Rare To Very Rare Item in The Abyss | World Anvil
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Rare To Very Rare

Rare

  Aubade Helmet
Rare - Helmet - attunement
A horned metal helmet with a circular display on its front. When the wearer uses a magical item that uses Charges, roll 1d20, if the result is a 20 the item does not expend a charge. Additionally, the helmet will display a pattern on its circular display that represents the number of charges remaining on that magical item, the more intricate the design of the pattern, the more charges remain.
(If wielded with the Origin-guiding Light, the Charges are added together and used in tandem)
  Gold Shaker
Rare - Pot
A dust collecting pot, particles appear to flow towards the pot, after 24 hours left in a dusty place, 1 gold piece will materialize in the pot
  Lifesync
Rare - Branch
This 3-foot long branch sprouts 1d4 + 3 heads like budding cherry blossom every spring, these heads reach the size of a newborn baby's head at the end of spring, they can make noises similar to that of a baby. On the first day of autumn, the heads start crying, at the end of the day, these heads stop crying, disconnect from the branch and shrivel into shrunken heads. If a drop of blood from a creature is dripped onto the branch, one of the next heads which grow will have similarities to the creature whose blood was used.
  Shiny Swarm
Rare - Hood
This hood covers the back half of the wearer's head with a hard white shell-like material, 2 strings wrap around the side of the wearer's head to hold a black metal tiara in place at the front.

 
  A Creature attuned to this Hood may expend 1 of 3 charges to cast the following spells with Intelligence as their spellcasting ability: Calm Emotions, Charm Person (at 2nd level)
 
  The hood regains 1d3 expended charges daily at dawn. If the last charge is expended, roll a d20. On a 1, the hood crumbles into ashes and is destroyed.
  The vat of Muscle dress
Rare - Vat
This Vat contains 3d6 + 5 lbs of clay which has the sensation of flesh when touched. A Creature may expend an amount of clay to craft one of the following.
 
    • 8 lbs - A Tiny Creature of CR 1 or lower which follows your commands but does not regain hit points except by expending 1 lb of clay per hitpoint. It does not speak or think for itself and is immune to charmed, exhaustion, frightened, paralyzed, petrified, and poisoned.
    • 10 lbs - An arm of a medium-size creature that can be crafted directly onto a creature. The limb becomes useable after 24 hours attached. If this arm would go one beyond the creature's usual number of arms, they may only use it to hold objects.
    • 14 lbs - A leg of a medium-size creature that can be crafted directly onto a creature. The limb becomes useable after 24 hours attached. If this leg would go one beyond the creature's usual number of that legs, they may only use it to gain 5ft of additional speed when dashing.

  Wonderwordless
Rare - Gag
When this gag is donned, the wearer is incapable of speech, the sounds which leave their mouth are garbled and unrecognizable. While the gag is donned the wearer tastes the most delicious food they could imagine and become fed after 4 hours of continuously wearing the gag. A user must be conscious to gain the benefits of the gag.
  Very Rare

  Aspenti
Very Rare - Mask
Once per day, a creature that dons this mask's body shifts and changes to take on the appearance of the first creature they see as if under the effects of Polymorph, the mask fusing with their new form becoming irremovable. After 1 hour has passed the wearer transforms back into their regular form and the mask falls to the ground from their face.
 
  The mask regains all expended charges daily at dawn. If you expend the mask's last charge, roll a d20. On a 1, the mask crumbles into ashes and is destroyed.
  Blaze Reap
Very Rare - +2 Martial Weapon - Two-handed Pickaxe - 1d10 Piercing - Attunement
An abnormally large pickaxe that contains Everlasting Gunpowder allows it to serve as an impact explosive type weapon. Due to the fact that it contains Everlasting Gunpowder, it's earned the epithet of Everlasting Pickaxe. The pickaxe was previously utilized by Lyza as her signature weapon before mysteriously disappearing during her last dive and was eventually retrieved by Ozen the Immovable on the fourth layer’s Garden of the Flower of Resilience.
 
  Upon hitting a target with the Pickaxe, the user may expend 1 use of its 7 charges, to cause an explosion, dealing 3d6 fire damage to the target in addition to normal damage.
 
  The pickaxe regains 1d6 + 1 expended charges daily at dawn. If the last charge is expended, roll a d20. On a 1, the pickaxe crumbles into ashes and is destroyed.
  Core Phantom Genie
Very Rare - Hood - Attunement
A Creature attuned to this mask who wears it may use their action to take control of a corpse that they touch. The corpse raises as if under the effects of Animate Dead and the creature who raised it falls limp and motionless for 1 hour or until they choose to dismiss the effect. While the newly raised undead is within 100 feet of the user of the mask, they control it, can see through its vision, and hear what it hears. During this time, the user of the mask is deafened and blinded with regard to their own Senses. Should the undead leave its 100 ft range, the effect ends, the masks wear awakes and the undead returns to being a corpse. A corpse may only be raised in this way once per day.
  Curse Deflecting Cartridge
Very Rare - Cartridge
These cartridges can only be used by someone whose relationship was positive with the creature that inhabits it. These cartridges contain flesh and vital organs of a creature, they are used to deflect the Curse of the Abyss from the owner to the cartridge, the owner instead suffers the Blessing of the Abyss and the cartridge then cannot be used again in this way.
  Curse-Warding Box
Very Rare - Chest
Those placed inside the Curse-warding Box do not suffer the Curse of the Abyss nor the Blessing. Additionally, Creatures that have died within the last minute placed within the box for 1-hour return to life with full hit points.
  A Creature revived in this way cannot be revived by the Curse-warding Box again, and their Personality traits - Bond becomes 'I must reach the bottom of the Abyss'
  It is possible to carry the Curse-Warding Box, requiring a Strength score of 19 or greater
  Ghost Sight
Very Rare - Glasses - Attunement
Glasses that show the unseeable, while wearing these glasses, as an action, cast faerie fire with a DC of 15, however, only the wearer may see and benefit from this faerie fire.
  Gorebag
Very Rare - Bag
The mouth of This bag opens when held near a head, upon placing the bag over the head of a willing living creature, it can be heard chewing through bones, after one hour, the bag can be removed and the head is gone, stored within the bag, the creature is dead.
  If a headless Creature has died in the last hour, its body can be revived by placing this bag which holds a head above its neck, the bag will sew a new head onto the creature and it is revived with 2d8 hitpoints after 1 hour. Its voice, mannerisms, thoughts, intelligence, and wisdom score become that of the creature whose head now occupies its body, all other statistics become that of the body.
  The bag may only store one head at any time and refuses to eat the same head twice.

  Grim Ripper
Very Rare - +1 Dagger - Finesse, Light, Range, Thrown 20/60, Versatile - 1d4 Piercing (Versatile 1d6 Slashing) - Attunement
Large scissors with blades like scythes that cut through metal like paper. Attacks made with this weapon ignore Non-magical armor, instead use the target unarmored ac.
  Nilfont
Very Rare - Font
A font that produces water from nothing, the water is clean, drinkable, and cannot be polluted. The Font is large, heavy, and requires a Strength score of 20 to carry.
  Disintergration canon
Very Rare - Prosthetic Arm - Attunement
Also known as Sparagmos. An artifact that generates a beam of light.
  This arm-mounted weapon has 5 Charges, You can expend a charge to use the following effect as a bonus action. A beam of light extends from your palm along with a 120ft. line, All Creatures in this line must make a DC 17 Dexterity saving throw or suffer 4d10 Radiant damage or no damage on a successful save, a creature reduced to 0 hit points by this damage is disintegrated. This wrist-mounted weapon regains 1d4 + 1 expended Charges daily at dawn, If you expend the weapon's last charge, roll a d20. On a 1, the weapon crumbles into ashes and is destroyed.
(If wielded with the aubade helmet, the Charges are added together and used in tandem)
  Third Works
Very Rare - Wand
This artifact resembles a skeletal arm, it can be used as a wand in order to cast Telekinesis once per day and Mage Hand at will. Your spellcasting ability for these spells is Charisma.
  Thousand Human Pin
Very Rare - Pin
A thousand human pins pierced into a wearer's skin grants them immense strength.
 
  While wearing a pin, your Strength score is increased by 1, your charisma score decreased by 1, up to a maximum of 20 or a minimum of 1, once per day you may call on the pins to grant you strength for one check or attack, doing this extends your maximum strength to 30 for this roll.
  Tomorrow Signal
Very Rare - Weather Vane
The weather vane can be rotated to point in 4 different directions, each of which adjusts the current weather conditions in a 5-mile radius of the signal. The directions are: North: Wind, East: Rain, South: Clear, West: Overcast
  Touching the Moon
Very Rare - Wrist Weapon - Attunement
Also known as Far Caress. An artifact capable of manipulating countless incredibly tough and elastic tendrils. Strictly speaking, it's not exactly an artifact, but a native creature enclosed within a cylinder. It's classified as an artifact simply because it cannot be collected outside of the Abyss.
 
  This wrist-mounted weapon has 5 Charges, You can expend a charge to use the following effect as a bonus action. A stream of black tendrils burst from your wrist at a target within 40ft., The Creature must make a DC 15 Dexterity saving throw or be enclosed in a 10ft. square cage of sticky black tendrils on successful saves to move to the nearest unoccupied space outside the cage. If a Creature wishes to escape the cage they must make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. A deployed cage can be 'closed' as a bonus action, restraining Creatures inside, if a Creature inside wishes to escape it must make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. The cage will melt after 1 day or if no victims are inside the cage or if a new cage is created. The wrist-mounted weapon regains 1d4 + 1 expended Charges daily at dawn, If you expend the weapon's last charge, roll a d20. On a 1, the weapon crumbles into ashes and is destroyed.
  White Whistle
Very Rare - Whistle
When this whistle is blown, machines activate in response to its eerie pitch. If no machines are within 30ft., a magical item within 30ft. chosen by the user is instead. The magic item acts as if cast by the person who blows this whistle, you may do this as an action or reaction.

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