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sandmote
2021-06-03, 10:32 PM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/lu2k7wbRCQq7)

Items for Nobles

Brooch of Beguiling
Brooch (neckwear), uncommon
This scintillating brooch has 3 charges, and regains 1d3 charges at dawn. As a bonus action, you can expend 1 charge to surround yourself in a beguiling aura. each creature within 10 feet of you must make a DC 13 Wisdom saving throw. On a failed save, the creature is charmed by you until the end of your next turn.


Bubbling Pearl Necklace
Apparel (neckwear), common
This necklace is fitted with 3d4+2 pearls, each of which can easily be removed. A pearl dropped into liquid dissolves away, after which the liquid in a 10 foot cube bubbles and froths for 1 hour. If the area of two pearls overlaps or a pearl is dropped into an area of liquid that is no more than 5 feet on any side, the area becomes heavily obscured instead.

The pearls do not bubble while attached to the necklace, but will begin to bubble immediately if removed while underwater.


Guarding Drapes
Wonderous item, common (attunement by a spellcaster optional)
These richly dyed and embroidered drapes only open when tugged quickly in a particular spot. Otherwise, opening the drapes require a DC 20 Strength (Athletics) check to force open or a a DC 20 Dexterity (Acrobatics) check to slip through.

While attuned to the drapes, you can expend a spell slot of 1st level or higher and spend 1 hour tracing magical pathways through the cloth (as if casting a spell). At the end of the duration, you can touch the drapes, changing the displayed pattern or image and the location they must be tugged to open. A creature not informed of the location can determine it with a DC 15 History check, as the pattern or image displayed on the drapes must hint to the location where they can be opened.


Lady's Mirror
Wonderous item, common (requires attunement)
While using this mirror and holding makeup, the creature can see what it would look like if they attempted to apply the material to themselves. Whenever you make a check using a disguise kit, you can use the mirror to add a d4 to the result of the check.


Ring of Anonymity
Ring, rare (requires attunement)
As a bonus action while wearing this ring, you can cause your clothing to change symbolism and color. Creatures can tell that you are the same individual if they see you again after the ring changes your clothing, but must succeed on a DC 20 Intelligence (Investigation) check to recognize you. Once a creature has recognized you, the creature becomes immune to the ring’s effects until the next dusk.

Based on the ring used by Sir Gareth in the Arthurian Mythos


Ruler's Eye Amulet
Apparel (neckwear), rare (requires attunement)
This amulet is inlaid with gems to look like an eye, and has 7 charges. While wearing 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 lions.

The amulet regains 1d6+1 expended charges daily at dawn. If you expend the amulet’s last charge, roll a d20. On a 1, the gems burst into radiant flames and burn away, becoming a ruler's fury amulet.

Based on the origin of Sekhmet.


Secretarial Ink Set
Wonderous item, common (attunement optional)
If used to write with manually, this ink set prevents unsightly drops, smudges, and spurts of ink. Whenever you make a check using calligrapher's supplies, you can use the ink set to add a d4 to the result of the check.

As an action, you can put the quill of this ink set to paper, upon which the quill springs to life and begins recording everything audible from the quill's position. The quill has a passive perception of 13, and is constantly under the effects of the comprehend languages spell. The quill's ability to understands and clean up wording matches the ability of a humanoid with an Intelligence of 13.


Self Brewing Samovar
Wonderous item, common
Whenever a creature open the spout on the bottom of the teapot, it magically learns their preferred temperature of tea, and heats the tea to that exact temperature as it fill the cup. The teapot can also automatically learns the volume of any cup placed on the platform below the spout.


Silken Lips Brooch
Apparel (brooch), uncommon (requires attunement)
This brooch has 3 charges and coated in a ruby dust. While wearing the brooch you can expend 1 charge to cast the charm person spell as a reaction against any creature that is fighting you. The brooch regains all charges at dawn.

Items Using Ki
There's a lot of items that require you to be a spellcaster, so I figured some that can save or refresh with Ki points


Circlet of the Drifting Spirit
Apparel (headgear), rare (requires attunement)
This pure jade circlet has traveling ghosts carved in relief around the outside. As an action, you can use the circlet cast the clairvoyance spell once, and regain the ability to do so again at the end of a long rest. When you cast clairvoyance in this manner, the sensor appears as a translucent white form of your body and clothing.

If you have the ki feature, you can expend 4 ki points to cast the clairvoyance spell instead of expending the circlet's power.


Gloves of Quick Striking
Apparel (bracers), uncommon (requires attunement)
These gauntlet have 3 charges, and regain all charges daily at dawn. When you hit a creature with a melee weapon attack while wearing the gauntlets, you can expend one charge to make an unarmed strike as a bonus action. If you have the Ki feature, you can substitute a charge from the gauntlets for a ki point when you use your flurry of blows.


Ring of Flowing Thought
Ring, uncommon (requires attunement)
This ring is set with a large polished apatite, and grants improved clarity of mind. You can take the dodge action as a bonus action. If you have the ki feature, you can spend 1 fewer ki points (to a minimum of 0 ki) when you expend ki.

Once you have used the ring, you cannot gain either benefit from the ring until you finish a short or long rest.


Shoes of the Athlete
Apparel (footwear), uncommon (requires attunement)
These shoes bear wings on their sides, which grants you fleetness of foot. You can take the dash action as a bonus action, and your and your jump distance is doubled for the turn. If you have the ki feature, you can spend 1 fewer ki points (to a minimum of 0 ki) when you expend ki.

Once you have used the shoes, you cannot gain either benefit from them until you finish a short or long rest.

Martial PC classes
Items for Necromancers, Criminals, and Fighters.


Armband of Instant Defense
Apparel (bracers), common
As a bonus action while wearing this polished steel armband you can summon a shield, which straps itself to your arm. Although you cannot doff or throw the shield, you can dismiss it as a bonus action.

For those shop keeps with levels in martial classes.


Ruler's Fury Amulet
Apparel (neckwear), uncommon (requires attunement)
The face of this amulet is burnt away. You can use the amulet to cast the searing smite spell once. The amulet can't be used this way again until the next dawn.

Wizard Items

Orb of Endurance
Focus (orb), common (requires attunement)
If you're a spellcaster, you can use this as a spellcasting focus. When you are holding this orb and fail a Construction saving throw to maintain concentration on a spell, you can expend the orb's power to succeed on the saving throw instead. The orb can't be used this way again until the next dawn.

Good for NPC wizards, and also for low level PCs


Periapt of Unlife Theft
Apparel (neckwear), uncommon (requires attunement)
While you wear this pendant you can choose an undead creature within 30 feet as an action. The creature must make a DC 13 Constitution saving throw, taking 4d4 acid damage on a failed save or half as much on a success. You regain hit points equal to twice the damage dealt. The periapt can't be used this way again until the next dawn.

Dual use for necromancers and vampire hunters.


Ring of the Risen Beast
Ring, rare (requires attunement)
This ring is carved from a single piece of jet to depict the rotting remains of a panther, the eyes inlaid with a pair of blood rubies. As an action, you can cast the animate dead spell, targeting the remains of a medium or smaller beast that is CR 1/2 or lower. The reanimated beast uses the stat block of a creature of the same type, but it loses any keen senses and is an undead rather than a beast. The ring can be used once, and regains this ability at dawn.

You can also use the ring to reassert control over an undead beast you have reanimated. If your attunement to the ring ends, you lose control over the undead beast.

Necromancers with a surprise.


Ring of Spell Sense
Ring, rare (requires attunement)
While wearing this ring you known each time a spell is cast if the caster of the target is within 60 feet of you. The ring can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks it.

When you sense a creature cast a spell, you can use the ring to cast counterspell, targeting the spell you have sensed. Once you have used this feature you cannot use it again until the next dawn.


Ring of Wizardry
Ring, rare (requires attunement)
This ring has 3 charges, and regains all charges daily at dawn. When you cast a spell of 1st level, you can expend 1 charge from the ring instead of expending a spell slot (no action required by you).

Criminal Items

Ring of Misdirection
Ring, uncommon (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast the mislead spell. When you cast the spell in this manner, the spell has a maximum duration of 1 minute.

Short enough the party could try rushing back, hopefully.


Scoundrel's Ring
Ring, rare (requires attunement)
A massive colorless Zircon is set into this ring. You can cast the glibness spell from the ring once, to a maximum duration of 1 minute, and regain the ability to do so at dusk.


Snatcher-Hurler
Wonderous item, common
This device, invented by kobolds, allows the wary and cautious to pick up and retrieve objects weighing up to 5 pounds. While holding the snatcher-hurler in one hand, you can pick up an item up to 20 feet away and bring it to a free hand. You can also take an object and drop it off safely in a location up to 20 feet away.

This one isn't magical in 4e, but I really like the idea.

Nonmagical Resistances
Differentiating between magical vs. magical damage seems to most commonly (only?) apply to B/P/S damage.


Alchemist's Suit
Apparel (outfit), uncommon
While wearing this sturdy and clean set of clothing you have resistance to nonmagical acid damage.


Firefighter's Clothes
Apparel (outfit), uncommon
While wearing this tough and tight fitting set of clothing you have resistance to nonmagical fire damage.


Snake Handler's Vestments
Apparel (outfit), uncommon
This set of clothing is magically enchanted to dispel venoms. You have resistance to nonmagical poison damage.

Protective Items


Golden Sun Sapphire
Apparel (brooch), uncommon (requires attunement)
This large yellow sapphire has 3 charges and regains 1d3 charges at dawn. As a bonus action, you can cause the sapphire to glow or go dark. While glowing the sapphire emits bright light for 5 feet and dim light for another 5 feet. As a reaction when a creature attacks you, you can expend 1 charge as a reaction to cause the sapphire to unleash a burst of light until the end of your next turn. The burst provides bright light to a radius of 60 feet and dim light to an additional distance of 60 feet. The light from the burst is sunlight.

For protection against vampires.


Periapt of the Senses
Apparel (neckwear), uncommon (requires attunement)
You are immune to the blinded and deafened conditions while you wear this pendant. The pendant doesn't prevent blindness from physical impediments, such as a lack of eyes, physical damage to the eyes, darkness, or a blindfold, or prevent deafness from physical impediments such a physical damage deafness due to the inability of sound to travel, as with a zone of silence.

Other Items
Anything I don't really have a category for.


Aligned Signet
Wondrous item, uncommon (requires attunement)
This signet has 3 charges and bears a mystical guard against a particular type of creature. The pattern on the signet indicates the type, which the DM chooses or determines randomly. As an action, you can create a seal with the signet. If you expend one charge from the signet, the signet casts the glyph of warding spell, storing a casting of banishment upon the seal that is triggered when a creature of the appropriate type attempts to break the seal. Moving the seal does not break it.

Creature Type
d6 Creature Type Seal Shape

Aberrations; Cerulean Sign
Celestials; Mark of Hades
Elementals; Sign of the Aether
Fey; Symbol of Alchemical Iron
Fiends; The Heavenly Vestige
Undead; Symbol of Positive Energy


Based on the seal of Solomon. More for fluff I think than for PC use.


Enchanted Reins
Wonderous item, uncommon
When worn by a beast, a creature attempting to train, control, or calm the beast can use the reins to add a d4 to the result of the check. A creature mounted on the beast can also add a d4 to checks and saving throws made to remain mounted.


Eternal Chalk
Wonderous Item, common
This piece of wonderous chalk never chips or wears, no matter how much it is used. Most sticks of eternal chalk are white, but some come in other colors.


Gold-Sheen Ammonite
Wondrous item, rare (requires attunement)
This small stone is marked with ridges in a spiral that thickens on the outside and is naturally inlaid with a blocky material the color of gold. If you spend a long rest with the stone under your head, you can attempt a DC 20 Wisdom (Insight) check when you awake. On a a success, you cast the divination spell once, without requiring a spell slot. Once this property has been used, the stone cannot be used again until the next dawn.

Based on Roman myths about them.


Sledship
Wonderous item, uncommon
This sled doesn't sink into water, continuing over it as if it were ice. Beasts harnessed to this sled gain the effects of the water walk spell for the duration.

brian 333
2021-06-04, 03:51 PM
Periapt of Proof Against Charm and Persuasion

This magical pendant gives the wearer immunity from Charm type spells and magical effects of less than 7th level and the wearer gains a +5 bonus when saving against higher level Charms.

The wearer also gains a +15 bonus to all Sense Motive checks versus Persuasion skill.

This item was comissioned by the merchant Danaclees after the Silver-Tongued Sorceress convinced him to buy three identical one-of-a-kind necklaces worn by the Diamond Queen of Malvaria for the bargain price of 1 million gp each.