the user remembers to charge it at night.

To charge the Amulet, the user rolls 1d20.

  • On a 6-20, the amulet is charged.
  • On a 2-5, the amulet is not charged.
  • On a 1, the amulet becomes a mundane gold coin.

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