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  1. - Top - End - #121
    Firbolg in the Playground
     
    Bohandas's Avatar

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    Default Re: 1001 Homebrew Magic Items

    124.) Foultain (3.5e)

    This beautiful decorative fountain is hexed so that anyone who touches its water must make a DC 14 fortitude save or contact slimy doom with an onset time of one hour.

    Necromancy; CL 5th; Contagion, Craft Wondrous Item;15000 gp (see str9nghold builders' guidebook pg 70 re. prices of large difficult to move items)
    Last edited by Bohandas; 2019-03-11 at 11:17 AM.
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  2. - Top - End - #122
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    Default Re: 1001 Homebrew Magic Items

    125) Belt of Straightening
    When the wearer of this belt adjusts its position on his/her waste, all of his/her clothes become mended, clean, pressed, and straightened. In addition, s/he is clean, and has has a fresh haircut and (if applicable) shave.
    Variant: This item can also be made as a neck tie to use the neck body slot instead of the belt slot.
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
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  3. - Top - End - #123
    Pixie in the Playground
     
    RangerGuy

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    126) Ring of Many Forms (5e)
    Ring, very rare (requires attunement)
    Slot: Finger Value: ?????g
    "This bone ring has miniature skulls of numerous races, man and beast.

    While wearing this ring, you can expend a charge as an action and cast*alter self. *The spell save DC is 15. *The ring has 5 charges and regains 1 charge each day at dawn.

    If attuned by a character with at least 2 levels in the*Druid class, the ring enhances the Druid's*wild shape*class feature as follows: *

    An additional*wild shape*per day,
    Increases the CR of the*wild shape*by 1,
    and Extends the time the Druid can remain in*wild shape*by 1 hour.

    Must abide by all other restrictions of the Druid's wild shape ability."
    Last edited by Tothas; 2018-12-09 at 11:18 PM.

  4. - Top - End - #124
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    RangerGuy

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    127)Cloak of Monstrous Forms (5e)
    Cloak, Rare? (requires attunement)
    Slot: Back Value: 5000g
    "This hooded cloak appears to be made from the hide of an unknown creature with a silver clasp shaped like a piece of vine with emerald leaves. The cloak shifts in shade and form, from brown fur to shimmering scales. Once worn by a great hero and thought lost in the Feywild, rumored to be unbreakable.

    If attuned by a character with at least 2 levels in the*Druid class, the cloak enhances the Druid's*wild shape*class feature as follows: *the cloak permits 5 non-beast*wild shapes to be learned, subject to DM approval.

    Cannot be of the following creature types: humanoid, undead, construct, plant, ooze, giant, abberattion. Must abide by all other restrictions of the Druid's wild shape ability.

    The hide of the new creature must be harvested and laid over the cloak by the attuned character. On a successful Wisdom check, the hide is absorbed into the cloak and the bearer gains the ability to wild shape into the new creature. Check DC = 15 + creature CR. On failure, the harvested hide is destroyed in the process and another attempt cannot be made for 24 hours. Bearer may remove an unwanted form by placing their hand on the cloak and concentrating on the form they wish to remove. They can then grab hold of the cloak and pull the creature's hide out of the it."
    Last edited by Tothas; 2018-12-09 at 11:18 PM.

  5. - Top - End - #125
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    128) Tentacle Harness (5e)
    Wondrous, Legendary (requires attunement)
    Slot: Back Value: ?????g
    "Once attuned to this item, you can use a bonus action to unfurl four chains that are animated under your control.
    Each animated chain is an object with AC 20, 20 Hit Points, resistance to piercing damage, and immunity to psychic and thunder damage. On your turn, you can use your action to make one chain attack for each chain (for which you are proficient). An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain is destroyed if reduced to 0 Hit Points. Once destroyed, a chain is permanently destroyed, and the tentacle harness becomes a nonmagical item when it has run out of chains.

    Chain Attack: Melee Weapon Attack. Reach 15 ft., one target. 1d10 bludgeoning damage. The target is grappled (escape DC 8 + your Strength modifier + your proficiency bonus) if the chain isn't already grappling a creature."
    Last edited by Tothas; 2018-12-09 at 11:18 PM.

  6. - Top - End - #126
    Pixie in the Playground
     
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    129) Sword of Leah (5e)

    This one is broken into 3 stages and is extremely powerful.

    Broken Sword of Leah
    Weapon (Long sword), Minor Artifact (requires attunement)
    Slot: Weapon Value: ?????g
    "Hereditary sword of the rulers of Leah, its blade is a deep, opaque black, with ribbons and ripples of incandescent green fire pulsing within the surface of the blade. This great sword is badly damaged, a third of the blade broken off with a jagged tip . It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.


    You gain +1 to hit and deal an additional 1 necrotic damage when you hit a creature with this weapon. Attacks made with this weapon deal damage normally against incorporeal creatures, regardless of its bonus.

    Damage: 1d8/1d10"

    Reforged Sword of Leah
    Weapon (Greatsword), Minor Artifact (requires attunement)
    Slot: Weapon Value: ?????g
    "Hereditary sword of the rulers of Leah, its blade is a deep, opaque black, with ribbons and ripples of incandescent green fire pulsing within the surface of the blade. This great sword was once badly damaged, a third of the blade broken off with a jagged tip. Since it was reforged, the Sword of Leah has regained some of its former power.

    You gain +2 to hit and deal an additional 2 necrotic damage when you hit a creature with this weapon. Attacks made with this weapon deal damage normally against incorporeal creatures, regardless of its bonus.

    Attacks made with this weapon also deal 1 point of bleed damage when it hits a creature. Multiple hits from this weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a successful DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon.

    This sword is a Bane to Evil Outsiders. Against such a foe, the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes.

    Damage: 2d6"

    Awakened Sword of Leah
    Weapon (Greatsword), Minor Artifact (requires attunement)
    Slot: Weapon Value: ?????g
    "Hereditary sword of the rulers of Leah, its blade is a deep, opaque black, with ribbons and ripples of incandescent green fire pulsing within the surface of the blade. This great sword was once badly damaged, a third of the blade broken off with a jagged tip. Since it was reforged, it has regained some of its former power. Once the blade was reconsecrated in druid fire,
    the rest of its abilities returned.

    You gain +3 to hit and deal an additional 3 necrotic damage when you hit a creature with this weapon. Attacks made with this weapon deal damage normally against incorporeal creatures, regardless of its bonus.

    Attacks made with this weapon also deal 1 point of bleed damage when it hits a creature. Multiple hits from this weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a successful DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon.

    Upon command, the Sword of Leah is sheathed in green fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. On a critical hit, this weapon explodes with green flames, dealing an additional 1d10 fire damage.

    Once per day, you can call upon the swords magic to wrap your body in protective flames for 1 minute.
    Thin and wispy flames wreathe your body for the Duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. While the flames are active, you have resistance to Cold damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the Shield erupts with flame, dealing 2d8 fire damage.

    This sword is a Bane to Evil Outsiders. Against such a foe, the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes.

    Damage: 2d6"
    Last edited by Tothas; 2018-12-09 at 11:18 PM.

  7. - Top - End - #127
    Pixie in the Playground
     
    RangerGuy

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    130) Ring of True Strike (5e)
    Ring, uncommon
    Slot: Finger Value: 250g
    "This golden ring bears a single ruby with fine filigree that seem to be rays of light streaking toward a single point.


    User can activate ring to give themself advantage on next attack 1/day"
    Last edited by Tothas; 2018-12-09 at 11:17 PM.

  8. - Top - End - #128
    Pixie in the Playground
     
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    131) Skull of the Arcane (5e)
    Wondorous Item
    Value: ?????g
    "This skull is covered in arcane runes that seem to wrap around it like chains. In low light, the eye sockets seem to glow with a purple light.

    User can ask a question pertaining to arcane magic. Adv. on arcana check 1/day"
    Last edited by Tothas; 2018-12-09 at 11:17 PM.

  9. - Top - End - #129
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    RangerGuy

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    132) Mug of Drunkeness (5e)
    Wondorous Item
    Value: 500g
    "This metal banded wooden stein has runes that seem blurry and hard to focus on. Upon intense inspection, you find yourself getting thirsty.

    Any liquid poured into this stein becomes alcoholic while maintaining all of its normal properties"

  10. - Top - End - #130
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    133) Bow of the Pact Keeper (5e)
    Bow, uncommon (requires attunement by a warlock)
    Value: ?????g
    "This bow is made from a strange type of wood that seems to shimmer. Small vines wind along its length and a strand of silver serves as its string.

    The bearer of this bow gains +1 to attack and damage rolls made with it. They also gain an additional spell slot, +1 to spell attack rolls and Spell Save DC"

  11. - Top - End - #131
    Pixie in the Playground
     
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    134) Green Breastplate of Rage (5e)
    Armor (medium), Uncommon
    Slot: Chest Value: 500g
    "This metal breastplate was handcrafted in Sandpoint for Keth the Sexy. Faint runes trim the neck and arm holes.


    Grants bearer an AC of 15 + Dex modifier (max 2). Adjusts to size of individual wearing it. Glows green (dim light 10') when bearer enters a rage."

  12. - Top - End - #132
    Pixie in the Playground
     
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    135) Falchion of the Deep (5e)
    Weapon (Longsword), Uncommon (requires attunement)
    Slot: Weapon Value: 500g
    "This long, single edged sword has a blade that starts as light blue at the hilt before deepening into inky blackness at its curved point.

    The bearer gains a +1 to attack rolls and damage rolls with this weapon. The bearer can hold their breath for 5 minutes before the onset of asphyxiation.
    "

  13. - Top - End - #133
    Pixie in the Playground
     
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    136) Quicksilver Steel (5e)
    Weapon (Longsword), Uncommon (requires attunement)
    Slot: Weapon Value: 500g
    "In its natural state, this weapon appears as a longsword that was made from a single pour of silver. The blade ripples in response to contact but maintains its form and edge.

    The bearer gains a +1 to attack rolls and damage rolls with this weapon. The bearer may use a bonus action to change the form of the weapon to any other simple or martial melee weapon. It always counts as a silvered weapon no matter what form it takes."

  14. - Top - End - #134
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    137) Pulse Stone (5e)
    Wonderous Item, Rare
    Value: ?????g
    This glowing azure gem emits pulses of blue light in a radius of 30ft. Any undead that enter the radius must make a DC 15(change as desired) Wisdom saving throw or be stunned, enraptured by the stone until damaged( or loud noise?). The effect also ends if the stone is moved out of range or obscured from sight. The stone is fragile and if tossed or dropped, roll d20. A roll of lower than 5 causes the pulse stone to shatter upon impact.

  15. - Top - End - #135
    Pixie in the Playground
     
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    138) Assassin's Axe of the Delver (5e)
    Weapon (Battleaxe), uncommon (requires attunement)
    Slot: Weapon Value: ?????g
    "Dwarven runes are etched into the metal of this well-crafted battleaxe, occassionally flashing with a green glow. Five holes are spaced evenly along both of the axe's keen edges.

    The bearer may add 1d4 poison damage to all attacks made during surprise rounds. While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest path leading upward.
    The bearer also gains a +1 bonus to attack and damage rolls made with this weapon."

  16. - Top - End - #136
    Pixie in the Playground
     
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    139) Time Warp Staff (5e)
    Weapon (Quaterstaff), Uncommon
    Slot: Weapon Value: ?????g
    "This golden staff is crowned by a hourglass with ever-swirling sands within. Flickers of arcane glyphs appear within the sands.

    This staff holds 9 charges. It regains 1d6+1 charges at dawn.
    You may expend charges to cast spells that have been placed inside the staff. It takes a number of charges equal to the spell level of the spell to cast.
    Additionally, you can add new spells to this wand or staff. Doing so requires 1d4 hours of extensive labor and effort. During this time, you can take any spell from your spellbook and place it into a wand or staff in your possession. This staff can only hold a maximum of four spells."

  17. - Top - End - #137
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    Tothas, what's with all the spurious asterisks and quotation marks?

    I like the first item of this dump, I'll have to read the rest at lunch time.
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

  18. - Top - End - #138
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    140.) Ring of Greater Invisibility (3.5e)

    This item functions as a Ring of Invisibility, except the ring applies the effect of a Greater Invisibility spell rather than a standard Invisibility spell, and thus the effect is not ended if the user makes an attack.


    Moderate Illusion; CL 7; Prerequisites Forge Ring, [i]Greater Invisibility[/b]; Price 93334 gp

    141.) Ring of the Invisible Basehead (3.5e)

    This cursed item functions as a Ring of Invisibility, except the ring applies the effect of a Greater Invisibility spell rather than a standard Invisibility spell, and thus the effect is not ended if the user makes an attack.
    However, the ring also carries a curse compelling the wearer to wear it constantly. Every time the ring is worn the user must make a DC 14 will save or become addicted to wearing the ring as if it were a drug with an addiction rating of "High" (see Book of Vile Darkness page 41 and/or Lords Of Darkness)

    Aura Moderate Illusion; CL 7; Prerequisites Forge Ring, [i]Greater Invisibility[/b]; Price 80000

    142.) Nolzur's Deck of Shadows (3.5e)

    Created by the demigod of illusions, this item functions like a Deck Of Illusions, except that instead of major images the illusory creature are 80% real as if conjured by the Shades spell, and the cards can be reused provided that the the cards are not damaged, although a card that has already been used has a 20% chance of vanishing into the plane of shadows each time it is reused. This chance increases by 10% for a particular card every time that card's illusion is slain. When only six cards remain in the deck there is a 20% chance with each use that the entire deck disappears into the plane of shadows

    If used on a plane not connected to the plane of shadows, the deck acts as a normal Deck of Illusions, except that the cards are reusable.

    At the DM's discretion the deck may contain up to 19 additional cards (or however many you want, but 19 is the limit if you want to represent it with a standard deck of 52 cards plus joker) in the deck not present in a normal Deck Of Illusions (with power levels chosen to nerf or buff the deck as appropriate for the campaign; load it with weak creatures to make it weaker overall and with strong creatures to make it stronger overall)

    Overwhelming Illusion; CL 20; Price Minor Artifact
    Last edited by Bohandas; 2019-02-19 at 12:59 AM.
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  19. - Top - End - #139
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    143.) Rod of Horrors (3.5e)

    This works similar to a Rod of Wonders but the effects are more deadly and/or horriffic.

    Effects without a listed range work out to medium range (210 feet for CL 11). Save DCs are spell level + 12

    effects
    001-002*Poison target as the druid spell
    003-004*Fairy Fire surrounds target
    005-006*Confusion effect centered either on caster (75%) or target (25%)
    007-008*gust of wind but at tornado force
    009-010*suggestion that the sharpest or hardest object carried by the target is delicious candy and needs to be eaten immediately
    011-014*fog cloid surrounds caster
    015-016*Stinking cloud at 30-ft. range (Fortitude DC 15 negates).
    017-018*Heavy rain falls for 1 round in 60-ft. radius centered on rod wielder
    018-020*Summon an animal—a tiger (01-25 on d%), large viper (26-50), or squid (51-100). Assuming an environment where it can function (on land for the tiger or viper or in water for the squid) 55% chance it attacks the target, 15% chance it attacks the caster, 15% chance it obey's the caster;s orders, 15% chance it acts naturally
    021-023*Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage (Reflex DC 15 half).
    024-026*Swarm of bats pours out of the rod
    027-028*Ray of Stupidity (SC) on target (90%) or caster (10%)
    029-030*Ray of Enfeeblement on the closest 5 creatures in a 60 foot cone in the direction the rod is pointed. The spell still takes the form of rays and targets other than the primary target are attacked using the rod's attack bonus of +5 if itis lower than the wielder's attack bonus
    031-032*Enlarge person on target if within 60 ft. of rod, otherwise on caster (Fortitude DC 13 negates)
    033-034*Darkness, 30-ft.-diameter sphere/hemisphere, centered 30 ft. away from rod
    035-037*Deeper Darkness centered on caster (50%) 0r target (50%)
    038-039*Mold grows on everything in a 40 foot radius around the caster (90%) or target (10%)
    040-041*Black Tentacles centered on target
    042-043*Turn ethereal any nonliving object of up to 1,000 lb. mass and up to 30 cu. ft. in size.
    044-045*Target shunted to plane of shadows for 1d3 rounds
    046-048*Bestow Curse on target
    049-050*Reduce Weilder
    051-052*Fireball at target or 100 ft. straight ahead, 6d6 damage (Reflex DC 15 half).
    053-054*Caster gains effects of an Invisibility spell
    055-056*Fur grows from target if within 60 ft. of rod. Lasts for 24 hours.
    057-058*Burning hot molten copper, enough to make 1d4x1000 cp, shoots out of the tip of the rod. It deals 2d4 points of fire damage to everything in a 10 foot cone and an additional 2d4 points of fire damage every round for the next three rounds as the molten metal sticks to the victims' skin
    059-061*Rod turns into a small viper for 1d6 rounds and attacks the nearest creature (usually the wielder). If slain it turns back into a rod and is non functional for 1d6 minutes. Otherwise it turns back after the 1d6 rounds are up
    062-063*Shimmering colors dance and play over a 40-ft.-by-30-ft. area in front of rod. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates).
    064-065*A 5 five foot wide line between the caster and targets fills wih webs
    066-067*Teleport caster to target or target to caster (50% chance of either)
    068-070*Mass Inflict Light Wounds (60%) or Mass Cure Light Wounds (40%) on either target (60%) or caster (40%) and the 10 nearest creatures within 30 feet
    071-072*Flesh to stone (or stone to flesh if target is stone already) if target is within 60 ft. (Fortitude DC 18 negates).
    073-075*Scare on target and two closest creatures within 20 feet
    076-078*All fires within 30 feet of target converted into choking smoke as per Pyrotechnics spell
    079-080*Caster assumes Gaseous Form
    081-082*Wall of Fire halfway between caster and target
    083-085*Summon 1d4 uncontrolled dretches (50%) or manes (50%) near targey
    086-087*Acid Arrow on target
    088-089*Hideous Laughter on target
    090-091*Minor Images of corpses are appear all over a 65 foor radius around the caster
    092-093*Eagle's Splendor on caster
    094-095*1d3 Spiritual Weapon daggers attack target
    096-097*Caster's eyes glow
    098*Estrange Person (http://www.giantitp.com/forums/shows...2&postcount=18) on target
    099*Phantasmal Killer on target
    100*Disintegrate target

    Moderate necromancy; CL 11th; Craft Rod, bestow curse, creator must be chaotic neutral, or chaotic evil or neutral evil; Price 15,000 gp.
    Last edited by Bohandas; 2019-03-11 at 11:17 AM.
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  20. - Top - End - #140
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    Default Re: 1001 Homebrew Magic Items

    144) Iceskates of spring (Pathfinder)
    Wonderous item, feet slot, 1000GP

    "These expensive looking iceskates with fur-trimming and silver blades allow the wearer to travel on water, even if it's not freezing outside."

    The Masterwork skates (+2 on acrobatik checks when skating on ice) freeze the water underneath the skater. If the temperature is to high for water to freeze naturally, every round an acrobatic check is needed to move atop of the ice:
    DC: 10 +2*temperate in C°. Or DC10+(F°-32) . For salt water the DC is rised by 5, for stormy water you multiply C° by 3.
    sweet water saltwater stromy water stormy sea
    0 10 10 15 15
    1 12 13 17 18
    3 16 19 21 24
    5 20 25 25 30

    When failing the acrobatic check the wearer falls into the water, and needs an acrobatic check of (DC of skating given the temperature)+10 to start skating again. While wearing the skates, you take -2 on all swim checks.

    Due to the many risks of these iceskates they are mostly used if it is cold outside, but the ice isn't thick enough yet - then skating is safe. But maybe the PCs find these skates on a dead body...


    Aura: faint Evocation, CL2 , creator needs ray of frost
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    Default Re: 1001 Homebrew Magic Items

    145) "Acris"
    Minor artifact Longsword

    This enchanted longsword appears thoroughly rusted and worthless. It deals 1d2 slashing damage. However, uttering the command word causes the blade to ooze a pale reddish acid. This acid is considered nonmagical, and can be collected, stored, and sold. When toggled off, the blade will still be wet, and must be wiped clean before storage. Striking with the blade while on will leave a splash of acid that deals 1d6 acid damage. This damage also corrodes an enemy's armor if they have any. Striking an enemy multiple times will leave more and more acid on them, stacking the damage indefinitely. If a creature with acid on it is not attacked on a turn, it will lose 2d6 in stacks after damage is applied. If heat metal is cast upon the sword, then the acid will begin to bubble and boil. In addition to damage from heat metal, the acid will deal 4d6 damage per stack and an extra 3d4 fire damage besides (Hot acid is nasty).
    Aura: Heavy Transmutation; CL12;
    Last edited by Phhase; 2019-03-03 at 02:21 PM.
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  22. - Top - End - #142
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    Default Re: 1001 Homebrew Magic Items

    Awesome list of great magical items. Really great ideas stuffed into this thread. What a find.

  23. - Top - End - #143
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    Default Re: 1001 Homebrew Magic Items

    146.)Figurine of Wondrous Power: Plush Bear (3.5e)

    When this teddy bear is tossed down and the correct command word spoken, it becomes a living brown bear of normal size. The bear obeys and serves its owner, and understands Common (but does not speak).

    If the Plush Bear power is broken or destroyed in its doll form, it is forever ruined; All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again after one full week. Otherwise, it can be used once per day for up to 1 hour. They enlarge and shrink upon speaking the command word.

    Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 10000 gp.
    Last edited by Bohandas; 2019-03-05 at 01:48 PM.
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  24. - Top - End - #144
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    Default Re: 1001 Homebrew Magic Items

    147.) Eye of the See-er
    Major Artifact

    Appears as a disembodied eye made of an unknown metal. Pure white, with a red iris. If the Eye is placed into an empty socket, it will affix and replace the missing eye, repairing the flesh around it. The Eye then calibrates itself. Random information from the environment will flood the user's brain. The user must make a Will Save (DC 27) or take 7d8 psychic damage and go mad for 1d4-1 days. On a successful save, half damage and no madness. Once the Eye acclimates, the user gains the following powers:

    Intrinsic: Darkvision (120ft), Blinding effects are only 50% effective, +5 on vision-based checks or saves, +5 Initiative

    Minor Functions
    At will: clairvoyance, arcane eye, prying eyes, major illusion, locate object (10 Mile range), Locate Creature (10 Mile range), find the path (Caster level 20th).

    Major Functions

    Every time a major function is used, the user must make a Will Save (DC 40). If they fail, take 2d6 psychic damage. Failing three times in a row without taking a short rest causes 7d6 psychic damage on the third failure and madness for 1d6 days. No damage is taken on a successful save. After finishing a long rest, reduce the save DC by 1 for every failed save and 2 for every successful save (3 for any natural 20s). Magical healing is only 50% effective against psychic damage taken from this item. However, madness may be healed with magic normally.

    At will:

    True Strike (1 Action, up to 1 minute or until used)
    The Eye casts a red ray upon a visible creature or object. If 20 + your base attack modifier would hit, the next attack you make against it automatically hits and critically strikes. This attack is considered +4 for purposes of DR. However, this attack cannot benefit from advantage in any way (No sneak attack). If the attacker can maintain three rounds of gaze uninterrupted, the attack forces a target vulnerable to critical strikes (e.g. not undead or oozes) to make a Fortitude save (DC 18 + your Str or Dex modifier) or die instantly. Instant death can only be inflicted by a weapon of equal or one size smaller size category than the target (A dagger is Small, a longsword is Medium, a lance is Large, etc.).

    Analysis (1 Action, Concentration up to 1 minute)
    The Eye casts a cone of red light up to 15 feet long and wide. Anything it falls upon is revealed down to the marrow of its bones. Nothing can block its sight. Add +10 to Investigation and combine the effects of detect evil and good, detect magic, detect poison and disease, identify, detect traps, detect thoughts, see invisibility, true seeing, x-ray vision, foresight (Caster level 20th). Every round this is active, make a Major Function save and increase the next Major Function save DC by 3 temporarily. Extra DC difficulty from this effect wears off after a short rest. Analysis can be combined with the arcane eye, prying eyes, and clairvoyance functions.

    Once Per Week:

    Spiritwrack (1 Action, Concentration up to 1 minute)
    The eye casts out a focused red lance of energy into the eye of another creature. Make a ranged spell attack. While this effect does not require the creature to actually posses eyes, it does require it to have enough intelligence to be self-aware and form memories. A creature struck by the ray has the truth of its being exposed to its very core. Good creatures take 2d6 psychic damage per round and are paralyzed. Evil creatures take 3d6 damage instead. Each round, the affected creature may make a Will save for half damage and to break the effect. The base DC is 20. However, the following conditions apply:

    Creature is Good-aligned: -5 DC
    Creature is Lawful-aligned: -5 DC
    Attacker has used Analysis on a creature the target has wronged: +5 DC for each Analysis
    Attacker has used Analysis on a creature the target has slain or otherwise greatly wronged: +7 DC and +2d6 psychic damage per creature per round.
    Attacker has recorded mass misery or death created by the target using Analysis: +25 DC and permanent insanity on a third failed save
    A creature who fails at least one saving throw will be frightened of the attacker for one minute after the effect ends.

    Whomsoever possesses an Eye will one day receive a geas to seek out the See-er, and right an ancient wrong.

    Overwhelming Divination; CL 20
    Last edited by Phhase; 2019-03-06 at 03:54 AM.
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  25. - Top - End - #145
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    Default Re: 1001 Homebrew Magic Items

    148: Armor Of The Marilith Evil Artifact

    This suit of armor is sized to fit any humanoid from Tiny Size to Gargantuan. It appears to be scale armor of black, green, yellow, and red scales arranged in a random fashion, but it offers protection as a +5 suit of Full Plate Armor.

    The wearer gains an 18 strength +1 for every point of the character's Strength Bonus. (Note if the character's strength exceeds 25 the suit will actually weaken the character.)

    The wearer gains immunity to fire and acid damage, but gains vulnerability to Cold Iron which ignores the AC granted by the armor.

    When worn the suit provides a +5 bonus to Hide and Move Silently checks, even if the character is untrained in these skills.

    In combat the character gains the Ambidexterity Feat, and a special Hex-Weilding feat which allows the use of up to six melee weapons, shields, or any combination of the two, or up to three missile weapons simultaneously. The suit spontaneously creates four additional arms for this purpose, for a total of six arms, which the user can manipulate as if they were his own. When combat is ended the additional arms vanish back into the suit.

    The armor is Evil. Each time it is donned the character must succeed in a DC:30 Will Save or have his alignment shifted 1 point, (on a scale of 1-100) toward Evil, with the average Good character beginning at 85, the average Neutral character beginning at 50, and the average Evil character beginning at 15. When a Good Character drops below 67 he becomes Neutral. When a Neutral character drops below 34 he becomes Evil, and when an Evil character drops to 0 he is transformed into a slave demon belonging to the Marilith who owns the suit.

    Those who witness the transformation see the character simply turn to black mist and blow away, leaving the empty suit behind.Any creature who turns into a demon-slave cannot be raised, resurrected, or even wished back into life. The only way to restore the lost being is by bartering with the owning Marilith, who may be reluctant to part with its new toy.

  26. - Top - End - #146
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    Default Re: 1001 Homebrew Magic Items

    149). Bilarro's Iron Bulwark

    This magic armor appears as a very heavy but well-articulated suit of plate mail, all of black cast iron. It functions as +1 fortified plate armor, granting a 25% chance to cause critical hits to fail.

    Upon speaking the command word, the joints and plates of the suit will lock together magically to form a much stronger protective layer. The user's inertia is also dramatically increased. The wearer's speed is reduced by 30 feet, to a minimum of 5 feet. Wearer speed is also capped at 30 feet max. They gain an additional +3 bonus to AC, +3 Strength mod bonus, resistance to physical (piercing, slashing bludgeoning) damage, and immunity to critical strikes. Any hand grasping an object or weapon locks in place, unable to drop the item or weapon, or be disarmed. The wearer makes attacks at disadvantage. The wearer additionally gains +10 to any save against being moved or knocked prone by an outside force (E.g. Thunderwave or an enemy bull rush).

    Heavy Abjuration; CL 11th; Craft Magical Armor, hold person, mage armor; Price 10,000gp.

    Edge case: if the wearer manages to bull rush and Reinhardt charge an enemy into a wall, they are crushed for 5d6 points of bludgeoning damage.
    Last edited by Phhase; 2019-03-11 at 02:41 AM.
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  27. - Top - End - #147
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    Default Re: 1001 Homebrew Magic Items

    150.) Ring of Protection From Evil (3.5e)
    This ring provides the wearer with continuous Protection From Evil, as the spell
    Aura weak abjuration; CL 1; Prerequisites Forge Ring, Protection From Evil; Price 4000 gp
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  28. - Top - End - #148
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    151.) Keenstone

    This item appears as a small grey whetstone. Its surface has an odd sheen, and it makes no sound if dropped, tapped, or scraped against. Thrice per day, the stone can be used to create an aura of silence (20ft radius) for five minutes per use. The aura is centered on the stone. A fresh keenstone has 0 charges. Keenstones gain charges by absorbing sound. Using the silence function in a sufficiently noisy area will add three charges to the stone. For example: A crowded market, typical combat, a blacksmith's forge, or a party walking through dry leaves. Very quiet places like an inn room at midnight will not add any charges. Extremely loud areas like a roaring crowd, a huge battle or an explosion add five charges. A player who draws the stone along a metal surface can restore a dull edge, buff and shine, or remove rust by spending one charge. The stone emits an almost inaudible sonic whine as it cleans or sharpens. If the user draws the stone along an edge that is already sharp, they may spend two charges and 5 minutes to make the edge supernaturally keen, and leave the blade ringing with sonic energy. The weapon's critical range is increased by 1 (stacks with weapon type but not class features or feats). The weapon also deals 1d10 extra sonic damage. Sonic damage is doubled against inanimate objects. The effects last for 5 successful hits or 10 minutes, whichever comes first. The keenstone can be used on ranged ammunition, though the effects only last for one attack per piece; two charges will sharpen 5 units of small ammunition or 2 units of siege ammunition.

    The stone can hold up to 15 charges. Once the stone reaches 15 (It cannot overflow), the silence function no longer works. At least three charges must be used before the function is restored.

    The keenstone can be thrown as a grenadelike weapon. It has a range of 20 feet and an increment of 10 feet. After speaking the command word, the keenstone will explode on impact, or after one minute. It deals (charges)d6 sonic damage in a (charges) * 5 feet radius. Those failing a Constitution save of DC 10+(charges) are deafened for 5*(charges) minutes, half on a success (Permanently at max charges). The keenstone is destroyed in the explosion.

    Moderate transmutation; CL 11th, Craft Wondrous Item, shatter; Price: 9,000 gp
    Last edited by Phhase; 2019-03-13 at 09:32 AM.
    Sometimes, I have strong opinions on seemingly inconsequential matters.
    Quote Originally Posted by Crisis21 View Post
    Phhase he played four
    He played nick nack on my door
    With a nick nack paddy whack
    Give a dog a bone
    Phhase came rolling home.
    Quote Originally Posted by Ventruenox View Post
    You found a way to backstab... with a ballista...

    I want to play at your table.
    Spoiler: How to have a Good Idea
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    Quote Originally Posted by Yunru View Post
    Buy a lava lamp, it more than doubles the rate of good ideas :p
    Better yet, buy this lava lamp.

  29. - Top - End - #149
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    Default Re: 1001 Homebrew Magic Items

    152.) Fireman's Axe (3.5e)

    This +1 Bane(fire) Frost axe protects its wielder from fire; the axe absorbs the first 10 points of fire damage each round that the wielder would otherwise take.and also provides a +5 resistance bonus to saves against smoke inhalation.

    Additionally the axe deals an extra 1d6 damage against large unattended stationary objects (doors, furniture, etc)

    Finally it can be used to extinguish nonmagical fires in its area as per a Frost Brand. As a standard action, it can also dispel lasting fire spells (again, as per a frost brand), but not instantaneous effects, though you must succeed on a dispel check (1d20 +12) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.

    Strong evocation; CL 12th; Craft Magic Arms and Armor, dispel magic, Endure Elements (or Dance of the Unicorn), ice storm, protection from energy; Price 46975 gp


    153.) Mental Protection Amulet (3.5e)

    This amulet blocks up to three attempts to mentally control the wearer per day

    Aura weak abjuration; CL 1; Prerequisites: Craft Wondrous Item, Protection From Evil; Price ~888.8-1400 gp (edited due to base spell duration); Weight


    154.) Idol of Zagyg's Wisdom (3.5e)
    This is a small golden statue of the demigod Zagyg (the tutelar of humor and madness) that telepathically dispenses platitudes when beseeched for advice (open a fortune cookie every time the idol is entreated).

    Up to once per day a cleric of Zagyg or Boccob (or a 9th level character with the appropriate True Believer feat) can use up a 5th level spell to attempt to gain an actual answer to a question. The effect is similar to a Contact Other Plane spell except that only one question can be asked, but the answer may be up to five words and they receive an answer even if they fail the save.

    Aura moderate divination; CL 10; Prerequisites Sanctify Relic, Contact Other Plame, Telepathic Bond; Price ~1000 gp; Weight 5 lbs?


    155.) Abyssal Timepiece (any)

    This item is non magical and simple. Used by fiends (and twisted mortals) as a crude countdown timer or hourglass, it consists of an airtight glass jar into which a small animal is sealed. The amount of time it will take the creature to suffocate can be estimated by the creature's size; sometimes there's a reference guide etched onto the jar. The animal is allowed to suffocate to death to measure that time span

    Price: somewhere around 5sp (cost of an iron pot in the srd)
    Last edited by Bohandas; 2019-03-26 at 06:31 PM.
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  30. - Top - End - #150
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    Default Re: 1001 Homebrew Magic Items

    156) 3.5e

    Choker of the last stand:
    When activated, this crimson band of what looks like stained silver will absorb your soul, using it to fuel your body as a machine of war, allowing you to fight well into your negative hp, the price you pay for this power is that you perish after combat ends, your soul is now the property of [your worlds god of war/conflict]
    If you are beheaded before combat ends, and the choker removed, there is a 50% chance your soul is not sent away.

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