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Thread: Let's Make some New Magic Items

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    Default Re: Let's Make some New Magic Items

    Looks like fun!

    Chameleon's Tower Shield
    Armour (shield), rare (requires attunement)

    While holding this item, you have a +3 bonus to your AC (instead of the normal +2 for a shield) and you have advantage on Dexterity (Stealth) checks when you hide behind it. Wisdom (Perception) checks made to see you have disadvantage.

    Divine Runed Shuriken of Lava Assault
    Weapon (dart), very rare

    This three-pointed shuriken is engraved with the holy runes of Kossuth, God of Fire, and Grumbar, God of Earth. It functions exactly as a dart +1, except that it magically returns to your hand after it is thrown. As part of the attack action, you may speak the shuriken's command word, causing it to transmute itself into a star-shaped lump of lava or return to its natural form. In its lava form, the shuriken deals an additional 1d6 fire damage and is able to levitate itself just above your hand. It is hot enough to burn or melt wood and poor metals (such as lead, tin, zinc and pewter).

    Spoiler: Lava Shuriken
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    Keepers' Cudgel of the Amazon
    Weapon (club), very rare (requires attunement by a female humanoid)

    This cudgel functions exactly as a club +2. In addition, it has 7 charges. It regains 1d6+1 charges daily at dawn. If you expend the cudgel's last charge, roll a d20. On a 1, the cudgel crumbles into ashes and is destroyed.
    While holding the cudgel, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the Command spell, or 2 charges to bind them, as per the Hold Person spell. The save DC is 15, and male creatures have disadvantage on the save.

    Leather Armor of the Dwarves
    Armour (leather), very rare

    When wearing this armour, you gain a +2 bonus to AC. In addition, whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

    Spiritual Mace of Transform Platinum
    Weapon (mace), uncommon (requires attunement)

    Any undead creature hit by this mace must make a DC 15 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
    A turned creature must spend its turns trying to move as far away from you as it can, and it canít willingly move to a space within 30 feet of you. It also canít take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If thereís nowhere to move, the creature can use the Dodge action.
    Curse. This mace is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the mace, keeping it within reach at all times.
    Whenever the mace comes into contact with silver, gold, platinum or any alloy of these elements (electrum, dental amalgam, etc.), the precious metal is instantly and permanently transmuted into an identical quantity of lead.


    Next batch:
    Massive Sitar of Courageous Hunters
    Hammer of Force Chains
    Keen Hatchet of Slay Wizard
    Sylvan Climber's Crossbow of Haunts
    Screaming Canines' Utensil
    Last edited by Ninja_Prawn; 2015-07-25 at 02:13 PM.
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