the signs as DnD magical items

aries: a business hat, plucked from a corpse. once per day, you can reduce the number of successful death saving throws needed to survive to one. upon successfully not dying, the wearer is treated as if they’ve had a long rest
taurus: a plush of your favorite fictional character, from your childhood home, once per day you can sacrifice this plush to summon a monster with a CR equal to your level or higher, or confide in it, to gain a point of inspiration
gemini: a well-sealed jar of enchanted ambrosia, found on the roof of the largest building in the city. upon consuming, the user’s spellcasting modifier is doubled, and they gain advantage on evocation magic rolls but after one minute, they are reduced to 1 HP
cancer: a well-worn turtleneck sweater, pulled from an apartment closet. it’s imbued with 69 charges of the “disguise self” spell, and provides passive resistance to bleeding damage.
leo: a piece of parchment paper, found in a cave, that, when a character is drawn on the page, and with a successful dexterity check (DC 13), will reveal their deepest desires to the user
virgo: a tube of lipstick, found in the desert wasteland of the north, that, after applying, allows the user to drink the blood of a corpse, restoring 1d6 + (CON) health
libra: a coin with a scratch through one side, looted from the ship of a domineering pirate queen. calling the coin correctly guarantees you’ll succeed on your next insight check
scorpio: a pair of spectacles with the left lens broken, resembling a spiderweb. once per day, you can “steal” an NPC’s stat check, forcing them to reroll and letting you substitute the stolen roll in for a failed roll later on
sagittarius: a pair of jodhpurs, made from the finest centaur leather. on intelligence rolls and skill checks, you can use your strength modifier instead.
capricorn: a broken horn, left at the beach by a dying bard. once per day, the user can blow into this horn and survive a mortal blow, even if such a blow would kill them instantly.
aquarius: a purple scarf, found in the wreckage of a noble’s besieged keep. grants the wearer advantage on saving throws against conjuration/illusion magic and provides resistance to divine/radiant damage.
pisces: a golden circlet, abandoned beneath the sea. the wearer gains advantage on animal handling checks for creatures of size large or greater, resistance to psychic damage, and gains +1d8 to any healing done.

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