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View Full Version : D&D 5e/Next A couple homebrew magic items (PEACH)



Lupine
2020-11-03, 10:47 PM
Hey all, baby's first post in the homebrew section, so I apologize if I miss some rules.

Anyway, I am here bringing magic items I designed, hoping for you good people to review them and honestly tell me which ones are trash, and which ones good, as well as changes to make (I know the biggest one is going to be item rarity).
So, I present:
A ball that moves your enemies, and maybe does damage if positioned right
Ball of Expansiveness
Wonderous Item, rare
This ball is an off-color pink, and made of a strange rubber-like substance. It is slightly sticky. It can bounce, and has it’s command word etched on it. It cannot be otherwise marred.
When rolled, this ball expands rapidly, absorbing anyone in its path. When you speak it’s command word as an action, the ball may be rolled 30 feet in any direction. For the first 10 feet, it occupies a 5 foot wide line, then a 10 foot wide line for the next 10 feet, and 15 feet for the last 10 feet. Any creature in a space affected by the ball must make a DC 15 Dexterity saving throw, or be absorbed by the ball. All absorbed creatures are moved along with the ball. If the ball cannot move it’s full 30 feet, all creatures inside suffer 1d6 force damage for every 5 feet the ball could not move. When the ball stops, all creatures inside are deposited in the nearest unoccupied space. The ball has 1d6+1 uses, after which it vanishes

Basically, a flashbang
Bead of Light
Wonderous item, uncommon
These small spheres measure ½ of an inch in diameter, and weigh an ounce. They seem to give a pale green glow. Typically, 1d4+4 beads are found together.
When you throw these beads as an action, they break upon the ground, and are destroyed. When you destroy a bead in this way, it releases a bright flash of green light. All creatures within a radius of ten feet of the beat when it breaks must succeed on a DC13 Constitution saving throw, or be blinded for one minute. A creature blinded this way repeats the effect at the end of each of its turns, ending the effect on a success.

Rheinhart's ultimate move... but boots
Boot of Tremors
Wonderous item, uncommon
These boots weigh five pounds, and look as if they were shaped from pure stone.
The boots have 4 charges, and regain 1d4 charges at dawn. As a bonus action, you may expend a charge and stomp the ground, causing it to shake violently. Every creature within 10 feet of you takes 1d6 bludgeoning damage, and must make a DC 14 Dexterity saving throw or be knocked prone. If the ground around you is loose earth, then it becomes difficult terrain. Any creatures with tremorsense within one mile of you is aware of this action, and all creatures within 300 feet can feel the tremor.

The depressed kid's defense
Bloodroot Bracers
Wonderous item, rare (requires attunement)
These bracers are constructed from the wood of a red tree, and are accented by various small gemstones. On the back of the bracer, there is a long blade. As a reaction when you are targeted by a weapon attack --ranged or melee-- you may cause the blade to cut you, dealing 1d4 necrotic damage. If you do so, the wood grows out to cover your skin, raising your armour class by one. You may choose to make the blade cut deeper, dealing an additional 1d4 necrotic damage. If you do, your armour class increases by 2 instead.
The increase may be used against the triggering attack, and until the beginning of your next turn. Once used, each additional use has a cumulative 20% of stunning you until the end of your next turn. This chance is reduced by 10% every time you deal damage to a creature with a weapon attack.

Now you can become a telephone pole worker, with:
Climber’s Armor
Armor (light), uncommon (requires attunement)
As a reaction, you may shoot out a rope with a piton. If there is a surface within 20 feet that the piton can attach to, it does so connecting you to that point, until you choose to release youself. The rope will use the minimum possible length to stop your fall.

Become an airbender!
Coat of Wind
Wondrous item, uncommon (requires attunement)
You may use a bonus action to cause this cloak to billow as if blown by the wind. While wearing this coat, there is a light wind permanently swirling around you. You may freely change how the wind blows, but the wind is too weak to do anything beyond aesthetics. This item may be worn while also wearing armor.
The coat has 6 charges for use with the other properties of the item, and regains 1d4-1 charges each day at dawn.
Wind Blast
As an action, you may spend a charge to cause the wind from your cloak to suddenly push outwards, in a line 60ft long, and 10 feet wide. Each creature caught in the blast must make a DC 15 Strength Saving Throw. On a failure, the creature is pushed 30 feet away from you, and is knocked prone. If there is an immobile obstacle in the creature’s way, the creature suffers 1d6 bludgeoning damage for every ten feet it could not move, and is not knocked prone. For example, if a creature is blocked by an object ten feet away, it takes 2d6 bludgeoning damage.
If you spend an additional two charges as a part of this action, the saving throw DC increases to 19, and the creature is pushed up to 60 feet away from you.
Boost
As an action, you may spend any number of charges to cause a sudden blast of wind below you to augment a jump. For every charge spent this way, you increase your jump height by five feet.
Alternatively, you may use these changes to reduce falling damage, effectively decreasing the amount you have fallen by ten feet per charge expended.

Become and Earthbender!
Earthen Gloves
Wonderous item, rare (requires attunement)
While worn, these gloves constantly feel as if they are coated in clay, and will slowly saturate water with silt if left submerged. Despite this, the gloves are unable to be stained or dirtied by earth. On each of the fingers, there is a small gemstone. You may remove the gemstone at any time, but the gems turn into sand when removed, and another gem takes its place.
These gloves have 10 charges for use with the other effects of this item, and recover 1d8-1 charges at dawn. When a feature asks for a saving throw or a check, the DC is 15.
Earthen Fist
As an action, you may spend 2 charges, and swing a punch. When you do so, pick a 10 foot by 10 foot surface up 15 feet from you. A five foot wide pillar shaped like your first erupts from the center of that surface, to a point of your choosing, up to 60 feet away in any direction. You may choose to make the pillar difficult terrain. The pillar has AC5 and 30 hit points, and lasts. When it reaches 0 hit points, the whole pillar turns to dust. A Shatter spell destroys the pillar instantly.
Creatures in the path of the fist are pushed harmlessly out of the way, in a direction of their choosing.If you spend an additional 2 charges, the speed of the pillar increases, and can capture unaware enemies. Creatures in the path must make a dexterity saving throw, or be restrained. A creature can escape it’s restraints with an athletics check.
Landwave
As an action, or as a reaction when you are targeted by a ranged attack, you may expend 2 charges, and raise your hands, causing the earth to rise before you and roll forward.
If used as a reaction, this imposes disadvantage on the attack. In addition, all creatures within a 15 foot cube must make a Constitution saving throw, or take 2d6 bludgeoning damage, and be shoved 10 feet away from you. This 15 foot cube is now difficult terrain. On a successful save, the creature takes half damage, and isn’t pushed.

What a cute farie--oh god I'm on fire.
Faerie Bow
Weapon (longbow or shortbow), rare
Crafted to look as if made from woven dragonfly wings, this bow feels abnormally light, weighing only half as much as normal. When held, the bow seems to flutter lightly in your hands. In addition, this bow has three charges. When a piece of ammunition you fire with this bow hits its target, you may speak the bow’s command word, causing the bow to expend a charge to cast the spell Faerie Fire (Spell save 15), centered on the arrow. The bow has a maximum of 3 charges, and recharges 1d4-1 charges at dawn
In your future, I see.... potato chips and mountain dew.
Mystic Cards
Wonderous Item, rare
These enchanted cards have a limited capability to predict the future. The cards have a maximum of 5 charges, and recover one charge at dawn. As part of a one minute ritual, a creature may spend charges to cause the cards to cast a spell from the list below:
Augury
Divination (2 charges)
Commune (3 charges)
Casting any of these spells adds a cumulative 25% chance that the next one cast will give you a random answer. This chance is reset at the end of a long rest.
The answers to the questions may only be expressed through the cards found in the deck, and may be randomly determined. The spells each draw a number of cards from the groups listed below. Each card is either “positive” “negative” or “uncertain.” These work for Augury and Commune as expected (and should be randomly drawn from the appropriate group), but the DM should choose meaningful cards for divination.
Every card drawn has a 30% chance of becoming blank after being drawn. A blank card may still not be removed from the deck by the user, but can still be drawn from the deck. Blank cards may not be marked except by the deck’s choice, and will not be returned to the deck if damaged. Additional cards may be added to the deck, and cost 5gp’s worth of fine paints and stiff paper to make. Only 4gp need be spent if recoloring a blank card to its previous state.. However, the deck may choose not to accept certain cards, at the DM’s discretion or the deck’s personality.
When the card is drawn, it might produce a harmless effect on the user, such as a feeling of warmth for the hearth, or dread for death
The deck starts with 30 cards, the possibilities of which are listed below:


Positive
Negative
Uncertain


The Throne
The Dungeon
The Dice


The Hearth
The Gaurdsman
The Cards


The Gem
The Raven
The Balance


The Flower
The Fire
The Ocean


The River
The Curse
The Forest


The Night
The Sun
The Mountain


Fortune
Death
Exploration


Freedom
Debt
The Stranger


Glory
The Storm
The Tournament


The Oracle
The Prisonder
The Leap



Literal, pure Sodium
Powder of Antiwater
Wonderous Item, uncommon
This powder has a foul odor, and is a deeply unappealing orange. Holding the powder in your hand, you find that it feels exceptionally dry, hinting at how it should be stored. On a humid day, you can hear it sizzling lightly, and will become inert if left outside of a dry place for more than 24 hours
When in contact with water, these charges explode, All creatures within 10 feet must make a DC12 dexterity saving throw, or take 5d6 fire damage, taking half damage on a successful saving throw. The explosion deals twice as much damage to structures and inanimate objects, and the explosion is audible up to 2 miles away.

Shocking grasp, but COVID-safe!
Shocking Arrows
Weapon (ammunition), uncommon
These arrows have an arrowhead that looks like a grasping hand. When you hit a creature with these arrows, it suffers the effects as if you had just cast Shocking grasp on said creature. Hit or miss, this item becomes mundane after use.

Captain America survived being frozen in ice, and so shall you.
Stasis Dagger
Weapon (Dagger), rare
Crafted from ice before being enchanted, this dagger appears quite fragile, though it is certainly not. It is still as cold as holding ice, and leaves your hand wet when released. When you hit a creature with this dagger, you deal an additional 1d4 cold damage
In addition, you may cause the dagger to unleash a wave of cold around you. If you do so, all creatures (excepting you) within 20 feet must make a DC 15 constitution saving throw, becoming frozen on a failed save. A frozen creature is effectively petrified (see condition), though it is still aware of its surroundings. Once frozen this way, the creature will remain frozen unless it repeats and succeeds the saving throw. It may do so at the end of its turn, and each time it takes damage. If a creature frozen this way takes fire damage, the effect ends. A creature may choose to fail these saving throws
When you use this ability, all creatures and objects are coated in hoarfrost.
Once used this way, this ability should not be used until the next dawn. Each use contributes to a cumulative 20% chance of not working, before shattering into thin slivers of ice.

And lastly, A javelin of lightning that stays in your hand.
Sword of Lightning
Weapon (any sword), uncommon
This sword is jagged like a lightning bolt, and smells faintly of ozone. While charged, the sword crackles faintly, and small arcs of electricity will branch to nearby sources of metal. While the sword is charged, it deals an additional 1 lighting damage. When the sword hits while charged, it releases a roll of thunder that can be heard 100 feet away.
When you speak the Sword’s Command Word, it shoots a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet, and becomes discharged. Each creature in the line excluding you must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one.
After using this lightning bolt, the sword becomes discharged, and does not become charged again until the next dawn. While discharged, it ceases to do the additional lightning damage, and the lightning arcs and thunder rolls stop.


EDIT: If you read and liked any of these, or have suggestions, please let me know. I created these to be evaluated by ya'll