Merry Mad Wizarding Hat

Rare Wondrous Item, Requires Attunement 

Hat of Gifts. When you finish a long rest, you can pull a wrapped festive box from inside the hat – this box contains a magical item that lasts until you finish a long rest or lose attunement of the hat. 

  1. Wizmas Stockings. Large and fluffy red socks that give resistance to cold damage while worn. The socks also have 4 charges, and a creature holding or wearing the socks can use their action to expend a number of charges, making magical fruits, nuts and cookies fly from the sock into the mouth of a creature of your choice within 30 feet, healing them for 2d4+12 Hit Points for each charge spent. 
  2. Boxing Day Gloves. These crocheted boxing gloves make you able to cast spells with your fists. Your unarmed strikes gain a +1 bonus to attack rolls and can deal 1d12(+ no modifier) cold damage instead of their normal damage. When you cast a spell with the range of touch, you can make an unarmed attack against the targest as part of the spellcasting action, using your bonus to spell attack rolls for the attack roll.
  3. Metaphysical Gift Card. When you make a saving throw while holding the item, you can decrease the saving throw by 5, you must choose to use this feature before the roll is made. If you fail on the saving throw, the Gift Card is destroyed and you lose an amount of gold coins equal to 10x the difference between the DC and the final roll. If you don’t have as many gold coins, equipment or resources of that value will disappear instead. 
  4. Horrible Mug of Unnatural Hideousness. Holding this mug gives you resistance to Psychic damage. The mug can be used as an improvised ranged weapon, dealing 1 Bludgeoning plus 3d10 psychic damage to the target on a hit.
    Each time you throw the mug, you must roll a d6, on 2-6, the mug shatters and you and all allied creatures that saw it being shattered gain 1d10 Temporary Hit Points for 1 minute. On a 1, the mug stays whole, and you and all allied creatures that saw it not shattering take 1d10 psychic damage. 
  5. Peculiar Magic Wand 1911. A strange steel hollow magic wand with 8  charges. While holding the wand, you can use your action to expend a charge and create a loud burst of energy that shoots at a target of your choice – make a Ranged Weapon Attack against a creature within 160 ft, making them take 3d10 piercing damage on a hit without adding ability modifiers to the damage. When you use the Attack action, you can replace a number of your attacks with uses of this wand instead. 
  6. Fruits of Nepotism. Roll twice, both items appear in the box. If you roll a 6 again, reroll the die until a different number is rolled. 

Mistletoe Grenades – Baldr’s Bane (Recharge 6). As an action, you can take one berry from the mistletoe on the hat, and throw it at a point within 60 feet of you. All creatures within 15 feet of the point must make a DC 15 Dexterity saving throw, losing all immunities and resistances until the end of your next turn on a failure – this also makes the creatures unable to use Legendary Resistance for the duration of the effect.

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