Wondrous item, rare (silver or brass), very rare (bronze), or legendary (iron). Once it has been used, it can’t be used again until 7 days have passed. Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. From Laura Hirsbrunner. Alertness. Staff, legendary (requires attunement by a sorcerer, warlock, or wizard). In general, you find magic items, you don't buy them. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp. Magic; Sword; A longsword in a silver-chased scabbard. An identify spell reveals its true nature. For each charge you expend, the target takes an extra 1d6 force damage. A sentient item can perceive its surroundings out to a limited range. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. While wearing this ring, you have resistance to cold damage. If the saving throw fails by 5 or more, the target is instantly. Call Dragons. The sword loses 1 charge if the creature is slain. Once you have used this property, it can’t be used again for 1 hour. A character can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. Armor (shield), rare (requires attunement). Wondrous item, artifact (requires attunement). The target’s skin turns bright blue for 1d10 days. This property can be used no more than once per hour. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. Recent Changes ; Random page; Community ... Longsword Martial One-Handed Melee Critical: 19–20/×2 Range Increment: — Type: Slashing Hardness: 10 Size Cost 1 Damage Weight 1 hp Fine * 1d2 * 1 Diminutive * 1d3 * 1 Tiny * 1d4 * 1 Small: 15 gp: 1d6: 2 lb. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. Tree. You don’t need to eat or drink while this clear spindle orbits your head. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. The lenses regain all expended charges daily at dawn. When activated, the tower has a small door on the side facing you. When you reach into the haversack for a specific item, the item is always magically on top. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. The sword was purchased for 5.5kk by Siobkerry, of Hokuten. Casting the spell by reading the scroll requires the spell’s normal casting time. After burning for 4 hours, the candle is destroyed. You can’t be surprised while this dark blue rhomboid orbits your head. The bird has the statistics of a roc (see the Monster Manual), but it obeys your simple commands and can’t attack. Nov 26, 2020 - Explore Little0racle's board "Magic Weapon Ideas" on Pinterest. Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. This potion’s rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. The rope has AC 20 and 20 hit points. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. You gain a +1 bonus to saving throws while you wear it. Additionally, a creature can't attune to more than one copy of an item. The pole can bear up to 4,000 pounds. The only mechanical advantage I can see, is in many classic adventures have magical longswords in them to find, many DM's consider the longsword the most common weapon so plenty of random item charts will highlight them, and there are a few named magic swords in the dmg that are longsword only sun blades, sword of answering, moonblades, and sword of Kas. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The item can speak, read, and understand one or more languages. An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. Once well of many worlds has opened a portal, it can’t do so again for 1d8 hours. You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. It weighs 4 pounds and floats. While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. The gem regains 1d3 expended charges daily at dawn. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet awayfrom you. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. Each can become a lion for up to 1 hour. Naturally, items that are good and do not require attunement will be given greater consideration. The chime can be used ten times. You can change the barrier’s effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative. You can use the card’s magic as soon as you draw the card or at any other time before you die. The censer can’t be used this way again until the next dawn. You ignore difficult terrain created by ic, You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. Serpentine Owl (Rare). If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. While you are charmed by the orb, you can’t voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. Anchor. The brazier can’t be used this way again until the next dawn. A powerful devil becomes your enemy. If you expend the last charge, roll a d20. The apparatus sinks as much as 20 feet in liquid. The haversack has a few limitations. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. When you do so, increase the level of the fireball by 1 for each bead beyond the first. These artifacts have … Some magic items have charges that must be expended to activate their properties. Magic weapons have enhancement bonuses ranging from +1 to +5. The Dungeon Dudes’ Treasure Trove is a collection of 21 magic items for use in D&D 5e. ) Those are Multiattack, Longsword, Whip, Teleport. Obviously you're welcome to do it however you like, but my gut tells me that +1 attack and AC is not equal to a full level of power. Specials; Campaign 1: Vox Machina; Campaign 2: The Mighty Nein; Talks Machina; Characters. Roll20 uses cookies to improve your experience on our site. On a successful check, you cast the plane shift spell. 5e Magical Weapons. Four types of horn of Valhalla are known to exist, each made of a different metal. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. The DM chooses the horn’s type or determines it randomly. The wand regains 1d3 expended charges daily at dawn. Any gem pried from the helm crumbles to dust. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. When used, it grows to about 20 inches in diameter, and mist swirls inside it. Star. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. While wearing this belt, you gain the following benefits: In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one. To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. If the cube has insufficient charges remaining, nothing happens. I like the versatility of this weapon, which packages up several cool abilities that already exist in 5e D&D but rarely get used in my experience. You can release the creature by using a bonus action to speak a second command word. So, it's a free action draw for TWF and can be thrown and gotten back … You can use an action to place these shackles on an incapacitated creature. You can use an action to touch the token to a body of water at least 60 feet in diameter. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. The spell is cast at the lowest possible spell level, doesn't expend any of the user's spell slots, and requires no components, unless the item's description says otherwise. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The rod has properties associated with six different buttons that are set in a row along the haft. An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. When such a conflict occurs, the item makes a Charisma check contested by the wielder's Charisma check. Creatures trapped in the mirror’s cells don’t age, and they don’t need to eat, drink, or sleep. The ship can hold fifteen Medium creatures comfortably. I have come to realise that my character record sheets do not provide enough space to track all of the magic items your character may acquire during your campaign. Spells. 2 Nov, 2017 in 5e DnD / DtD design / free content / free gaming resources / magic items / Wildlands South tagged archery / arrows / bow / bows / D&D 5e / Dust to Dust / magic items / Wildlands South by Brandes Stoddard. Only a god or the magic of The Fates card can end this curse. Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity. If the target is native to a plane of existence other than the one you’re on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. On a failed check, you become charmed by the orb for as long as you remain attuned to it. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. You also gain 10 temporary hit points. Glory Seeker: The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure. Every adventure holds the promise — but not a guarantee — of finding one or more magic items. 8 lbs. This bond is called attunement, and certain items have a prerequisite for it. These particular looks at 5E D&D magic items are very difficult for an entirely different reason though. The fire ignites flammable objects in the area that aren’t being worn or carried. When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say, “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. See the Dungeon Master’s Guide for many more items. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. It regains 1d6 + 1 expended charges daily at dawn. The boots regain 2 hours of flying capability for every 12 hours they aren’t in use. It regains 1d4 + 1 expended charges daily at dawn. If an effect has multiple possible subjects, the DM randomly determines which ones are affected. Armor (shield), uncommon (+1), rare (+2), or very rare (+3). The spell has no effect, other than to be stored in the stone. Soul of Artifice (Level 20) By level 20, you have the ability to attune to 6 magical items and you should be taking advantage of it. Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. Handling a magic item is enough to give a character a sense that something is extraordinary about the item. Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The manual then loses its magic, but regains it in a century. While touching it, you can cast the scrying spell (save DC 17) with it. If you chose a point in space, the creature nearest to that point is affected. This viscous, milky-white substance can form a permanent adhesive bond between any two objects. The score can exceed 20 but can’t exceed 24. Ring, legendary (requires attunement) While wearing this ring, you can turn invisible as an action. This potion’s container seems to hold fog that moves and pours like water. Magic Item Master brings the total number of magical items you can attune at once to six. If the creature has no limb to sever, you lop off a portion of its body instead. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The cube regains 1d3 expended charges daily at dawn. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. While this stone orbits your head, you can cast any spell stored in it. Armor (scale mail), very rare (requires attunement). While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. If any are available for sale at all, that is strictly at the DM's Prerogative. In addition, you can make one attack with it as a bonus action on each of your turns. You can use an action to touch the token to a boat or ship. The wings give you a flying speed of 60 feet. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. The sword uses your attack roll and ability score modifier to damage rolls. Crystal Ball of Telepathy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action while on the boat to command it to move or to turn up to 90 degrees. You can’t use this property of the staff again until the next dawn. These ivory statuettes of goats are always created in sets of three. You must draw each card no more than 1 hour after the previous draw. Four sizes of carpet of flying exist. Once used, the suggestion power of the crystal ball can’t be used again until the next dawn. In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or an ally. You can draw one additional card beyond your declared draws. The DC equals 10 + the spell’s level. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Each creature in the cone must make a DC 15 Constitution saving throw. Weapon (any sword that deals slashing damage), legendary (requires attunement). The next two times the bottle is opened, the same effect occurs. When you drink this potion, you gain resistance to one type of damage for 1 hour. The other sides are linked to planes determined by the DM. The paint flows from the brush to form the desired object as you concentrate on its image. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. // ]]>. Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard). This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. The DM decides the type of each bead on the necklace or determines it randomly. It is considered to be an object that is being worn while it orbits your head. The avatar is immune to features that turn undead. This small packet contains 1d6 + 4 pinches of dust. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, the scroll is unintelligible. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. The more spheres you create, the less powerful each sphere is individually. Sentient magic items function as NPCs under the DM's control. If you blow the horn without meeting its requirement, the summoned berserkers attack you. Passive magic items work only slightly differently; they add to whatever target number an opponent must meet when they are making a check. The midsize compartment holds up to eighteen javelins or similar objects. A sentient magic item has an alignment. Anything else that touches the sphere but isn’t wholly engulfed and obliterated by it takes 4d10 force damage. While holding this shield, you have a bonus to AC determined by the shield’s rarity. While berserk, you must use your action each round to attack the creature nearest to you with the axe. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The staff regains 1d6 + 4 expended charges daily at dawn. Register Start a Wiki. If you ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. This hollow metal tube measures about 1 foot long and weighs 1 pound. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. A nest of 1d4 + 3 eggs springs up. You can have only one such sworn enemy at a time. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. If the effect causes you to cast a spell from the wand, the spell’s save DC is 15. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. In addition, when you fall, you descend 60 feet per round and take no damage from falling. Each casting ofwish causes the roof, the door, or one wall to regain 50 hit points. A sphere of transparent force then encloses the area for 1 minute. 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