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Five Magic Items for Thieves

Below are five magic items that can make even a bad thief exceptional.

  1. Shadowcloak: This cloak allows the wearer to turn invisible for a short period, allowing them to sneak past enemies or perform stealthy actions without being detected.

  2. Ring of Lockpicking: This ring allows the wearer to pick locks easily, making it easier for them to break into locked doors or chests.

  3. Dagger of Venom: This dagger is coated in a deadly poison that can incapacitate or kill an enemy with a single strike. It is especially useful for thieves who need to take down their opponents quietly.

  4. Boots of Spider Climb: These boots allow the wearer to walk on walls and ceilings as if they were flat ground, making it easier for them to navigate through tight spaces and get the drop on enemies.

  5. Glove of Thievery: This glove grants the wearer enhanced hand-eye coordination and a knack for picking pockets and disarming traps. It is a valuable tool for thieves looking to plunder valuable items from their foes.

Shadowcloak

The Shadowcloak grants the wearer the ability to turn invisible for a short period.

To use the Shadowcloak, the wearer must don and activate it as an action. Once activated, the cloak will turn the wearer invisible for 1 hour. While invisible, the wearer is hidden from view and cannot be seen or heard by others. However, the wearer can still be detected by other means, such as scent or thermal imaging.

While invisible, the wearer can move and take actions as normal but must be careful not to make too much noise or otherwise give away their position. If the wearer attacks or casts a spell, they become visible again.

The Shadowcloak has some uses for thieves, including sneaking past enemies, stealing items without being noticed, and setting up ambushes. It can also be useful for scouting and gathering information, as the wearer can observe their surroundings without being seen.




Ring of Lockpicking

To use the Ring of Lockpicking, the wearer must have the ring on their finger and be attempting to pick a lock. When trying to pick a lock, the wearer adds a bonus to their ability check equal to the ring's bonus. The prize for the Ring of Lockpicking is typically +5 but may vary depending on the specific version of the item and the edition of D&D being played.

The Ring of Lockpicking is a valuable tool for thieves and other characters who need to break into locked doors or chests. It can also be useful for disabling traps triggered by locks, as the wearer can pick the lock and disarm the trap without setting it off.

The Ring of Lockpicking may not work on certain types of locks, such as those that are magical or too complex for the wearer's skill level. Additionally, the ring may not grant the wearer the ability to pick locks guarded by traps or other security measures.




Dagger of Venom

To use the Dagger of Venom, the wielder must hit their target with the dagger in combat. The target must make a saving throw against poison if the attack hits. If the target fails the saving throw, they take damage from the poison and become poisoned. The poison's damage and duration depend on the specific version of the Dagger of Venom and the edition of D&D being played.

The Dagger of Venom is an especially useful weapon for thieves and other characters who need to take down their opponents quietly. Its stealthy nature allows the wielder to strike from the shadows and take out its targets without attracting too much attention. It can also be useful for sneaking past enemies or disabling traps, as the poison can incapacitate or kill any foes or guardians that get in the way.

The Dagger of Venom may not work against certain types of creatures that are immune to poison or have a high resistance to it. Additionally, the dagger's poison may lose its potency over time or after being used several times.




Boots of Spider Climb

To use the Boots of Spider Climb, the wearer must don the boots and activate them as an action. Once activated, the boots grant the wearer the ability to walk on vertical surfaces and upside down for 8 hours. The wearer can move and act normally while using the boots but must be careful not to fall off or lose footing.

The Boots of Spider Climb are a valuable tool for thieves and other characters who need to navigate through tight spaces or get the drop on their enemies. They can be especially useful for sneaking past foes or setting up ambushes, as the wearer can move through the environment in ways that would be impossible for a normal person.

The Boots of Spider Climb do not grant the wearer the ability to stick to surfaces indefinitely. The wearer must still make Dexterity checks to avoid falling off or slipping on slippery surfaces. Additionally, the boots may not work on certain surfaces, such as those that are too smooth or steep for the wearer to climb.




Gloves of Thievery

To use the Glove of Thievery, the wearer must have the glove on their hand and be attempting to pick a pocket or disarm a trap. When attempting these actions, the wearer adds a bonus to their ability check equal to the glove's bonus. The bonus for the Glove of Thievery is typically +5 but may vary depending on the specific version of the item and the edition of D&D being played.

The Glove of Thievery is a tool for thieves and other characters who need to pilfer valuable items from their foes or navigate trap-laden environments. It can also be useful for distracting or misdirecting foes, as the wearer can use their skills to pick pockets or steal items without being noticed.

The Glove of Thievery may not work on certain types of pockets or traps that are too difficult or well-guarded for the wearer's skill level. Additionally, the glove may not allow the wearer to pickpockets or disarm traps guarded by traps or other security measures.

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