KittenMagician
2020-11-11, 08:18 PM
Looking for some input on some magical items i came up with for my campaign
Crystal Armor
Armor (plate), very rare
Appearance: This armor has an appearance of clear quartz crystal. As it falls apart it changes to pink, then red, then a deep blood red, almost black. As it overgrows it becomes bluish, then teal and then green.
Stats: This armor is +3 plate armor that provides an additional 60 temporary hp. When the temporary hp drops to 40 the bonus to AC drops to +2 and at 20 it drops to +1 and at 0 it drops away completely. at the beginning of your turn the armor regains 1d10 temporary hp regaining the bonuses to AC at the same cut off points.
Curse: Overgrowth: When the armor reaches full temporary hp of 60, roll a d20. on a 1 the armor continues to grow past the 60 temporary hp. At 80 temporary hp the bonus to AC increases to +4 but your speed is reduced to 1/2 and you have disadvantage on attacks and strength and dexterity saving throws. At 100 temporary hp the AC bonus goes up to +5 but you can't move and you can't attack and automatically fail all strength and dexterity saving throw. At 120 temporary hp you further gain resistance to all damage and can't breath in addition to not being able to move, attack, and automatically failing all strength and dexterity saving throws.
Unicorn Hair
wonderous item, very rare
While applied to a stringed instrument you may pluck the string to use its effect. Expend a use of bardic inspiration to heal a creature within 60 ft for one roll of the bardic inspiration die + cha modifier. A creature that can't hear you is immune to this effect.
Nightmare Hair
wonderous item, very rare
While applied to a stringed instrument you may pluck the string to use its effect. Expend a use of bardic inspiration to make a creature within 60ft roll a wisdom saving throw against spell save DC or become frightened of you for 1 minute. The creature can repeat the save at the start of each of its turns if it is 120 ft or more from you or can't see you. This ability doesn't work on fiends, undead, or constructs. A creature that can't hear you is immune to this effect.
Dehydrated Mindflayer Tentacle
wonderous item, very rare
While applied to a stringed instrument you may pluck the string to use its effect. Expend a use of bardic inspiration to make a creature within 60ft roll a intelligence saving throw against spell save DC or become stunned until the end of its next turn. A creature that can't hear you is immune to this effect.
Entwined Genie Hairs
wonderous item, very rare
While applied to a stringed instrument you may pluck the string to use its effect. Expend a use of bardic inspiration to have a creature within 60 ft deal an additional amount of fire, cold, slashing, or bludgeoning damage, your choice, on its next attack equal to a roll of the bardic inspiration die + cha modifier. A creature that can't hear you is immune to this effect.
Quickling Hair
wonderous item, very rare
While applied to a stringed instrument you may pluck the string to use its effect. Expend a use of bardic inspiration to double the speed of a creature within 60 ft until the start of your next turn. A creature that can't hear you is immune to this effect.
Vampire Hair
wonderous item, very rare
While applied to a stringed instrument you may pluck the string to use its effect. Expend a use of bardic inspiration to deal necrotic damage to a creature within 60 ft for one roll of the bardic inspiration die + cha modifier. You gain hp equal to the amount of damage done this way. Undead and constructs are immune to this damage. A creature that can't hear you is immune to this effect.
Master Rider's Saddle
Wonderous item, rare (requires attunement by a mountable creature)
A fairly ornate saddle that comfortably seats two creatures.
No creature may mount the attuned animal unless it allows them to do so.
Any creature riding the saddle has advantage on checks against being forced to dismount.
Slayer's Ring
Wonderous item (ring), rare (requires attunement)
Grants +2 to hit against creatures of a size larger than you.
Whenever you deal damage to a creature that is at least two sizes larger than you, you deal an additional 1d6 damage.
If you attune to more than one Slayer's item they count as one attuned item and you gain the following benefits:
2 Items: You have advantage on attacks against a creature type of your choice. You choose this creature type when you attune to more than 1 Slayer's items. This choice can never be changed.
3 Items: Your attacks now count as a critical on a roll of 19 or 20. If you already score a critical on those numbers you also score a critical on an 18. If again you already score a critical on 18 you score a critical on a 17 as well.
4 Items: Choose a second creature type as per the "2 items". All damage you deal to a creature of the types you chose is increased by twice your proficiency bonus.
5 Items: Creature of the types you chose have disadvantage on attack rolls against you.
Curse: Each day at dawn roll a d100. For each item of this set you have attuned beyond the first gives you a cumulative 20% chance to be attacked by a creature of the DM's choice that day. The creature ignores everyone except for you. If another creature hampers it from getting to you, it will do whatever it takes to get to you. If the creature kills you, it will attempt to take the Slayer's items you have and leave.
Slayer's Belt
Wonderous item (belt), very rare (requires attunement)
This belt grants the potential for great strength. Whenever you land the killing blow on a creature the strength granted by this belt becomes the strength value of the creature killed. Your strength is this value unless your strength would be higher. If another creature attunes to this belt the strength value granted by this belt is reset to 0.
If you attune to more than one Slayer's item they count as one attuned item and you gain the following benefits:
2 Items: You have advantage on attacks against a creature type of your choice. You choose this creature type when you attune to more than 1 Slayer's items. This choice can never be changed.
3 Items: Your attacks now count as a critical on a roll of 19 or 20. If you already score a critical on those numbers you also score a critical on an 18. If again you already score a critical on 18 you score a critical on a 17 as well.
4 Items: Choose a second creature type as per the "2 items". All damage you deal to a creature of the types you chose is increased by twice your proficiency bonus.
5 Items: Creature of the types you chose have disadvantage on attack rolls against you.
Curse: Each day at dawn roll a d100. For each item of this set you have attuned beyond the first gives you a cumulative 20% chance to be attacked by a creature of the DM's choice that day. The creature ignores everyone except for you. If another creature hampers it from getting to you, it will do whatever it takes to get to you. If the creature kills you, it will attempt to take the Slayer's items you have and leave.
Slayer's Scabbard
Wonderous item, rare (requires attunement)
Any sword, dagger, or scimitar will fit in this scabbard.
When you draw a weapon from this scabbard for the first time since the last dawn, choose a creature type. Creatures of the chosen type lose any resistance or immunities to damage done by this weapon for as long as you have it on your person or until the next dawn.
If you attune to more than one Slayer's item they count as one attuned item and you gain the following benefits:
2 Items: You have advantage on attacks against a creature type of your choice. You choose this creature type when you attune to more than 1 Slayer's items. This choice can never be changed.
3 Items: Your attacks now count as a critical on a roll of 19 or 20. If you already score a critical on those numbers you also score a critical on an 18. If again you already score a critical on 18 you score a critical on a 17 as well.
4 Items: Choose a second creature type as per the "2 items". All damage you deal to a creature of the types you chose is increased by twice your proficiency bonus.
5 Items: Creature of the types you chose have disadvantage on attack rolls against you.
Curse: Each day at dawn roll a d100. For each item of this set you have attuned beyond the first gives you a cumulative 20% chance to be attacked by a creature of the DM's choice that day. The creature ignores everyone except for you. If another creature hampers it from getting to you, it will do whatever it takes to get to you. If the creature kills you, it will attempt to take the Slayer's items you have and leave.
im working on coming up with more Slayer's items.
Crystal Armor
Armor (plate), very rare
Appearance: This armor has an appearance of clear quartz crystal. As it falls apart it changes to pink, then red, then a deep blood red, almost black. As it overgrows it becomes bluish, then teal and then green.
Stats: This armor is +3 plate armor that provides an additional 60 temporary hp. When the temporary hp drops to 40 the bonus to AC drops to +2 and at 20 it drops to +1 and at 0 it drops away completely. at the beginning of your turn the armor regains 1d10 temporary hp regaining the bonuses to AC at the same cut off points.
Curse: Overgrowth: When the armor reaches full temporary hp of 60, roll a d20. on a 1 the armor continues to grow past the 60 temporary hp. At 80 temporary hp the bonus to AC increases to +4 but your speed is reduced to 1/2 and you have disadvantage on attacks and strength and dexterity saving throws. At 100 temporary hp the AC bonus goes up to +5 but you can't move and you can't attack and automatically fail all strength and dexterity saving throw. At 120 temporary hp you further gain resistance to all damage and can't breath in addition to not being able to move, attack, and automatically failing all strength and dexterity saving throws.
Unicorn Hair
wonderous item, very rare
While applied to a stringed instrument you may pluck the string to use its effect. Expend a use of bardic inspiration to heal a creature within 60 ft for one roll of the bardic inspiration die + cha modifier. A creature that can't hear you is immune to this effect.
Nightmare Hair
wonderous item, very rare
While applied to a stringed instrument you may pluck the string to use its effect. Expend a use of bardic inspiration to make a creature within 60ft roll a wisdom saving throw against spell save DC or become frightened of you for 1 minute. The creature can repeat the save at the start of each of its turns if it is 120 ft or more from you or can't see you. This ability doesn't work on fiends, undead, or constructs. A creature that can't hear you is immune to this effect.
Dehydrated Mindflayer Tentacle
wonderous item, very rare
While applied to a stringed instrument you may pluck the string to use its effect. Expend a use of bardic inspiration to make a creature within 60ft roll a intelligence saving throw against spell save DC or become stunned until the end of its next turn. A creature that can't hear you is immune to this effect.
Entwined Genie Hairs
wonderous item, very rare
While applied to a stringed instrument you may pluck the string to use its effect. Expend a use of bardic inspiration to have a creature within 60 ft deal an additional amount of fire, cold, slashing, or bludgeoning damage, your choice, on its next attack equal to a roll of the bardic inspiration die + cha modifier. A creature that can't hear you is immune to this effect.
Quickling Hair
wonderous item, very rare
While applied to a stringed instrument you may pluck the string to use its effect. Expend a use of bardic inspiration to double the speed of a creature within 60 ft until the start of your next turn. A creature that can't hear you is immune to this effect.
Vampire Hair
wonderous item, very rare
While applied to a stringed instrument you may pluck the string to use its effect. Expend a use of bardic inspiration to deal necrotic damage to a creature within 60 ft for one roll of the bardic inspiration die + cha modifier. You gain hp equal to the amount of damage done this way. Undead and constructs are immune to this damage. A creature that can't hear you is immune to this effect.
Master Rider's Saddle
Wonderous item, rare (requires attunement by a mountable creature)
A fairly ornate saddle that comfortably seats two creatures.
No creature may mount the attuned animal unless it allows them to do so.
Any creature riding the saddle has advantage on checks against being forced to dismount.
Slayer's Ring
Wonderous item (ring), rare (requires attunement)
Grants +2 to hit against creatures of a size larger than you.
Whenever you deal damage to a creature that is at least two sizes larger than you, you deal an additional 1d6 damage.
If you attune to more than one Slayer's item they count as one attuned item and you gain the following benefits:
2 Items: You have advantage on attacks against a creature type of your choice. You choose this creature type when you attune to more than 1 Slayer's items. This choice can never be changed.
3 Items: Your attacks now count as a critical on a roll of 19 or 20. If you already score a critical on those numbers you also score a critical on an 18. If again you already score a critical on 18 you score a critical on a 17 as well.
4 Items: Choose a second creature type as per the "2 items". All damage you deal to a creature of the types you chose is increased by twice your proficiency bonus.
5 Items: Creature of the types you chose have disadvantage on attack rolls against you.
Curse: Each day at dawn roll a d100. For each item of this set you have attuned beyond the first gives you a cumulative 20% chance to be attacked by a creature of the DM's choice that day. The creature ignores everyone except for you. If another creature hampers it from getting to you, it will do whatever it takes to get to you. If the creature kills you, it will attempt to take the Slayer's items you have and leave.
Slayer's Belt
Wonderous item (belt), very rare (requires attunement)
This belt grants the potential for great strength. Whenever you land the killing blow on a creature the strength granted by this belt becomes the strength value of the creature killed. Your strength is this value unless your strength would be higher. If another creature attunes to this belt the strength value granted by this belt is reset to 0.
If you attune to more than one Slayer's item they count as one attuned item and you gain the following benefits:
2 Items: You have advantage on attacks against a creature type of your choice. You choose this creature type when you attune to more than 1 Slayer's items. This choice can never be changed.
3 Items: Your attacks now count as a critical on a roll of 19 or 20. If you already score a critical on those numbers you also score a critical on an 18. If again you already score a critical on 18 you score a critical on a 17 as well.
4 Items: Choose a second creature type as per the "2 items". All damage you deal to a creature of the types you chose is increased by twice your proficiency bonus.
5 Items: Creature of the types you chose have disadvantage on attack rolls against you.
Curse: Each day at dawn roll a d100. For each item of this set you have attuned beyond the first gives you a cumulative 20% chance to be attacked by a creature of the DM's choice that day. The creature ignores everyone except for you. If another creature hampers it from getting to you, it will do whatever it takes to get to you. If the creature kills you, it will attempt to take the Slayer's items you have and leave.
Slayer's Scabbard
Wonderous item, rare (requires attunement)
Any sword, dagger, or scimitar will fit in this scabbard.
When you draw a weapon from this scabbard for the first time since the last dawn, choose a creature type. Creatures of the chosen type lose any resistance or immunities to damage done by this weapon for as long as you have it on your person or until the next dawn.
If you attune to more than one Slayer's item they count as one attuned item and you gain the following benefits:
2 Items: You have advantage on attacks against a creature type of your choice. You choose this creature type when you attune to more than 1 Slayer's items. This choice can never be changed.
3 Items: Your attacks now count as a critical on a roll of 19 or 20. If you already score a critical on those numbers you also score a critical on an 18. If again you already score a critical on 18 you score a critical on a 17 as well.
4 Items: Choose a second creature type as per the "2 items". All damage you deal to a creature of the types you chose is increased by twice your proficiency bonus.
5 Items: Creature of the types you chose have disadvantage on attack rolls against you.
Curse: Each day at dawn roll a d100. For each item of this set you have attuned beyond the first gives you a cumulative 20% chance to be attacked by a creature of the DM's choice that day. The creature ignores everyone except for you. If another creature hampers it from getting to you, it will do whatever it takes to get to you. If the creature kills you, it will attempt to take the Slayer's items you have and leave.
im working on coming up with more Slayer's items.