Pravian Imperium

Other Magical Items

This page holds all the magical items that don’t fall into any other categories covered by other pages.

Alchemy Jug

1 000 §

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.

LiquidAcidBasic poisonBeerHoneyMayonnaiseOilVinegarWater, freshWater, saltWine
Max.8 ounces1/2 ounces4 gallons1 gallon2 gallons1 quart2 gallons8 gallons12 gallons1 gallon

Bloodrager’s Kilt

12 500 §, attunement

This black skirt is perpetually covered by blood, even after being washed off. You gain the following benefits while wearing the apron:
Once per turn when you roll damage for a melee attack with a weapon, you can reroll the weapon’s damage dice. If you do so, you must use the second total.
Your weapon attacks that deal normal damage score a critical hit on a roll of 19 or 20 on the d20.

Candle of the Deep

50 §

The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.

Cleaning Pebble

300 §

This pebble is engraved with mystic sigils. When touching the rock, you can use an action to activate it and remove dirt and grime from your garments and your person.

Coin of Diving

200 §

This scintillating copper coin sheds dim light in a 5 -foot radius. If dropped a distance greater than 5 feet, the coin issues a melodious ringing sound when it hits a surface. Any creature that can hear the chime can determine the distance the coin dropped based on the tone.

Creepy Ooze

40 000 §, attunement

This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar’s interior. To attune to this item and thereby unlock the properties of this item, you must drink the contents of the jar.
Resistant – You have resistance to toxic damage, and you’re immune to the poisoned condition.
Amorphous – As an action, you can speak a command phrase and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again for the next 24 hours.
Acid Breath – As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Saving (Dexterity) throw, taking 8d8 toxic damage on a failed save, or half as much damage on a successful one. Once you use this property, it can’t be used again for the next 24 hours.
Symbiotic Nature – The ooze can’t be removed from you after you have attuned to it it, and you can’t voluntarily undo the attunment. If you’re targeted by a spell that ends a curse, the ooze exits your body and you lose the attunment, as it soaks out of you.
If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pile of pudding.

Dimensional Shackles

10 000 §

You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit the creature. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing-through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Escape Artist) check. On a success, the creature breaks free and destroys the shackles.

Ear Horn of Hearing

400 §

While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally.

Everhigh Bottle

1 500 §

Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud’s area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command phrase as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.

Flask of Endless Water

4 000 §

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
“Stream” produces 1 gallon of water.
“Fountain” produces 5 gallons of water.
“Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Saving (Dexterity) throw or take 1d4 normal damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Flying Broom

5 000 §

This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command phrase. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 1 mile of you if you speak the command phrase, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.

Gem of Seeing

12 000 §, attunement

This gem has 3 charges. As an action, you can speak the gem’s command phrase and expend 1 charge. For the next 10 minutes, you can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a formshifter or a creature that is transformed by magic. Furthermore, you can see into the Ethereal Plane. This effect is effective out to 120 feet when you peer through the gem. The gem regains all expended charges daily at dawn.

Guardian Emblem

10 000 §, attunement

This emblem is a symbol of Pravus imbued with special powers. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.

Horn of Silent Alarm

500 §

This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains all expended charges daily at dawn.

Igsan Mortar

17 000 §

This short tube, about 2 feet long and 6 inches in diameter, is made from igsan. The end that’s pointed toward a target is open, and a glowing ball of molten metal can be seen at the other end as long as the mortar has at least 1 charge remaining. The mortar has 4 charges for the following properties. It regains all expended charges daily at dawn.
Molten Spray – You can expend 1 charge as an action to loose a 30-foot cone of molten igsan. Each creature in the area must make a DC 15 Saving (Dexterity) throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Igsan Bombard – You can expend 3 charges as an action to launch a hail of molten projectiles in a 20-foot-radius. 40-foot-high cylinder centered on a point you can see within 60 feet of you. Each creature in the area must make a DC 15 Saving (Dexterity) throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one.

Instant Fortress

20 000 §

You can use an action to place this 1-inch metal cube on the ground and speak its command phrase. The cube rapidly grows into a fortress that remains until you use an action to speak the command phrase that dismisses it, which works only if the fortress is empty. The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic.
Each creature in the area where the fortress appears must make a DC 15 Saving (Dexterity) throw, taking 5d6 normal damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically.
The tower is made of refined igsan, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.

Instrument of Illusions

250 §

While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.

Instrument of Scribing

250 §

This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. You can choose the message to glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn.

Iron Brands of Restraint

16 000 §

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak a command phrase and throw the sphere at a creature you can see within 60 ft of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make an Attack roll. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength (Escape Artist) check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used for 24 hours.

Lantern of Departure

2 500 §

This lantern shines with an eerie purple light. The lantern provides dim light in a 15 ft. radius.
Recollect – Once per day, you can shine the lantern on the corpse of a creature for one minute. The corpse must be no older than 200 years and at least half of it must be present. An illusionary manifestation of the deceased creature appears before you, hovering above the remains. The illusion then starts acting out the last five minutes before its death. The illusion appears as in life and has any items it wore or carried, but the illusion does not contain other creatures nor the environment that may have been present.

Lantern of Revealing

3 000 §

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Lock of Halted Attempts

100 §

This lock appears to be an ordinary lock and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Ability checks made to pick the lock have disadvantage.

Lodestone Crest

8 000 §, attunement

This crest is made of several ellipses intertwining between each other. As an action, you can attach the crest to a weapon or a shield or remove it.
Returning – As a bonus action, you can recall the item that has the crest into your grasp if it is within 30 ft. of you.
Magnetic Field – The crest has 3 charges. As an action while wielding the weapon or shield, you can expend one charge to attract or repel metal objects that aren’t being attached, worn or carried in a 30 ft. radius sphere. Attracted objects stop before you and fall down harmlessly. Repelled objects stop when they leave the radius. While the objects are moving, they may cause damage to creatures and/or other objects. The combined weight of all objects cannot exceed 300 pounds.
Alternatively, you can focus the power on a single metal item that is being worn or carried within range. The creature wearing or carrying the item must succeed on a DC 15 Saving (Strength) throw. Otherwise, the item flies out of their hands to you (if it is carried) or they are pulled 20 ft. towards you (if it is worn).
The crest regains all expanded charges daily at dawn.

Luckstone

7 000 §, attunement

While this polished agate is on your person, you gain a + 1 bonus to ability checks and saving throws.

Lyre of Repair

14 000 §, attunement

While holding this lyre, you can cast mending as an action. You can also play the lyre as a reaction when an object or a structure you can see within 300 feet of you takes damage, causing it to be immune to that damage and any further damage of the same type until the start of your next turn.
In addition, you can play the lyre as an action to cast fabricate, move earth or passwall. That spell can’t be cast from it again until the next dawn.

Midnight Gem

55 000 §, attunement

Used to summon night, this 6-inch-diameter, jet-black orb is cold to the touch. You can spend 10 minutes to activate it, causing the area within 10 miles of it at the moment of activation to become night even if it is daytime. This night lasts for 24 hours or until you cancel it as an action. Once used, the pearl can’t be used again for 24 hours.

Mystery Key

700 §

A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears.

Orb of Direction

600 §

While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.

Orb of Time

600 §

While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.

Pipe of Smoke Creatures

500 §

While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a pegasus, or a czer. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.

Pole of I Want Fish

300 §

While holding this 10-foot pole, you can speak a command phrase and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command phrase again changes the fishing pole back into a normal 10-foot pole.

Pole of Collapsing

200 §

While holding this 10-foot pole, you can use an action to speak a command phrase and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command phrase and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

Pyroconvenger

3 000 §, attunement

A pyroconverger is a fancy name for a flamethrower. It carries a risk of malfunction each time you use it. As an action, you can cause the pyroconverger to project fire in a 10-foot cone. Each creature in that area must make a DC 13 Saving (Dexterity) throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
Each time after you use the pyroconverger, roll a d10 and add the number of times you have used it since your last long rest (this number includes the attempt you just made). If the total is 11 or higher, the pyroconverger malfunctions: you take 4d6 fire damage, and you can’t use the pyroconverger again until you finish a long rest.

Rope of Climbing

2 000 §

This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command phrase, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on Dexterity (Climbing) checks made to climb it.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Rope of Entanglement

16 000 §

This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command phrase, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Saving (Dexterity) throw or become restrained.
You can release the creature by using a bonus action to speak a second command phrase. A target restrained by the rope can use an action to make a DC 15 Strength (Escape Artist) check. On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Rope of Mending

250 §

You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command phrase and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.

Scribe’s pen

500 §

You can use this pen to write on any surface. You decide whether the writing is visible or invisible. If you use the pen to write on a creature, the writing fades after 7 days.

Shiftweave

500 §

When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command phrase as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can’t be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn’t gain their magical properties.

Talking Doll

150 §

While this stuffed doll is within 5 feet of you, you can spend one hour telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “Hug me.”

Tankard of Sobriety

200 §

This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.

Trickster’s Die

50 §

Whenever you roll this six-sided die, you can control which number it rolls.

Trident of Fish Command

4 000 §, attunement

This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate monster (save DC 15) from it on a beast that has an innate swimming speed. The trident regains all expended charges daily at dawn.

Wind Fan

5 000 §

While holding this fan, you can use an action to cast the gust of wind spell (spell save DC 13) from it. Once used, the fan shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.