Where am I? What is this place? Why is it full of so many strange smells and opinions? ... Well then, lets get on with the show. If the title didn't make it obvious, I would like the help of the various creative minds of the Iwaku community with designing magical items for a D&D campaign I'm running. The Setting is 5th Edition (Insert Pathfinder purist rantings here) and will follow the basic rules of magical items of that world. I'm looking for all sorts of magical trinkets here: Weapons, rings, armours, and things. I want weapons with cool boons and magical heirlooms and cursed items that turn heroes into goons. I want just about anything and everything you can come up with. The items are all going into a database which will form the chart that the heroes roll on for loot. So I want as many misses as I want hits! A basic rundown of how Magical items work in 5th Edition. (Or more specifically, how I see them.) Mundane Items: No Magical effects, any dumb Barbarian can beat with this. Uncommon Item: +1 effect (Maybe +1 attack, or +1 AC, or if you are really kind, +1 in a stat), Probably no other effect, Any successfully dumb Barbarian might have looted this of a monster's corpse. Examples: +1 Dagger +1 Wand of the Warcaster Rare Item: Will have some sort of magical effect or enchantment on the item, possibly in addition to a +1. The Effect will normally be equivalent in power to a Level 3 or lower spell, normally with a very limiting number of charges. The Barbarian's Wizard friend might have found this, identified it, and given it to the barbarian, in exchange for beer and the promise that he'll smash the wizard's enemies. These items might start demanding players to attune to them, which normally implies a more powerful effect; or a curse. Examples: Wand of Stunning - Allows you to cast a 'Hold Person' Spell up to Three times a day. +1 Armour of Salamander Flesh - Leather Armour that gives the user Resistance to Fire Damage, as well as +1 to AC Very Rare Item: Will have a more powerful magical effect or enchantment, or a number of smaller magical effects, in addition to either a +1, or a +2 bonus. Effects will likely be equivalent of up to level 5 spells, and have a less limitng number of charges. This item might have been one of the big-bad's lieutenant's favourite sword...Y'know, the guy you murdered? These items will more often demand players attune to them, and might feature curses or changes in characteristics. Examples: Staff of Frost (requires Attunement) - You have resistance to Cold Damage, the staff has 10 charges, which can be used to cast either: Cone of Cold (5 Charges), Fog Cloud (1 Charge), Ice Storm (4 charges), or Wall of Ice (4 charges). At the start of each new day, roll a 1d20; on a 1, the staff dissolves into a puddle of water, otherwise, regain all previously used charges. If the staff has 0 charges, instead roll a 1d4. Demon Armour (Requires Attunement) - While Wearing this Armour (which acts as Plate) you gain +1 AC, and can speak Abyssal. In addition, your unarmed attacks are treated as +1 Claw attacks (1d8+1 Slashing Damage) CURSE: Once Donned, the Armour cannot be removed. You gain disadvantages on all attacks made against demons, and on all saves against their spells and special abilities. Legendary Item: Extremely powerful Magical items, with world altering abilities. These items might have a +1, +2, or +3 bonus, and their effects will be very powerful. Spells effects up to level 7 might be at the beck and call of these wonderful items. These are the tools of the Big Bad himself or herself. These items are the pride of a Dragon's hoard, and are the sort of things wars might be fought over, or won by. These items nearly always demand attunement, and may even be sentient. Examples: Armour of Invulnerability (Requires Attunement) - Plate Armour that gives the user resistance to Nonmagical Weapon damage. Once per day, as an action, you can make yourself immune to Non-magical damage for 10 minutes, or until the armour is removed. Ring of Betwixing (Requires Attunement) - A beautiful Ring that sets the user's charisma to 19, if it is below 19. As an action, the user can cast Charm Person, and once per day, the user can use an action to cast Dominate Person. CURSE: Once the Ring is put on after attunement, the character's sex changes. This curse can only be removed with a 'Wish' Spell. While wearing the ring, the user becomes obsessed with being adored, and will attempt to enthrall as many people as he or she can. So, does anyone else have an interesting idea for a magical item? Some of the above examples were made up on the spot, and others still are in the DMG. All ideas are welcome, and all power levels are welcome. KISS it better, or go mad with the arcane power at your fingertips. Just as a basic skeleton of the magical Items, because I like ordering things in a neat little bundle... Item Name: Self Explanatory Item Type: Is it a Ring? An Amulet? Is it a weapon? If so, what kind? Is it armour? If so, what type? Item Appearance: Self Explanatory Item Description: The meat of the issue, what does the item do? Attunement: Yes/No, if Yes, are there any limitations? Does it only attune to a certain Race, or alignment? Curse: Yes/No, if Yes, what is the curse?