View Full Version : D&D 5e/Next Two new magical items ["Sword of Wild Magic" and "Staff of Eldritch Mastery"]

2016-01-17, 09:26 AM
First time homebrewing. Some random ideas in my head.
The former something for all warrior classes, and the latter something specifically for high-level warlocks.

Sword of Wild Magic
Weapon (any sword), rare (requires attunement)
Attack rolls made with this sword score a critical hit on a roll of 19 or 20.
Attack rolls made with this sword are treated as an instant failure on a roll of 1 or 2.
When you score a critical on your attack roll with this magic weapon, roll on the Wild Magic Sorcerer’s Wild Magic Surge table (Player’s Handbook, page 104) to create a random magical effect. Use one of your Spellcasting Abilities for this magical effect (if you do not have a Spellcasting Ability, use your Charisma score).

Staff of Eldritch Mastery
Staff, legendary (requires attunement by a warlock)
This staff cannot be obtained through simple dungeon crawls. This staff is a glorious gift from the patron of a warlock, given to one of his or her most trusted and capable servants, a true master of warlocks and a leader among them. The only legit way to obtain this magic item is to complete a special quest ordered from your warlock patron and prove yourself worthy of the great honor.
You must be the intended owner of this item to be attuned to it.
This staff has 40 charges. It regains 4d6 + 2 expended charges daily at dawn. Also, you can consume a warlock spell slot to make this staff regain a number of charges equal to the level of the consumed spell slot.
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to your warlock spell attack rolls.
Pact Item. While attuned, you can you can create this staff in your empty hand (no action required). This staff disappears if it is more than 5 feet away from you for 1 minute or more, if you dismiss the staff (no action required), or if you die. You can dismiss this staff, shunting it into an extradimensional space, and it appears whenever you wish it reappear in your empty hand thereafter.
Eldritch Knowledge. This staff bestows upon you a portion of the vast knowledge of your patron. While attuned to the staff (you do not need to be holding it), you have advantage on Arcana, History, and Religion checks. Also, the first time you become attuned to the staff, you gain 1 extra Eldritch Invocation (you must meet its requirements).
Favored Servant. This staff is the sign of your patron’s trust and personal favor, as well as firm evidence that the patron’s eyes are always upon you. While you are attuned to the staff and holding it, you have advantage on Persuasion checks against allies of your patron, and Intimidation checks against enemies of your patron.
Patron’s Protection. Your patron has decided that, being the excelling servant you are, you are worth protecting at all times. You gain advantage on all saving throws against magical effects, and you gain a +1 bonus to your AC.
Contact with Patron. Once per short rest, you can cast “Contact Other Plane” without expending a Spell Slot, contacting your patron entity. When casting “Contact Other Plane” (even outside this ability,) if you are contacting your patron entity, you automatically succeed in the saving throw to avoid becoming insane.
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your warlock spell save DC and Charisma: invisibility (2 charges), hex (3rd-level version, 3 charges), dispel magic (3 charges), mirror image (3 charges), hunger of hadar (3 charges), banishment (4 charges), legend lore (5 charges), passwall (5 charges), planar binding (5 charges), plane shift (7 charges), vampiric touch (7th-level version, 7 charges), earthquake (8 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, command, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.
Empowered Blast. While holding the staff, when you activate the “Eldritch Blast” cantrip, you can expend some of this staff’s charges to affect the effects of the Eldritch Blast’s rays (one ray can be affected by only one empowerment at a time):
////Overwhelming Blast (2 charges per ray). Creatures hit by the affected rays must succeed on a DC 15 Strength saving throw or fall prone.
////Penetrating Blast (3 charges per ray). When a creature is hit by the affected ray, the ray still keeps on moving forward within its range, potentially harming other creatures in its way (you do not make a new attack roll. If the attack roll’s final result is higher than the new creature(s) in the way, the attack hits). The range of the ray decreases by 30 feet each time it hits a creature.
////Menacing Blast (4 charges per ray). Creatures hit by the affected rays must succeed on a DC 15 Wisdom saving throw or become frightened of you till the end of your next turn.

Yes, I know, the staff is more of an artifact than a magic item when it has this many abilities. Maybe I should cut it down a bit, but I love flavor and can't decide on what to delete out.
Comments and constructive criticism greatly appreciated.