TEXT: EN World EN5IDER | Treasures from the Deep
  EN World EN5IDER | Treasures from the Deep
   
  writing Walt Ciechanowski
   color art Yihyoung Li
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  T
  he deep sea holds iTs 
  own secrets and 
  hidden civilizations, 
  pieces of which sometimes 
  find their way to the surface 
  in fishermen’s nets or carried 
  to shore on the waves. Some 
  of these objects are magical, 
  intended for mysterious 
  creatures that may or may 
  not be like their air-breathing 
  cousins. While they grant 
  powers, such items often have 
  dangerous and unintended 
  side effects for air-breathers.
  TReAsÖRes 
   
  Deep
  from 
  the
  
  Treasures from the Deep | EN World EN5IDER
  Treasures from the Deep | EN World EN5IDER
  The following is a collection of some deep-sea 
  magic items that player characters may come 
  across over the course of their adventures. They 
  may be found half-buried in the sand, forgotten 
  in treasure troves, or even in the hands of the 
  character’s seafaring enemies!
  New Magic Items
  Barnacle Mail
  Armor, uncommon
   When this magically bred cluster of barnacles 
  touches a nonmagical suit of armor, the barnacles 
  cover its surface over the course of 1 minute. 
  While wearing armor covered in barnacle mail, 
  you gain a +2 bonus to AC. Usually packaged in 
  fishing nets, they are magically activated when 
  touched by a set of armor. 
   The barnacles are kept in tightly woven nets, 
  and touching the net to the armor magically 
  compels the barnacles to retreat into the net over 
  the course of 1 minute, removing the armor’s +2 
  bonus to AC. As living creatures, the barnacles are 
  susceptible to attack. Whenever you take damage 
  while wearing barnacle mail, the barnacles take an 
  equal amount of damage. They are destroyed after 
  taking 100 points of damage. 
  Bracelet of the Deep
  Wondrous item, uncommon (requires attunement)
   This bracelet is made of fish-like scales tied 
  together with seaweed. The exact type of scale is 
  generally unknown, although you may, with a DC 
  20 Intelligence (Arcana) check, determine that it 
  comes from a deep-sea humanoid like a sahuagin.
   When you first wear this bracelet after attuning 
  to it, you take 1d4 slashing damage each round 
  for 1 minute as your skin is transformed, a feeling 
  Open Game Content
  The game rule information in this article is designated Open Game Content. All of the other material in this article, 
  including maps and illustrations (including illustrations in the public domain), narrative and descriptive 
  text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing 
  product and article titles, and EN World and EN Publishing logos, are designated Product Identity.
  EN
  EN
  Publishing
  Publishing
  ™
  not unlike receiving paper cuts all over the skin. 
  This process takes 10 rounds, during which you 
  are poisoned. This applies only to non-scaled 
  creatures; if you normally have scales then you 
  are instantly granted the benefits below without 
  the painful transformation.
   Once the transformation is complete, you are 
  completely covered in silver scales that grant 
  you natural armor and resistance to cold damage. 
  Your Armor Class cannot be lower than 13 + your 
  Dexterity bonus. 
   If your attunement to the bracelet ends and you 
  don’t normally have scales, you slough off your 
  scales over the course of 1 minute, taking 1d4 
  slashing damage each round until your scales are 
  gone.
  Death’s Touch
  Wondrous item, very rare (requires attunement)
   This weapon is a gift from an aboleth to its 
  most powerful thralls. When inert, this item 
  resembles a spherical jellyfish about 3 inches in 
  diameter. When held in your hand and attuned, 
  the strands of the item wrap around your forearm 
  and the item dissolves into a jelly-like second 
  skin, remaining there until it is no longer attuned. 
  You may use your hand normally, but anyone 
  touching it will be affected as if you touched them. 
  You also gain the ability to breathe water.
   Whenever you hit a creature with an attack, you 
  may secrete a venomous mucous that pours out 
  of your fingers and over any weapon that you 
  carry (including ammunition). The creature struck 
  must make a DC 14 Constitution saving throw. On 
  a failure, the creature grows gills for 2d4 rounds, 
  gaining the ability to breathe water but losing 
  the ability to breathe air. The creature begins 
  to suffocate unless it can find a water source in 
  which to breathe.
  
  EN World EN5IDER | Treasures from the Deep
  EN World EN5IDER | Treasures from the Deep
   If a dying creature affected by this venom 
  stabilizes while out of water, it remains stable 
  for 1 round and then begins dying once again. It 
  must make a new set of death saving throws. The 
  venom can be cured by lesser restoration or any 
  effect that neutralizes poison.
   Once you use the secretion, you may not use it 
  again until you’ve fully submerged this item in 
  water. You may use this item once per round at-
  will while you are immersed in water.
   Curse. While you are attuned to this item, any 
  aboleth within 1 mile of you can see and hear 
  through your body as if you were a permanent 
  clairvoyance sensor. 
  Fiddler’s Grip
  Weapon, rare
   This metallic crab claw has a mechanism inside 
  that allows a humanoid creature to wear it. It 
  magically resizes to fit its wielder. While wearing 
  this claw, your unarmed strikes deal slashing 
  damage equal to 2d6 + your Strength modifier. 
  This damage counts as magical for the purpose 
  of overcoming resistance and immunity to 
  nonmagical attacks. 
   You may not carry or manipulate anything with 
  your hand while you wear the claw. Donning and 
  removing the claw requires an action.
  Luminescent Gum
  Wondrous item, uncommon
   This salty chewing gum is made from the sap of 
  a deep sea plant and is normally stored inside of 
  a clamshell. In order to activate it, you must chew 
  the gum as an action, during which its properties 
  are released into your bloodstream. The center 
  of your forehead forms a slight bump and begins 
  to glow. Any darkness within a range of 120 feet 
  becomes dim light, and any dim light within the 
  same range becomes bright light. The gum has no 
  effect on bright light.
   The effect lasts for 1 hour, after which the gum 
  loses its magical properties. The gum itself is a 
  bit of an acquired taste and if you are chewing 
  it for the first time then you must make a DC 10 
  Constitution check or gain the stunned condition 
  for a round as you vomit. Vomited gum can 
  be retrieved and used again, but its remaining 
  duration is halved every time it is reused.
   Luminescent gum is generally found in bunches 
  of 6 or 12 clamshells.
  Shark’s Endurance
  Wondrous item, rare (requires attunement)
   This is a necklace made of shark teeth. When 
  worn, you are immune to the effects of exhaustion 
  and can't sleep. You can still benefit from the 
  effects of a short or long rest while doing light 
  activity such as standing watch or walking. 
   Once you remove this item you must 
  immediately take 1 level of exhaustion for 
  every 24 hours that you wore it, up to 5 levels of 
  exhaustion.
   Curse. You cannot stand still while wearing this 
  object. You are constantly moving and fidgeting, 
  which puts you at a disadvantage on any ability 
  checks that require fine manipulation or holding 
  still. At the GM’s discretion, you may also have 
  disadvantage on Charisma checks if the creature 
  that you are interacting with would be bothered 
  or even threatened by your constant movement.
   If you are unable to remove the necklace 
  yourself, then someone may attempt to forcibly 
  remove it from you. You forcibly resist any such 
  attempts and have advantage on attack rolls; 
  the necklace may only be removed if you are 
  incapacitated.
  Star Heart
  Wondrous item, legendary (requires attunement)
   This item looks like a bright orange starfish. 
  When attached to your skin over your heart, it 
  acts like a ring of regeneration. In addition, any lost 
  body part grows into an entirely new version of 
  yourself, complete with your personality, memory, 
  and abilities. This new clone is independent 
  and sentient, although it is incapable of further 
  duplication. Every time a clone is created, one of 
  the five legs of the star heart withers and dies; it 
  only regenerates when its associated clone dies. 
  
  Treasures from the Deep | EN World EN5IDER
  Treasures from the Deep | EN World EN5IDER
  If all five legs have grown into clones, then the star 
  heart is destroyed.
   Curse. While some may say that having a clone 
  that believes itself to be just as much “you” as 
  yourself is enough of a curse in and of itself, the 
  star heart has other dangers. It was designed for a 
  Star Heart Clone Table
  d20
  Effect
  1
  The clone is an exact copy (unless affected by previous rolls), but it is “born” dead.
  2–11
  Nothing. The clone is an exact copy of you (if you have acquired scars or other imperfections over the years 
  that regeneration didn’t cure then the clone will still lack them).
  12–13 The clone is an exact copy, but its mind has been permanently warped by the regeneration process. It rolls 
  once on the Indefinite Madness table.
  14–15 The clone is an exact copy, but something has changed in its personality. It may have a different alignment 
  and/or background characteristics. The clone may even choose to pursue a different class or profession than 
  the original. Whenever the clone can see the original, it needs to make a DC 12 Wisdom check. If the clone fails, 
  then it suffers short-term madness.
  16–17 Something is off. The clone may have different colored eyes or hair, new birthmarks or blemishes, or other 
  minor differences (such as a different score in one or two abilities). Such differences are easy to hide and can 
  be difficult to spot. These differences prey on the clone’s mind when near the original. Whenever the clone can 
  see the original, it needs to make a DC 12 Wisdom check. If the clone fails, it rolls once on the Short-Term Mad-
  ness table.
  18
  The clone is obviously imperfect. At the GM’s discretion, the clone is a different build (noticeable difference in 
  height and/or weight), ethnicity, or gender than the original. The clone has disadvantage on any attempts to 
  disguise itself as the original. Whenever the clone can see the original, it needs to make a DC 14 Wisdom check. 
  If the clone fails, it rolls once on the Long-Term Madness table. 
  19
  The clone is effectively a reincarnation of the original. Roll on the reincarnate spell table to determine the new 
  race. Whenever the clone can see the original, it needs to make a DC 14 Wisdom check. If the clone fails, then it 
  rolls once on the Long-Term Madness table.
  20
  There is a darkness within the clone that wants to replace the original. No matter how perfect the copy, the 
  clone will always attack you on sight with intent to kill (at the GM’s option, the clone may delay such an act if 
  it would be immediately beneficial to the clone—once the benefit is gone, the bloodlust returns). The clone 
  also plots against you when not in its presence, hiring assassins or otherwise attempting to vex or destroy you. 
  Particular madness effects do not stack. For example, if the clone has both a personality change and a minor 
  difference, then it only needs to make one DC Wisdom check for short-term madness when it sees the original. 
  If the clone also had indefinite madness, then such madness would still apply in addition to the short-term 
  madness check.
  disposable warrior class of drones and isn’t quite 
  compatible with other creatures. Every time the 
  star heart creates a clone, there’s a chance that 
  something may go wrong. Roll 1d20 and consult 
  the Star Heart Clone table. If the result was over 
  11, then roll again, applying all effects.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 166 - Treasures From the Deep.pdf