Is This Anything?

Two identical blades. One always strikes true. One lies through its teeth. Every morning you wake up not knowing which is which and the only way to find out is to use them.

The most commonly-cited origin involves a gnome. Records disagree on the name, but the most repeated version i s Crumwick Follensby-Follensby-Follensby-Nimbleton-Follensby-Esq., Esq., a blacksmith of considerable skill and considerable irritability, who loved a good riddle and could not stand to be in the same room as someone who already knew the answer.

He forged the blades himself. Set the magic himself. Then, by most accounts, dropped them in a random merchant's stock at a busy market, bought a meat pie, and left. Nobody saw him again, or at least nobody who saw him knew who they were looking at.

Whether Crumwick made THE WITNESS or merely found them and added to them is disputed. Some scholars place the blades a century before any record of the gnome. He has never been available for comment.

Those who have carried both blades for long enough sometimes describe them less as two weapons and more as one unresolved question.

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THE WITNESS
Weapon: Shortswords (or any identical weapon pair)
Rarity: Very Rare
Attunement: Required as a pair

THE WITNESS is two identical blades attuned and wielded as a single weapon system. They cannot be attuned separately. A creature that carries only one, or wields only one while the other is undrawn, gains no benefit from either.

TRUTH AND LIAR
At the end of each long rest, the DM secretly designates one blade as Truth and one as Liar. This assignment is not revealed to the wielder. When the wielder makes attacks, both attack dice are rolled openly. The wielder knows which die corresponds to which blade, but does not know which blade is advantaged.

Truth blade attacks are made at advantage.
Liar blade attacks are made at disadvantage.

The wielder may determine the assignment through observation over the course of the day.

THE FALSE READ
When the Liar blade misses, the wielder becomes aware that a read has occurred. The DM provides one piece of false information about the target. This may include but is not limited to: current HP threshold, intended next action, damage vulnerabilities or resistances, or current condition. The information is delivered confidently and without indication that it is false.

UNATTUNED
If the blades are carried without attunement, both are treated as attacking at disadvantage at all times. The False Read does not trigger.

NOTE: THE WITNESS is written here as shortswords. The mechanic applies equally to any pair of identical one-handed weapons suitable for dual wielding.

OPTIONAL: THE WITNESS may be treated as sentient. If so, neither blade speaks unprompted. What, if anything, they say is left to the DM.

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# Quilt of Many Squares
*Wondrous Item, Requires Attunement*

A patchwork quilt sewn from scraps of magical fabric -- remnants of cloaks, capes, cloth armor, and other enchanted textiles gathered across a lifetime of adventure. Though each scrap is a fraction of what it once was, a skilled hand can coax the memory of magic back into the stitching. The quilt is never truly finished.

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**A Note on Torn Magic.**
Magic does not wholly abandon fabric when it is cut or torn. It lingers in the weave, diminished and dormant, waiting for a careful hand to wake it.

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## Adding Patches

Between adventures, the attuned creature may sew a new patch into the quilt as a downtime activity requiring one full workday. The source material must be a scrap of fabric that once held magical properties -- remnants of destroyed, spent, or otherwise defunct magic items are suitable; scraps cut from functioning items are not.

The DM determines whether a given scrap retains enough magic to function as a patch, and how many patches the quilt can hold before it becomes too saturated to accept more. As a guideline, a quilt rarely holds more patches than its maker has character levels, and never fewer than 5.

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## Passive Patches

Some patches hum quietly at all times while the quilt is worn and attuned. A patch is passive if its source effect required no action to activate -- protection, warmth, subtle warding, and similar properties typically fall into this category. Passive patches provide a diminished version of their original effect, as determined by the DM.

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## Active Patches

Some patches must be deliberately invoked. As a bonus action, the attuned creature may activate up to **3 patches** simultaneously by touching each one. An active patch produces a diminished version of its original effect, as determined by the DM, centered on or limited to the patch itself unless the DM rules otherwise.

Active patches remain active until the creature dismisses them (no action required), until the creature is no longer attuned to the quilt, or until the start of the creature's next long rest.

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## Diminished Effects

No patch replicates its source in full. As a general principle, effects that once applied to a creature or a wide area now apply only to the patch itself or a small radius around it (typically no more than 5 feet). Duration, range, and potency are reduced at DM discretion. The DM is encouraged to lean into the absurdity where it arises -- a patch of a Cloak of Billowing billows only slightly. A patch of a Cloak of Invisibility is a small area of invisibility. A patch that once shed light sheds just a little light.

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*Attunement to this item requires the creature to have sewn at least one patch into it themselves.*

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