Homebrew Lunar Items

Lunar items are a new rarity introduced into the game environment through the new Lunar Plane. Unlike most items, Lunar items do not possess or inhibit the arcane, but are considered magical for most other purposes. All Lunar items follow this unique property: once obtained, the item is soulbound and will permanently affect the user in various ways (for better and for worse), unless another item of equal or higher rarity that can modify this property is used, such as the Moon's Bane.

Moon's Bane
A palm-sized flower that glows a gentle yellow aura across its petals, carried by a small glass pot.


 * Type: Magical Item
 * Rarity: Lunar (L1)
 * Price: 10 Lunar Coins (Priceless in Gold)

A small flower that emits a soothing warm glow. Bringing this flower anywhere near Lunar items will cause them to unbind with their current owner, and bind to the flower immediately. It can only bind to a single lunar item at a time. Unbinding a Lunar item this way will undo any and all effects the user has obtained through the item, both positive and negative, both physical and magical. Upon being bound with a Lunar item the flower then wilts and dies, unbinding the lunar item once more. The flower regrows within a 1-month period of extensive care.

Shaped Glass
A small pristine dagger made entirely out of pure glass.


 * Type: Magical Item
 * Rarity: Lunar (L2)
 * Price: 1 Lunar Coin (Priceless in Gold)

While you possess the Shaped Glass, all of your damage rolls gain +4d (a 1d8 roll becomes 5d8), but your Max HP is reduced to 10% and your Hit Die becomes a 1d4.

Focused Convergence
A round purple gem encased in an unknown metallic frame.


 * Type: Magical Item
 * Rarity: Lunar (L3)
 * Price: 1 Lunar Coins (Priceless in Gold)

All of your expended spell slots recharge out of combat regardless of your designated recharge tier, but the range of ALL of your spells is reduced by 75%, rounded down. This does not affect cantrips.

Brittle Crown
A crown made of an unknown, yet extremely valuable brittle material.


 * Type: Magical Item
 * Rarity: Lunar (L4)
 * Price: 2 Lunar Coins (Priceless in Gold)

Upon hitting an enemy, 1d6 gold coins will spontaneously generate in the immediate area in an unoccupied space; this gold is owned by you and can only be picked up by you. Upon taking damage, lose double the amount of gold in your purse based on the damage taken: if you have no gold on your person, then gold most adjacent to you that you own vanishes instead.

Gesture of the Drowned
A fossil that incessantly exudes unknown arcane energy.


 * Type: Magical Item
 * Rarity: Lunar (L5)
 * Price: 2 Lunar Coins (Priceless in Gold)

The moment you obtain the Gesture of the Drowned, you gain +2 spell slots on your current highest spell level. You must expend all of your spell slots as soon as combat starts before you can take any other action.

Corpsebloom
''A dark-red flower with a pale-yellow stem in the middle. It smells like death.''


 * Type: Magical Item
 * Rarity: Lunar (L6)
 * Price: 3 Lunar Coins (Priceless in Gold)

When acquired, the corpsebloom will fuse to your skin, and you will be immune to its smell. You now gain a new resource named Blood Pool; additionally whenever you kill an enemy, you heal for 1d4. Anytime you heal during combat (including through this item's effect), the heal is instead added to your Blood Pool. Whenever you are in combat, you heal for 20% of the total amount in your Blood Pool (rounded up) on each of your turns, and then subtract the amount from the resource pool. When out of combat, you heal for the full amount of your Blood Pool, and any excess is lost.

Transcendence
A small parasite that clings to your head, with two giant protruding antennae that glow.


 * Type: Magical Item
 * Rarity: Lunar (L7)
 * Price: 3 Lunar Coins (Priceless in Gold)

The moment you acquire this item, you gain Temporary Hitpoints equal to double your Max HP; these THPs return when out of combat, and cannot be replaced past this point via any other means, except by this item's effect or when the item is discarded. While you are in possession of this item, your Max HP is reduced to 1, healing items have no effect on you, and when gaining effects that would otherwise increase your Max HP, they increase your THPs instead by the same amount. When leveling up, your Hit Die total is added to your THPs instead of your normal Hitpoints when under this effect.

Visions of Heresy
A miniature black eyeball, magically preserved.


 * Type: Magical Item
 * Rarity: Lunar (L8)
 * Price: 4 Lunar Coins (Priceless in Gold)

Replace one of your traits/feats with "Visions of Heresy". You gain +1 Heresy. Whenever you gain 4 or more different sources of Heresy, something will happen to you.
 * Visions of Heresy: Once each round when you are attacked, 12 shards of cosmic energy emit from the eyeball and attach themselves to the target(s) of your choosing. The shards explode dealing 1 Force damage whenever you start your turn. For each Visions of Heresy you possess, add 12 additional shards when hit.

Strides of Heresy
A miniature shriveled arm of unknown origins.


 * Type: Magical Item
 * Rarity: Lunar (L9)
 * Price: 4 Lunar Coins (Priceless in Gold)

Replace one of your traits/feats with "Strides of Heresy". You gain +1 Heresy. Whenever you gain 4 or more different sources of Heresy, something will happen to you.
 * Strides of Heresy: As a bonus action, you can partially shift into an ethereal plane and gain flight speed equal to your walking speed for 1 minute. You can cancel this effect freely during your turns as a bonus action. As long as this effect persists you cannot be harmed, but are unable to take an action, a bonus action other than ending the effect, a reaction, or interact with anything within the material plane.

Hooks of Heresy
A head of a scythe, hooked at the tip.


 * Type: Magical Item
 * Rarity: Lunar (L10)
 * Price: 4 Lunar Coins (Priceless in Gold)

Replace one of your traits/feats with "Hooks of Heresy". You gain +1 Heresy. Whenever you gain 4 or more different sources of Heresy, something will happen to you.
 * ''Hooks of Heresy: This hooked scythe hovers menacingly behind one of your shoulders. As an action, you may command the hooked scythe to attack a point you seen within 60ft of you and affect a 5ft radius around it: each creature within this area must make a Dexterity saving throw or take 2d8 magical slashing damage, or half as much on a successful save, as it spins a cutting vortex. While it is active you may use your action to command it to stay active on its current position, otherwise it will return at the end of your next turn; either way, you may use your bonus action or your reaction to move it to another point.

Essence of Heresy
A blue heart that pulsates with translucent ichor.


 * Type: Magical Item
 * Rarity: Lunar (L11)
 * Price: 4 Lunar Coins (Priceless in Gold)

Replace one of your traits/feats with "Essence of Heresy". You gain +1 Heresy. Whenever you gain 4 or more different sources of Heresy, something will happen to you.
 * ''Essence of Heresy: Weapons you own are coated with a thin, almost invisible layer of liquid, while spells that come into physical contact create this liquid. Whenever you successfully attack an enemy, the liquid creates a starry appearance over the wound that prevents their wounds from naturally healing, and can only be healed magically; the creature may have as many of these wounds as they are physically capable of having, as long as they do not connect. Attacking a wound with this liquid causes an explosion within a 5ft radius centered on the creature; any creature within 5ft must make a Dexterity saving throw, on a fail, they take force damage equal to 1d6 times the amount of wounds the creature has, and half as much on a success. Once this happens, the liquid magically evaporates.

Defiant Gouge
A hammer and chisel made from an unknown rock-like material.


 * Type: Magical Item
 * Rarity: Lunar (L12)
 * Price: 5 Lunar Coins (Priceless in Gold)

While in possession of this item, hostile creatures are most likely to target you than any other creature within 100ft of you. For each hostile creature, they must deduct damage equal to the amount of hostile creatures currently targeting you whenever they make a successful attack.

Purity
A multi-pointed star made of an unknown ivory metal.


 * Type: Magical Item
 * Rarity: Lunar (L13)
 * Price: 5 Lunar Coins (Priceless in Gold)

When acquired, you gain the ability to take more decisive actions; you gain a new option on your turns to take another Action or a Bonus Action. At the start of each game, roll a 1d12: whenever you make an ability check, a skill check, or a saving roll, the DM may choose to have you fail up to the roll's result.

Beads of Fealty
A prayer-bead like necklace consisting of 25 beads, each 5 beads colored black while the rest are white.


 * Type: Magical Item
 * Rarity: Lunar (L14)
 * Price: 5 Lunar Coins (Priceless in Gold)

If you were to die, you are revived as an ethereal version of yourself for 1 day, and for the duration you can act like normal and are not affected by mortal inconveniences (such as food or sleep). The 5 black beads in the necklace magically remove themselves from the necklace and scatter themselves within a 100ft cube; the DM then decides the location of the beads. During this time you can use an action to feel for the presence of a bead, detecting a more accurate location the closer you are to it.

If the beads are assembled before the duration expires, you return to your mortal state; otherwise your soul passes onto the afterlife, and you cannot be revived by any means. In either scenario, the beads require a 1 week period of recharging once assembled before this effect can be used again.

Glowing Meteorite
A tiny spherical meteorite speckled with an unknown blue metallic material.


 * Type: Magical Item
 * Rarity: Lunar (L15)
 * Price: 3 Lunar Coins (Priceless in Gold)

While you are in possession of this item, AoE-ranged spells do +3 die rolls and are detonated on the point of impact chosen, as well as 1d12 times randomly in a 50ft x 50ft area, once after every combat turn. The point of impact is chosen using a 1d100. These detonations ignore spell-shaping.

Spinel Tonic
A liquid flask made out of an unknown blue metallic material.


 * Type: Magical Item
 * Rarity: Lunar (L16)
 * Price: 3 Lunar Coins (Priceless in Gold)

The flask can be filled with any liquid and it will automatically convert it into Spinel Liquid in combat. The Spinel Liquid is a transparent-blue fizzy liquid that's vaguely sweet, with no discernible taste. You can drink the Spinel Liquid once during combat as a free action. Taking a sip of the Spinel Liquid will give you the following benefits:


 * +1 die roll to attacks.
 * Gain a bonus action.
 * Gain +10 AC.
 * 50% of your Max HP is gained as Temporary HP.
 * Heal for 10% of your Max HP on each of your turns.
 * Gain +20ft movement speed.

Once out of combat, the effects wear off and the Spinel Liquid inside the flask reverts to pure water. When these effects wear off, roll a 1d4. If the roll is a 4, reduce ALL of the affected stats permanently by the same amount gained, if applicable: if a value were to reduce to 0 due of this effect, it is instead a 1 (except for movement speed which is instead 5ft). However, if you have the Lucky feat, you may expend 1 luck point to circumvent this effect; you can only do this before the roll.

Effigy of Grief
A small humanoid effigy made of an unknown unbreakable material.


 * Type: Magical Item
 * Rarity: Lunar (L17)
 * Price: 3 Lunar Coins (Priceless in Gold)

You can throw this effigy up to 30ft; this effigy can only be picked up by the soul-bound owner, otherwise it is immovable. When the effigy lands, it creates a magical blue bubble of 10ft radius that cripples any creatures inside in the following manner:


 * AC drops by half.
 * Movement is slowed to 10ft.
 * Healing of any kind is negated (this also includes Corpsebloom's healing mechanics).

Once picked up, the magical bubble immediately dissipates, and the effects revert.

Hellfire Tincture
A small flask emblazoned with evil imagery, of unknown materials.


 * Type: Magical Item
 * Rarity: Lunar (L18)
 * Price: 3 Lunar Coins (Priceless in Gold)

The tincture contains an odorless liquid of light-blue color. Consuming the tincture will ignite you in a persistent bright-blue flame that does 1d6 Fire damage to you for 30 seconds, or 5 turns if in combat. Any damage you take this way is multiplied by 5 and dealt in a 5ft radius centered around you. The tincture will need to be refilled every 4 uses; it is magically refilled when visiting the Lunar Plane.

Black Comet
A small orb made of an unknown blue metal-like material.


 * Type: Magical Item
 * Rarity: Lunar (L19)
 * Price: 2 Lunar Coins (Priceless in Gold)

The orb is about the size of a marble, and as light as a feather. It glows with a supernatural blue aura, and holding it feels like it gently vibrates. When used in tandem with a ranged weapon that requires ammo, the orb takes the shape of the weapon's basic ammo type and functions exactly like an ordinary piece of ammo, with the exception that it pierces through targets of Large size or smaller, and is considered magical. If you were to require multiple pieces of ammo, the orb will split itself into the required amounts. Once shot, Black Comet returns to your inventory at the end of your turn. The orb magically consumes any and all other pieces of ammo you currently possess (including other Black Comets), and forcibly prevents you from using any weapon other than ammo-based ranged weapons.

Celestial Ichor
An ornate flask with a cold, volatile blue liquid.


 * Type: Magical Item
 * Rarity: Lunar (L20)
 * Price: 2 Lunar Coins (Priceless in Gold)

An ornate flask that houses a viscous blue liquid; the liquid does not move when the container is closed. You can use your bonus action to open the flask. When opened near the vicinity of a weapon, the liquid magically exits the container and coats all of the weapons of the wielder with a thin layer of itself: this liquid coating cannot be removed by any means, except by its own effect. At this time, two effects occur:


 * When a melee weapon is used and successfully damages a target (either a creature or object), the liquid combusts violently into an ethereal fire, causing an additional 2d6 Fire damage, increasing by 1d6 for each additional application.


 * When a non-melee weapon is held, it instead damages you for 2d6, increasing by 1d6 for each additional application, at the start of your turns.

This fire damage ignores resistances and immunities. Each time a weapon successfully strikes a target (either a creature or object), a portion of the coating is wasted away, up to 10 times before the coating is fully consumed. The flask will need to be refilled every 5 uses; it is magically refilled when visiting the Lunar Plane.