Slay the Spire is a wildly popular and fun roguelike deckbuilder video game, available on a slew of platforms—even weird stuff like Linux.
As you progress through a game, defeating monsters and encountering strange creatures, you gain relics. Relics are permanent upgrades to your game with passive abilities, separate from the cards you play. Sounds a lot like magic items.
Here are twelve relics from Slay the Spire reimagined as wondrous items for your Tales of the Valiant (or any 5E-compatible) game!
ANCIENT TEA SET
Wondrous Item, Rare 4,000 gp
This tea set has lost so many cups that it now only serves one. If you use it to make tea for yourself during a long rest, you regain an additional 2 hit dice. These additional hit dice can even raise your total hit dice above your normal maximum. Any hit dice above your maximum are lost after you a finish a short or long rest.
BIRD-FACED URN
Wondrous Item, Rare 11,500 gp
This sealed urn has a crude bird head molded into its lid. You must be carrying the urn to gain its effects. When you cast a non-ritual, non-cantrip spell that requires concentration, you regain 1d6 hit points (no action required). If the seal is broken, whatever is inside it escapes and the urn can no longer be used to heal.
BRONZE SCALES
Wondrous Item, Rare (Requires Attunement) 10,000 gp
These brazen scales appear to be from shed from some great lizard or perhaps a dragon and attach themselves to the armor you are wearing. If you are not wearing armor, you find that you can’t attune to this item.
When you take damage from any source, you can activate the scales as a reaction. You deal 1d4 force damage to the creature that dealt the damage to you, regardless of its location, anywhere on the same plane. The scales leave slivers of bronze metal in the creature’s flesh that remain until healed.
CENTENNIAL PUZZLE
Wondrous Item, Rare (Requires Attunement) 10,000 gp
This item appears as a jumble of disconnected, oddly shaped blocks. Assembling it requires you to make a DC 15 INT ability check. On a success, you feel a warm satisfaction and can attune to it.
When you take damage from a weapon attack, you can activate the puzzle as a reaction. On your next turn, you gain an extra action. You can’t take the same action twice in a turn with this effect. For instance, you could take the Attack and Dash actions, but you couldn’t take the Attack action twice. You can use this once until you finish a long rest.
CLOCKWORK SOUVENIR
Wondrous Item, Uncommon (Requires Attunement) 1,000 gp
Your mind is preoccupied by the intricate functioning of this item. As a result, you are immune to the charmed, frightened, or stunned condition the first time you would be affected by one of these conditions (no action required). Afterward, your preoccupation is broken and can’t use this effect again until you finish a long rest.
INCENSE BURNER
Wondrous Item, Rare 5,000 gp
As an action, you can light incense on the burner. The incense burns for 10 rounds. While it burns, you become intangible every other round. On even numbered rounds, you can move through creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object and are expelled to the nearest unoccupied space outside the object. On odd-numbered rounds, you exist normally. You can use this once until you finish a long rest.
RUNIC PYRAMID
Wondrous Item, Rare 8,000 gp
This small pyramid has a wyrd rune carved into one side. The other sides are smooth. It weighs about 5 pounds and can be carried in one hand.
As a bonus action, you activate the pyramid while holding it in one hand. For 1 minute, you can “save” any unused action, bonus action, or reaction from the current turn and use it in your next turn. If you do not use a saved action, bonus action, or reaction in your next turn, it is lost. If you take the same action twice or activate the same effect twice in one turn (such as taking the Cast a Spell action twice or using the Bardic Inspiration feature twice), the pyramid’s effect ends. You can activate the pyramid once until you finish a long rest.
STONE CALENDAR
Wondrous Item, Rare 6,500 gp
This 1-foot-wide pentagonal stone tablet has several notches on it in a gridlike pattern. The pattern doesn’t appear to conform to any current method of time keeping.
As a bonus action, you can activate the calendar’s magic. On the sixth round after you activate the calendar, the first weapon attack you make automatically scores a critical hit. You can use the calendar once until you finish a long rest.
STRANGE SPOON
Wondrous Item, Very Rare (Requires Attunement) 23,000 gp
This ornate metal spoon has a bend in its handle which makes it unusable for eating. It has 3 charges.
As a reaction, you can activate this spoon when you use a feature, trait, or item that requires a short or long rest before you can use it again, including expending a spell slot. Roll a d6. On a 5 or higher, you regain the use of that feature or trait without a rest.
TUNGSTEN ROD
Wondrous Item, Rare 7,500 gp
This 2-inch-long cylinder has a nickel-white luster. When you take damage from any source, you take 1 fewer point. You still take a minimum of 1 point regardless of the rod’s magic.
THE SPECIMEN
Wondrous Item, Uncommon 2,500 gp
If a creature within 30 feet of you that has the poisoned condition drops to 0 HP, a different enemy creature within 30 feet of you must make a successful DC 20 CON save or become poisoned for 1 minute.
TOY ORNITHOPTER
Wondrous Item, Uncommon 2,000 gp
This model of a flying machine fits in the palm of your hand. While carrying it, if you drink a potion, you regain 1d6 hit points in addition to the potion’s effect (no action required).
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