View Full Version : D&D 5e/Next Let's Make some New Magic Items

2015-07-25, 10:12 AM
Here are the rules:
Step 1. Create the things in the list directly before yours.
Step 2. Go to http://www.seventhsanctum.com/generate.php?Genname=magicitem and create a list of magic items. (Don't generate more than 5 though.
Step 3. Post the list here.
Step 4. Enjoy the hilariousness that will ensue!

I'll start us off:

Chameleons Tower Shield
Divine Runed Shuriken of Lava Assault
Keepers' Cudgel of the Amazon
Leather Armor of the Dwarves
Spiritual Mace of Transform Platinum

2015-07-25, 01:15 PM
Looks like fun!

Chameleon's Tower Shield
Armour (shield), rare (requires attunement)

While holding this item, you have a +3 bonus to your AC (instead of the normal +2 for a shield) and you have advantage on Dexterity (Stealth) checks when you hide behind it. Wisdom (Perception) checks made to see you have disadvantage.

Divine Runed Shuriken of Lava Assault
Weapon (dart), very rare

This three-pointed shuriken is engraved with the holy runes of Kossuth, God of Fire, and Grumbar, God of Earth. It functions exactly as a dart +1, except that it magically returns to your hand after it is thrown. As part of the attack action, you may speak the shuriken's command word, causing it to transmute itself into a star-shaped lump of lava or return to its natural form. In its lava form, the shuriken deals an additional 1d6 fire damage and is able to levitate itself just above your hand. It is hot enough to burn or melt wood and poor metals (such as lead, tin, zinc and pewter).

Keepers' Cudgel of the Amazon
Weapon (club), very rare (requires attunement by a female humanoid)

This cudgel functions exactly as a club +2. In addition, it has 7 charges. It regains 1d6+1 charges daily at dawn. If you expend the cudgel's last charge, roll a d20. On a 1, the cudgel crumbles into ashes and is destroyed.
While holding the cudgel, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the Command spell, or 2 charges to bind them, as per the Hold Person spell. The save DC is 15, and male creatures have disadvantage on the save.

Leather Armor of the Dwarves
Armour (leather), very rare

When wearing this armour, you gain a +2 bonus to AC. In addition, whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Spiritual Mace of Transform Platinum
Weapon (mace), uncommon (requires attunement)

Any undead creature hit by this mace must make a DC 15 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it canít willingly move to a space within 30 feet of you. It also canít take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If thereís nowhere to move, the creature can use the Dodge action.
Curse. This mace is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the mace, keeping it within reach at all times.
Whenever the mace comes into contact with silver, gold, platinum or any alloy of these elements (electrum, dental amalgam, etc.), the precious metal is instantly and permanently transmuted into an identical quantity of lead.

Next batch:
Massive Sitar of Courageous Hunters
Hammer of Force Chains
Keen Hatchet of Slay Wizard
Sylvan Climber's Crossbow of Haunts
Screaming Canines' Utensil