The City of Deep Webs (5e Campaign Setting)/Magic Items
Piwafwi (Cloak of Elvenkind)
Wondrous item, uncommon
(requires attunement)
This dark spider-silk cloak is made by Drow. It is a cloak of Elvenkind. It loses its magic if exposed to sunlight for 1 hour without interruption. While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Most House Drow Elfs will have a Piwafwi on their persons. They should be rewarded to players that successfully kill a Ranking house member.
House Insignia
This small unusually shaped amulet bears a strange symbol. Each Drow house insignia is keyed to a specific noble house of a particular Drow city and is wrought to reflect the house that created it. A Drow house insignia contains a single minor magical effect that can be used once per day, usually a 1st-, 2nd-, or 3rd-level spell, with the more powerful spells reserved for Drow of significant station or influence.
These insignia typically contain one of the following spells: 1st Level: Comprehend Languages, Detect Magic, Feather Fall, Jump, Shield and Unseen Servant. 2nd Level: Blur, Levitate, Spider Climb and Web. 3rd Level: Tongues and Water Breathing. The aura of this item is of the same school as the spell it contains.
Lesser members of a house may contain only first level spells. Higher Ranking members of the houses more powerful Insignias.
Tentacle Rod
Rare Item
(requires attunement)
(requires a Drow Cleric)
Weight: 2 lb.
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failed save, the creature's movement speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, the creature can take either an action or a bonus action, but not both. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success.