The Magic Shoppe: Desert Items

The wind blows harshly off the dunes behind you, causing the lilac colored tent walls to strain against their poles. Valcav leans luxuriously over the wooden arms of his throne-like chair, sipping a goblet of chilled wine as he looks over at you. “Such horrendous weather we’ve been having. Not a single drop of rain in over a month.” He set his goblet aside and sits up straighter in his chair. “The sands are going to be drier than they’ve been in nearly a generation. If you insist on venturing into the deeper desert, be sure to equip yourself for the journey.

Waste Walker’s Suit

These suits were originally developed by a clan of blue-eyed desert dwelling mystics to survive in their unforgiving home.


Aura moderate abjuration and transmutation Price 16,000 gp; Slot armor; CL 7th; Weight 15 lbs;


The dark leather of this armor appears thin despite several layers hidden underneath it.


This +1 leather armor is skintight and has a series of knots that are time-consuming to put on. A waste walker’s suit is treated it as if it were full plate armor for donning and removing.

Sewn into the insides of the armor are a series of pouches magically filled with water that keeps the wearer cool even in intense heat. The wearer can survive in very hot conditions and in areas of severe heat without having to make Fortitude saving throws. In environments with extreme heat above, 140° F, the wearer can survive comfortably for one hour. After that time they begin to roll damage for breathing the super-heated air and roll fortitude saving throws as normal. A waste walker’s suit does not impose the regular -4 penalty to these fortitude saves for wearing armor.

The wearer can also drink the water from the armor’s pouches through a small tube that protrudes from the neck. The armor provides a steady supply of water which is supplemented by absorbing and recycling the wearer’s own perspiration. This allows them to last for 2 days and a number of hours equal to twice their Constitution score before they need to make constitution checks to ward off non-lethal damage from dehydration. Once all of this water has been exhausted the suit requires 24 hours to refill the pouches. 


Feats Craft Magic Arms and Armor; Spells control water, endure elements; Cost 8,000 gp


Armor (light), rare (requires attunement)

While wearing this armor, you gain a +1 bonus to your AC. A series of water filled pouches inside the armor keep you cool even if the weather is hot. You only need to drink one gallon of water per day regardless of ambient temperature. The suit itself holds enough water in its lining which allows you to survive for three days. If you consume all of this water the suit requires 24 hours to magically refill its reservoirs. With the armor on you also have advantage on Constitution saving throws to resist gaining levels of exhaustion from heat or dehydration.

Cactus Club

Similar to bonsai, these weapons are grown in specially prepared sand and watered with a precise mixture of fluids on a strict schedule.


Aura strong conjuration and necromancy Price 36,000 gp; Slot none; CL 15th; Weight 8 lbs.;


Aside from the tapered shaft, this green branch is teaming with sharp spines.


A cactus club is a +2 greatclub that deals both bludgeoning and piercing damage. Three times per day the wielder can unleash a hail of cactus spines as a standard action. All creatures in a 15-foot-cone take 4d6 points of piercing damage. This damage can be reduced to half by succeeding on a DC 20 Reflex save. Once all of the uses of this ability are spent, the cactus club only deals bludgeoning damage for 24 hours as the spines slowly regrow themselves.

Once per day after hitting a target with a melee attack the wielder can activate the club’s ability to siphon off some of their vital fluids. The target takes an additional 3d6 points of damage and becomes fatigued as their body’s moisture is sucked out of them. Succeeding on a DC 20 Fortitude save negates the fatigued condition but not the damage. This attack is particularly devastating to water-dependent creatures such as plant and aquatic creatures. They instead become exhausted on a failed saving throw.


Feats Craft Magic Arms and Armor; Spells horrid wilting, thorn javelin; Cost 18,000 gp


Weapon (greatclub), very rare

A cactus club is a specially made weapon that is grown rather than crafted. It deals both bludgeoning and piercing damage. Three times per day you can aim the club and shoot the cactus’s spines at your enemies. All targets in a 15-foot cone must make a DC 20 Dexterity saving throw. They take 4d6 points of piercing damage on a failed save or half as much damage on a successful one.

A cactus club can also drain liquids from your foes. Once per day after successfully damaging an enemy with a melee attack you can force make a DC 15 Constitution saving throw. On a failure, they take 3d6 points of necrotic damage and gain one level of exhaustion. Creatures particularly dependent on water to survive such as plant type creatures instead gain two levels of exhaustion.

Scorpion Shield

These macabre shields are popular with merchant or caravan guards in desert communities. They are very useful for preventing shoplifters from escaping.


Aura moderate transmutation Price 20,500 gp; Slot shield; CL 8th; Weight 10 lbs;


Leather straps have been attached to the chitinous material of this severed giant scorpions claw


A scorpion shield functions as +2 heavy shield. Since it’s not made of metal, druids are able to use a scorpion shield without penalty. As long as they keep it on their person the wielder gains a +1 alchemical bonus on saving throws against poison.

When making shield bash attacks the wielder is treated as if they had the grab special ability. They are able to manipulate the claw in order to deal 1d6 points bludgeoning and piercing damage on a successful grapple check. While grappling a target with the shield the wielder loses its AC bonus until they release the grapple. The wielder cannot keep the shield’s AC bonus cannot even with the use of the improved shield bash feat.


Feats Craft Magic Arms and Armor; Spells giant vermin, lockjaw; Cost 10,250 gp


Armor (shield), very rare (requires attunement)

This shield is made from the severed claw of a giant scorpion. In addition to providing a +2 bonus to AC, the shield also gives you resistance against poison damage. You can use the shield to grapple an adjacent target by having the claw clamp down on them. The claw has a tight hold and your target has disadvantage on checks made to escape your grapple. While using the scorpion shield to grapple in this way, you do not gain the shield’s bonus to your armor class.

About Michael Vail-Steele

Michael has been playing RPGs regularly since 2012. In addition to RPGs he's also a fan of puns and bad movies. He hopes you will enjoy these trips through his imagination, and asks you to please wipe your feet.

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