UNDERDARK MAGIC ITEMS

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“Far over the misty mountains cold
To dungeons deep and caverns old
We must away ere break of day
To seek the pale enchanted gold.”

The people of the Underdark are adept at crafting and magic so it is no wonder that they produce fabulous artifacts. Presented here is a sampling of several items that have been created by the various races of the Underdark. In most cases, time has shrouded the source of these items, but they remain useful and much sought after commodities nonetheless. Some are suffused with a magical radiation that the drow call faerzress, a remnant of the mighty forces that originally shaped the terrain of the Underdark.

Earth Glide Boots

These boots are made from the skins of three Xorn. Use Requires attunement. While wearing these boots, the user may burrow through nonmagical, unworked earth and stone. While doing so, the wearer doesn’t disturb the material it moves through. The boots may be activated 1d4 times daily for 1d10 rounds at a time.

MIND PROTECTION CIRCLET

When worn, a circlet  grants a +4 bonus on all saving throws against a mind-affecting psychic damage attack. If the wearer of the circlet makes a saving throw against an attack, she can choose as a Reaction to absorb the portion of the effect that would have normally affected her mind, healing the psychic damage. Meaning, the user must have a Reaction to spend in order to get the boost in saving throws. Once a mind-affecting attack has been absorbed in this manner, it automatically protects the wearer from the next attack by ibcreasing the saving throw bonus by +1  each time the same attack is used against the wearer.  After protecting the wearer from such attacks 1d10 times, the circlet crumbles to dust. No attunement is needed.

Stonecunning Ring

This ring requires on attunement. The wearer gains the Stonecunning ability: Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. The wearer also always knows the direction of True North.

 

 

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