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sandmote
2021-03-11, 02:39 PM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/MPv2jLxUwi7h)

If there's any sort of theme here, its from greek mythology and/or marine items.

In order, taken from myths or the main themes of Nike, Zelus, Enceladus, Bia, Iris, and Triton.


Crown of Victory
Apparel (headgear), uncommon (requires attunement)

While wearing this helm you gain a +3 bonus to initiative rolls, your movement speeds increase by 5 feet, and you cannot be surprised.

Curse: Whenever you attempt to retreat from battle or to surrender while attuned to the crown you must make a DC 15 Wisdom saving throw or the curse activates. You are only able to move away from a hostile creature if you are moving toward another hostile creature you can see or hear and you take 1d6 psychic damage if you haven't attacked a hostile creature at the end of your turn. The curse lasts until you can no longer see or hear a hostile creature within 60 feet. Once the curse has activated, you also become convinced that you need the crown to win a fight, which lasts until the curse is broken with remove curse or similar magic.


Boots of Jealousy
Apparel (footwear), uncommon (requires attunement)

While attuned to these boots your movement speed increases by 15 feet right before you attempt any of the following.

Make a melee weapon attack targeting a designated hostile creature.
Make a Stealth (Sleight of Hand) check to obtain an item that does not belong to you.
Make a Charisma (Deception) Check to obtain an item that does not belong to you.

No matter which effect increases your movement speed, the effect lasts until the end of your turn.


Giant's Fury Torc
Apparel (belt), rare (requires attunement)

This giant sized neckpiece bears the symbol of a volcano in the center. Any creature grappling you at the start of your turn takes 2d6 damage.

The torc has 3 charges. While wearing the torc you can expend one charge as an action to exhale a 30 foot cone of think ash. The cone spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

The torc regains 3 expended charges daily at dawn. If you expend the torc’s last charge, roll a d20. On a 1, the torc burns to ashes and is destroyed.


Gloves of Force
Apparel (gauntlets), rare (requires attunement)

These gloves have 7 charges. While wearing these gloves, you can expend 1 charge as a bonus action to cause spectral chains of force to appear from the earth around a creature within 30 feet. The creature must make a DC 17 Strength saving throw or be restrained by the chains for 1 minute. The creature can repeat the saving throw at the end of its turn, ending the effect on a success.

The gloves regain 1d6 + 1 expended charges daily at dawn. If you expend the glove’s last charge, roll a d20. On a 1, the gloves shatter into pure force and are destroyed.


Stygian Picher
Wonderous item, rare (attunement optional)

This black pitcher is perpetually filled with water from the river styx, and depicts various chthonic figures across its sides.

As an action, you can splash out water on a creature within 5 feet. The creature must make a DC 13 Dexterity saving throw or be effected by the Confusion spell.

The pitcher has 7 charges, which are used to fuel the spells within it. While attuned to the pitcher, you can use an action to expend 1 or more of the pitcher's charges to cast one of the following spells from it:


Create/Destroy Water (1 Charge)
Sleep (1 Charge)
Confusion (4 Charges, spell save DC 13)

The pitcher regains 1d6+1 expended charges daily at dawn. If you expend the pitcher’s last charge, roll a d20. On a 1, the pitcher's magic is lost and it becomes a nonmagical pitcher. This nonmagical pitcher contains enough water from the styx to splash on 3 creatures.


Tidal Conch
Wonderous item, rare (requires attunement by a cleric, druid, paladin or ranger)

This foot long conch can be blow, emitting a thundering blast audible out to 300 feet.

The conch has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the water wall or control water (check DC 15) spells from it.

The conch regains 1d6 + 1 expended charges daily at dawn. If you expend the conch’s last charge, roll a d20. On a 1, the conch dissolves to lime and is destroyed.

The following is taken from the myths of Theseus, Heracles, and from another greek hero who's name isn't in my design notes. I do recall that the unnamed hero built a vault for a king, but left a secret entrance that he and his brother used to rob the vault. Eventually the king (of thebes?) put a trap inside the room, and when his brother was trapped he cut off the brother head so that their identities wouldn't be revealed. If anyone recalls his name that would be great.

The arrows are based on Heracle's hydra-blood arrows, but edited to be both easier to deal with (ie. they don't kill mortals instantly) and more thematic to D&D hydras (which focus more on growing new heads over the poison shtick).

The medusa pendant is a reverse Athena's aegis, petrifying you instead of your enemy. Not use how useful it actually is, given there's downsides to the omniresistance. Give to a barbarian (who can use reckless attack) other than a bear totem for the purpose of emergencies, I think.


Burying Club
Weapon (club), rare (requires attunement)

This bronze club is shaped to look like the arm of a giant. On a hit, the club deals an additional 1d6 force damage.

When you hit a creature standing on a solid surface with the club, you can force the creature to make a DC 15 Strength saving throw or be pushed into the ground beneath it and restrained. The creature can repeat the saving throw as an action, freeing itself on a success. This property can be used no more than once per hour.

Hydra Arrow
Weapon (Arrow), rare

This arrow's head is made of malachite, and depicts a hydra's head. You have a +1 bonus to attack and damage rolls made with this magic arrow. When the arrow strikes a target, it deals an additional 1d4 poison damage, digs into the creature, and begins to grow news heads. At the start of its turn, the creature must make a DC 13 Constitution saving throw or the head digs into the creature's body, dealing 1d4 piercing damage and 1d4 poison damage to the target.

A creature can make a DC 13 Strength (Athletics) or Dexterity (Sleight of Hand) check as an action, removing the arrow on a success. Once the arrow has been removed, it dissolves away and is destroyed, leaving only the original malachite arrowhead.

Mason's Purloining Tools
Wonderous item, rare (requires attunement by a creature proficient with mason's tools)

Whenever you make a check using these mason's tools you add a d4 to the result of the check.

The tools have 10 charges, which are used to fuel the spells within them. While attuned to the tools, you can use an action to expend 1 or more of the tool's charges to cast one of the following spells from it:

Alarm (1 charge)
Knock (2 charges)
Meld Into Stone (4 Charges)
Passwall (5 charges)
Rope Trick (2 Charges)
Stone Shape (4 charges)

The tools regain 1d6 + 4 expended charges each day at dusk. If you expend the tool’s last charge, roll a d20. On a 1, the tools crumble to dust and are destroyed.

Medusa's Guardian Pendant
Apparel (brooch), rare (requires attunement)

When you are hit by an attack, you can use your reaction to become petrified until the start of your next turn. This occurs after the attack hits but before you take damage from the attack. The pendant can't be used this way again until the next dawn.

Items with an underwater theme.


Kleptoplast Cloak
Apparel (cloak), rare (requires attunement by a druid, monk, or ranger)

This bright green cloak has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the cloak loses its color, withers away, and is destroyed.

Spells. While wearing the cloak, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: alter self (2 charges), speak with plants (3 charges), or tree stride (5 charges).

Sunfeeding. Wearing the cloak in sunlight for 8 hours grants you the benefits of one day's food.

Leafprint. While wearing this cloak with its hood up, you have advantage on Dexterity (Stealth) checks made to hide in foliage. Pulling the hood up or down requires an action.

Protective Mermaid's Purse
Wonderous item, uncommon (requires attunement)

This mermaid's purse is large enough to serve as a Pouch, and can be easily carried over the shoulder. The purse has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the conjure animals spell from it. When you cast the spell in this manner, the spell always summons a pair of reef sharks.

The purse regains 1d6+1 expended charges daily at dawn. If you expend the purse’s last charge, roll a d20. On a 1, the purse decays away and is destroyed.

Slimebelt
Apparel (belt), common (attunement optional)

This leather belt is made from the skin of hagfish, and perpetually feels slimy to the touch. The belt When you are grappled or restrained, you can activate the belt as a reaction. The belt coats your body in white slime, granting you advantage on saving throws and ability checks made to escape a grapple or end the restrained condition for 1 minute. You also count as one size larger whenever a creature tries to swallow you.

The belt has 3 charges and regains 1d3 charges daily at dawn.

Staff of the Anemone
Staff, very rare (requires attunement)

The top of this black, adamantine staff is shaped like a sea anemone. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells.

The staff can be wielded as a quarterstaff. It deals 1d6 extra acid damage on a hit when used to make a weapon attack. The staff can also be used to grapple, in the same manner as a free hand. A creature that starts its turn grappled by the staff takes 1d6 acid damage.

The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff:

Tasha's Caustic Brew (1 Charge, spell save DC 15)
Elemental Bane (4 charges, spell save DC 15, acid only)
Hunger of Hadar (3 charges spell save DC 15)

The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff’s last charge, roll a d20. On a 1, the staff dissolves away and is destroyed.


Urchinhelm
Apparel (headgear), uncommon

This helmet is covered in long, powerful spines that stick out in all directions. You use the helm as an improvised weapon while wearing it. The helm deals 1d6 poison damage in addition to the piercing damage dealt as part of using it as an improvised weapon. When you are grappled or swallowed, you can use your reaction to twist the helmet into the creature grappling or swallowing you. The creature must make a DC 13 Constitution saving throw, taking 3d6 poison damage on a failed save or half as much on a success.

The following Items are converted from either 3.5e or 4e. Some of these have been modified quite a bit: I think the 4e version of the lantern was a candle that was invisible to undead specifically. I think the "only creatures of this type can see the light" if more interesting though (and likely more useful) so I didn't bother writing up a second version that works like the 4e one.


Bracers of Lightning
Apparel (gauntlets), rare (requires attunement)

These bracers are wrought with dark storm clouds at the wrists and blue lightning snaking up the arms. The bracers have 7 charges. While wearing the bracers you can expend 1 charge as a bonus action to charge your blows with lightning. The next turn you hit with a melee weapon attack or unarmed strike before the end of your next turn you deal and additional 4d6 lightning damage.

The bracers regain 1d6+1 expended charges daily at dawn. If you expend the bracer’s last charge, roll a d20. On a 1, the bracers are destroyed in a flash of lightning.


Lantern of Sneaking
Wonderous item, uncommon

A lantern of sneaking is a magic lantern the provides light only for a certain kind of creature. Some are more focused than others; for example, there are both lanterns of humanoid sneaking and lanterns of gnome sneaking. When lit, the lantern provides light only to a creature belonging to the type, race, or group associated with a lantern of sneaking.

Lanterns of sneaking are often used by gnomes for signaling across long distances, and races without darkvision commonly use them to gain an edge against those with darkvision.


Robe of Thunder
Apparel (outfit), very rare (requires attunement)

Patterns like storm clouds swirl through this grey-blue robe's material, changing the color slightly and imparting a sense of unease. The robe has 3 charges and regains 1d3 charges daily at dawn. While wearing the robe you can expend 1 charge as a bonus action to surround yourself in invisible, faintly rumbling thunderous energy. For the next minute, each creature that hits you with a melee weapon attack, the creature must make a DC 15 Constitution saving throw or take 2d4 thunder damage from the energy of the robe.


Tidal Hammer
Weapon (club, mace, warhammer, or maul), uncommon (requires attunement)

This magic weapon, built into the shape of a cresting wave, has 3 charges. When you hit a creature with the hammer, you can expend 1 charge to release a wave of force. The creature must make a DC 13 Strength saving throw or be pushed 5 feet way from you. The blow also extinguishes unprotected flames in a 15 foot cone centered on the creature you hit.

The hammer regains 1d3 expended charges daily at dawn.


Twilight Bottle
Potion, uncommon

The liquid in this bottle would be a beautiful background of oranges and reds, except for the perpetually dark inside. Shaking the bottle causes black clouds to ride up from the bottom before settling. When you open the potion the shadows spill out in a 30 foot radius, turning dim light to darkness or bright light to dim light for 1 minute. Magical light created by a spell of 1st level or higher dispels the effect instantly.

If any of this spell's area overlaps with an area of light created by a spell of 1st level or lower, the spell that created the light is dispelled.

Items that don't belong in any other category. The tools are a knockoff of the one above, although I'd rather not really list a bunch of version of the basic "magically used for their main purpose" tools. I think it's more interesting if magic tools or intended for something else (like masons tool for stealing).


Enchanted Painter's Tools
Wonderous item, rare (requires attunement by a creature proficient with painter's tools)

Whenever you make a check using these painter's tools you add a d4 to the result of the check.

The tools have 10 charges, which are used to fuel the spells within them. While attuned to the tools, you can use an action to expend 1 or more of the tool's charges to cast one of the following spells from it. The spells have a spell save DC of 14 or your own spell save DC if you are a spellcaster.


Color Spray (1 Charge)
Hypnotic Pattern (3 charges)
Hallucinatory Terrain (4 charges)
Magic Circle (2 charges)
Snare (1 charge)

The tools regain 1d6 + 4 expended charges each day at dawn. If you expend the tool’s last charge, roll a d20. On a 1, the tools explode in a splatter of paint and are destroyed.

Hexwand
Wand, rare (requires attunement)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it, transforming the target into a DC 0 beast.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a random CR 0 beast and is destroyed.

Shield of Battle
Armor (shield), uncommon

The front of this shield is shaped in the likeness of a face and has 7 charges. You can expend a charge to gain one of the following effects as a bonus action. A creature that you cannot see or that cannot see you is immune to the shield's effects.

Anguish. The face's expression turns terrifying. One creature of your choice within 10 feet must make a DC 13 Wisdom saving throw or be frightened of you until the end of your next turn.

Calm. The face's expression turns serene. One creature of your choice within 10 gains advantage on its next saving throw before the end of your next turn.

Surprise. The face's expression turns to shock. One creature of your choice within 10 feet must make a DC 13 Wisdom saving throw or lose its reaction. A creature immune to being charmed is immune to this effect.

Fury. The face's expression turns to rage. One creature of your choice within 10 feet must make a DC 13 Wisdom saving throw or it has disadvantage on attacks targeting creatures other than you until the end of your next turn.

The shield regains 1d6 + 1 expended charges daily at dawn. If you expend the shield's last charge, roll a d20. On a 1, the shield's magic is reduced and it turns into a shield of expression.

Shield of the Rearguard
Wonderous item, rare (requires attunement by an artificer, barbarian, fighter, paladin, or ranger)

This crimson shield depicts a broken sword parrying a fine dagger. You must be attuned to the shield to gain its benefits and cast its spells.

While holding the shield, you have a +1 bonus to your Armor Class.

The shield has 10 charges, which are used to fuel the spells within it. With the shield in hand, you can use your action to cast one of the following spells from the shield: bless (2 charges), expeditious retreat (1 charge), or shield (2 charges). No components are required.

The shield regains 1d6 + 4 expended charges each day at dawn. If you expend the shield’s last charge, roll a d20. On a 1, the shield turns to fresh blood and is destroyed.

Argis13
2021-03-14, 10:30 AM
Crown of victory: Seems a little weak for attunement and the curse. Maybe add a +5ft of movement speed?

Boots of Jealousy: love the concept, but as a common magic item? Seems strictly better than the boots of striding and springing [/I], so make them uncommon or rare.

Giant's Fury Torc, Gloves of Force, and Stygian Picher all seem balanced.

Tidal Conch: control water is a spell which is amazing in the right situation, and useless everywhere else. Good for an NPC, not for a PC in its current (ba-dum-pish) form. Maybe make it able to cast wall of water with its charges?

Burying Club, Hydra Arrow, and Mason's Purloining Tools all seem balanced.

Medusa's Guardian Pendant: I would never give this to a player. I like it just fine, but it’s too easy to break. For example: Give it to the squishy wizard, they were going to get hit anyways and omniresistance is strictly better than the shield spell. This has the knock-on effect of freeing up their memorization and their slots, while not mattering much when most DEX saves do half damage when you succeed, and STR saves are rare, and mostly push you around, when, wait, you now weigh 10x as much as you did before. The rogue loves this- it’s a better version of uncanny doge, in situations where you don’t expect evasion to come up.

If you want it to be for emergencies only, give it charges that can’t be recharged.
Either that, or make it legendary.

Kleptoplast cloak: Is it a cloak, or a staff? Other than that, amazing.

Protective Mermaid's Purse: Seems a little narrow for PCs, but is perfect for a low-level water villain. Not sure how to fix it without ruining the flavor.

Slimebelt: Attunement? For an effect this narrow?

Staff of the Anemone: Elegant.

Urchinhelm: Eh. Give the wearer an attack with a flat + to hit with the spines, otherwise this is way too situational.

Bracers of Lightning: Balanced.

Lantern of Sneaking: …There’s no need to make each lantern unique for a particular creature type. Just add the text “the light can only be seen by those you wish to see it.”

Robe of Thunder: DC 13 save on a very rare item seems a little low. Make it 15, at least.

Tidal Hammer, Twilight Bottle, and Enchanted Painter's Tools seem balanced. Not sure about hypnotic pattern on the tools, though, that’s a pretty brutal AoE disable…

Hexwand: AKA, the bane of legendary resistance everywhere. There may simply not be a way to balance the polymorph at a lower rarity, but, if there is one, I don’t believe that this is it. My players would have one per person from item crafting.


Shield of Battle: 7 charges seems too much for an uncommon item. I’d make it 4 or 5. Also, are you choosing who gets hit with the effect? You should make that explicit.

Shield of the Rearguard: Is it a staff or a shield? Also, “you can use your action to cast one of the following spells from the staff if the spell is on your class’s spell list.” This doesn’t seem parsimonious. Just add a class restriction to who can attune to the shield.

sandmote
2021-03-16, 08:19 AM
After rereading this with fresh eyes, yeah, some of these need work. When did I even change the Boots of Jealousy to grant a 30 foot speed boots?

I've gone through and edited a bunch of text to match the listed item type. Shield of the rearguard also fully converted for use by martials.


Crown of victory: Seems a little weak for attunement and the curse. Maybe add a +5ft of movement speed? Sure, makes sense.


Boots of Jealousy: love the concept, but as a common magic item? Seems strictly better than the boots of striding and springing [/I], so make them uncommon or rare. Too much copy-and-pasting, not enough editorializing. They were intended to be uncommon. Also the speed boost was intended to let you out run an opponent, not double your speed.


Tidal Conch: control water is a spell which is amazing in the right situation, and useless everywhere else. Good for an NPC, not for a PC in its current (ba-dum-pish) form. Maybe make it able to cast wall of water with its charges?
...
Protective Mermaid's Purse: Seems a little narrow for PCs, but is perfect for a low-level water villain. Not sure how to fix it without ruining the flavor. Admittedly, both of these were intended for use in an oceangoing campaign. Wall of water seems fine.


Medusa's Guardian Pendant: I would never give this to a player. I like it just fine, but it’s too easy to break. For example: Give it to the squishy wizard, they were going to get hit anyways and omniresistance is strictly better than the shield spell. This has the knock-on effect of freeing up their memorization and their slots, while not mattering much when most DEX saves do half damage when you succeed, and STR saves are rare, and mostly push you around, when, wait, you now weigh 10x as much as you did before. The rogue loves this- it’s a better version of uncanny doge, in situations where you don’t expect evasion to come up.

If you want it to be for emergencies only, give it charges that can’t be recharged.
Either that, or make it legendary. I was thinking of PCs with resistance effects, because resistance doesn't stack but halved damage does. I'll see if I can fix it later.


Slimebelt: Attunement? For an effect this narrow? Attunement to explain how you access the charges and don't take any penalties for what (in the fluff) is a mass of slime erupting from your body. Although I will drop the rarity to common; its unlikely to be something anyone want to keep over other items anyway, should it should probably be available while it isn't competing for attunement slots.


Urchinhelm: Eh. Give the wearer an attack with a flat + to hit with the spines, otherwise this is way too situational. Should have thought of that, but I will count it as an improvised weapon when used in this manner. It doesn't take up a hand.


Lantern of Sneaking: …There’s no need to make each lantern unique for a particular creature type. Just add the text “the light can only be seen by those you wish to see it.” I think that would require attunement, to determine who chooses the subjects able to see in it. Moreover, letting the PCs choose who can see their lantern isn't something I think is good for the health of the game. The intent is to make sneaking easier for a portion of the campaign, not to leave the party heavily obscured for their forseable sneaking. What if I make the light invisible to a certain creature type (effectively reversing the effect) and dropped the rarity to common?


Robe of Thunder: DC 13 save on a very rare item seems a little low. Make it 15, at least.Fair; will do.


Hexwand: AKA, the bane of legendary resistance everywhere. There may simply not be a way to balance the polymorph at a lower rarity, but, if there is one, I don’t believe that this is it. My players would have one per person from item crafting. Would rare rarity work fine?


Shield of Battle: 7 charges seems too much for an uncommon item. I’d make it 4 or 5. Also, are you choosing who gets hit with the effect? You should make that explicit. Compare the wand of Web, which can target multiple targets and lasts multiple rounds.