[DnD 5e] Magic items

  • Thread starter IntrusivePenDesperateSword
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Forge on the Go-rge™ (a MagiMart product)
Wondrous item, Major, Rare

Has this ever happened to you:

[ Grayscale footage of an adventuring party plays. An elf is leading the group through a thick rainforest, but fails to cut through the vines with his scimitar. He grows increasingly frustrated, and awkwardly falls over, dropping the sword. ]

Well, say goodbye to blunt swords and broken armor forever with the newest product from MagiMart! Introducing the latest in transmutation tech, it's the Forge on the Go-rge™!

[ The footage turns full-color. The elf happily swings the scimitar through the vines, meeting nearly no resistance. The video cuts to a dwarf hammering away at a shortsword on an anvil in the middle of a field. He smiles to the camera, and gives a thumbs-up. ]

Instructions are simple. Simply place the packaged miniature in an open, level area, say the accompanying word, and like the work of wonder, it grows to a full-size furnace, grindstone and anvil, ready to work any metal! The Forge on the Go-rge™ can be yours today, for just ten easy monthly payments of 100 gp*! Call now on your nearest Sending Stone!

*Plus additional service fees and taxes. MagiMart is not liable for any accident or injury as result of operation of The Forge on the Go-rge™. Shipping not available outside Eberron. MagiMart collects use data of The Forge on the Go-rge™ to improve our products. To opt out of this, you may return The Forge on the Go-rge™ free of charge to any MagiMart store during open hours.
© MagiMart
 
Bag of Supplies
Wondrous item, Major, Rare

This leather backpack is dyed in a variety of colors in a striped pattern. Despite its properties, it weighs no more than a mundane backpack. The Bag can hold 10 pounds of gear. Additionally, once a day, you may reach into the bag and pull out a random item in the Adventuring Gear category and worth no more than 15 gp.

Map of Sharp Sight
Wondrous item, Major, Rare

This parchment bears the map of an unknown continent, all names on which are abbreviated. If you hold the rolled-up map in one hand, then whenever you cast a spell that targets any creatures within an area, you may instead choose one creature for every two 5 by 5 ft. square areas the spell's area covers, and target those creatures.

Pointing Glove
Wondrous item, Major, Rare

This leather glove is rigid, its index finger permanently extended. The Glove can be tied to a location in space. While holding the Glove, you may choose a 5 by 5 by 5 ft. cube you can see on the material plane. You may use an action to tie the Glove to the space. You can unassign the Glove's space as an action. While holding the Glove and no more than 240 miles away from its tied space, you may use an action to teleport to the Glove's tied space, or retrieve an object no larger than the cube, in it.

Upon finding a Glove, there is a 50% chance that the glove already has a space tied to it. If a glove does not have a space tied to it, attempting to teleport or retrieve an item using the Glove will instead deal 4d10 force damage to you and permanently destroy the Glove.

200-ft. pole
Melee weapon (quarterstaff), Major, Uncommon
1d8 bludgeoning - Heavy, two-handed, versatile (1d8), special

The majority of this wooden pole is inside an extradimensional space, the ends of which are at the same spot outside it. This gives the pole the appearance of a regular quarterstaff, except a faintly glowing schism at the middle. Because of the pole's length, swinging one end of the pole causes the other to lag slightly behind.

Versatile. This weapon can be held with one hand on each side of the extradimensional space, or with both hands on one side. In the former case, the staff behaves like a quarterstaff with the Heavy property, whereas in the latter, it cannot be used as a monk weapon, but retains its Special property.

Special. When you make an attack against a creature, you do not make an attack roll. Instead, at the start of its turn, the target creature makes a Dexterity saving throw with save DC equal to 8 + your Strength or Dexterity modifier (your choice) + your proficiency modifier. On a failure, the attack hits.

Bottled Adaptation
Potion, Minor, Uncommon

This transparent liquid is filled with small particles which rearrange themselves to their original placements, should one shake the bottle. On its own, the potion does nothing. However, if you within one minute of drinking the potion also ingest a creature's organ that is essential for one of the creature's special abilities, you gain that ability or action for one hour. For example, drinking the potion with a Hawk's eye gives you Keen Sight, or with a Crocodile's tooth gives you its Bite action. If one organ is the source of multiple abilities, choose one randomly.
 
Arcane Infuser
Wondrous item, Minor, Rare

This small steel plate can hold any magic item Medium or smaller. When you have a magic item that has charges on the plate, maintaining full focus on the plate for an amount of time will regain a charge for the selected item. During this time, you must hold concentration on the plate and you are incapacitated while doing so. The time required corresponds to the item's rarity, as seen in the table below.

Rarity | Time
------------------------------
Common | 30s
Uncommon | 1m
Rare | 5m
Very rare | 30m
Legendary | 2h
Artifact | 12h

Grand Sorcerer's Staff
Staff, Major, Rare (Requires attunement by a Sorcerer, Wizard, or Warlock)

This pale wooden staff comes from a line of tools designed by an excellent sorcerer. The staff cannot be used as a magic focus, and resists being held. While holding the staff, at the start of your turn, if you fail a DC 13 Strength saving throw, the staff wrestles itself out of your grasp. When not held, the staff hovers in place just above the ground. If you are attuned to the staff, you may use a bonus action on your turn to move the staff up to 15 ft.

The staff does not take up the space it's in. Any creature that stands in the staff's space gains the effect of the spell Elemental Weapon with any melee weapon they're holding. Additionally, while standing in the staff's space, any spells the creature casts gains a +2 to their save DC and spell attack bonus. As a bonus action on your turn, you may cause the staff to instead grant +2 AC to creatures in its space until the start of your next turn.
 
Trickster's Ring
Ring, Major, Very Rare (Requires attunement)

This silver ring is set with a small diamond shard. While wearing and attuned to the ring, you may use an action to select two creatures or objects no larger than Huge that you can see, no further than 200 ft. away. If the two creatures or objects you selected have the same size category, they swap places.

Blessed Necklace
Wondrous item, Minor, Very Rare (Requires attunement)

This golden necklace is set with a holy symbol, and detailed with silver. When wearing and attuned to the necklace, if you are hit with an attack or affected by a damaging magical effect, then until the start of your next turn you gain +5 AC and are immune to attacks of opportunity, as a divine light shields you from further harm.
 
Failed Health Potion
Potion, Minor, Common

Healing is a tricky effect to replicate in a potion, one many an aspiring potion brewer has fallen short of. This potion looks identical to a Potion of Healing. However, when drunk, its effects are disastrous, as the potion randomly heals, tears down, and swells up your flesh and tissue.

Upon drinking the potion, regain 1d4 hp. You then take 2d6 necrotic damage, and your max HP decreases by as much. You then take 1d6 bludgeoning damage that ignores resistances, and, depending on method of ingestion, gain hideous disfigurements curable only by Greater Restoration or stronger spells. These can have various effects, such as limiting your ability to speak legibly, lower your ability scores, or reducing your movement speed.
 
Staff of Summoning Minor Beasts
Staff, Major, Uncommon
1d6 bludgeoning - versatile (1d8)

This long staff is fashioned out of bone, and several simplistic animal drawings are carved into it. While holding the staff on your turn, you may as an action spend a 1st-level spell slot to summon a creature in a space within 10 ft. of you. The creature is a beast of your choice with a CR between ½ and 1, inclusive. On each of your turns, you can use a bonus action to mentally command any creature you summoned with this staff if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creatures remain indefinitely, though you cannot have more than 3 of them summoned at the same time.
 
Silver Headgear
Wondrous item, Minor, Rare (Requires attunement)

This dark green hat has thin wires of silver woven into it. While wearing and attuned to the Headgear, when you use an item to summon creatures, you may have one more such creature summoned at a time at most. Additionally, these creatures add your proficiency bonus to their attacks, instead of their own.
 
Goggles of Mundanity
Wondrous item, Minor, Rare

These ambiently magical goggles are bound with hippogryph leather, the engravings in which glow slightly. While wearing these magical goggles, you do not see illusions and other purely magical light sources. Illusions do not simply appear to be illusions, they are completely invisible to you. You automatically succeed saving throws to avoid being blinded by magical light, and spells like Light and Faerie Fire offer no benefit to you.
 
Jester's Deck
Wondrous item, Minor, Rare

This otherwise standard deck of playing cards comes in a hard wooden case with the image of one of the cards burnt into the outsides. While you are carrying the entire deck, you may stack advantages from multiple sources. For example, having two sources of advantage on a roll, means you roll 3d20 and use the highest roll.
 
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Final Manuscript
Wondrous item, Major, Rare

This roll of parchment contains the script to a scene of a play. Lines are occasionally interrupted by the incantations causing the item's magical effects. The scroll has 2d8 + 2 charges. Whenever a humanoid you can see and hear says a phrase or sentence no longer than six seconds in a language you know, you may use your reaction and a charge to whisper another such phrase to that person. Only the target can hear you. The target must then succeed on a DC 15 Wisdom saving throw, or say the phrase you whispered. Additionally, if they fail the saving throw, every creature who can hear the new phrase forget hearing the first one. If saying the phrase goes against the target's beliefs and values, they have advantage on the saving throw. If the creature believes saying the phrase will put them in great risk, they have advantage and gain a +3 bonus to the saving throw.

The manuscript regains 1d8 + 1 charges daily at dawn.
 
Gauntlet of the Hydra
Melee weapon (Gauntlet), Major, Very Rare (Requires attunement)
1d4 bludgeoning - Light, special

This brass gauntlet is made to resemble a Hydra's head.

Special. While you're wearing and attuned to the gauntlet, if you take more than a seventh of your max hit points in a single turn, the arm wearing the gauntlet withers away. In its place, two new arms instantly grow out, which you can control just as well as the previous. After one day, one of the new arms withers away too.
 
Galanodel's Obnoxious Wand of Glitter
Wand, Minor, Common

This redwood wand is covered in several small engraved stars. The wand has 3d4 charges. As an action, you may use a charge to fire a spray of reflective glitter in a 10 ft. cone. Any creature in the spray is covered in the glitter, making them clearly visible even in dim light. The glitter is hard to remove, and can only be removed by using Oil of Etherealness, Oil of Slipperiness, Remove Curse, or similar magic.
 
The Alchemist Travel Pouch
Wondrous item, Minor, Rare

This brand pouch magically fills itself with common alchemical materials. The pouch has 2d4 charges. When you use Alchemist's Supplies to craft items, you may use any amount of charges to replace 12.5 gp worth of raw materials per charge. When you finish a long rest, the pouch regains 1d4 - 1 charges.
 
Chronomancer's wand
Wand, Major, Legendary

This sleek metal wand has a leather-bound handle, and was created by a famous wizard. The wand has 2d8 + 2 charges. While holding the wand, you may use an action to cast the following spells, even if you don't have the spells prepared or on your spell list: Haste (3 charges), Slow (3 charges), Time Stop (8 charges). The spells do not require concentration, they simply last their full duration

The wand regains 2d4 + 1 charges daily at dawn. When you use the wand's last charge, roll a d20. On a 1, the staff freezes in place like an Immovable Rod, and cannot be used anymore.
 
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Order of the Ashen Promise's Master Sword
Melee weapon (Longsword), Major, Legendary

This ornate sword used to belong to the leader of an order of paladins, the members of which all died a long time ago. The sword is imbued with the divine magic the order used to fight evil. The sword has +2 to attack and damage rolls, as well as 2d10 + 3 charges. When you hit a creature with an attack using the sword, you may use a charge to gain the effects of the spell Blinding Smite for this attack (save DC 15). The sword regains 1d10 charges every sunset.

At the end of every day you used one of the weapon's charges, one of the order's 18 members arises as a Revenant in their tomb, wearing plate armor and wielding mundane longswords. The revenant, though it may be far from you currently, knows where you are, and will hunt you down in search for revenge. These revenants do not have the Rejuvenation trait.
 
Sheer Cold (flask)
Adventuring gear
50 gp

This light blue, watery fluid expands and freezes when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the sheer cold as an improvised weapon. On a hit, the target takes 1d4 cold damage and is restrained. On a critical hit, the creature is instead petrified and gains total cover as the ice covers it. A creature can free itself by using its action to make a DC 10 Strength check to break the ice. It is also freed if the ice takes at least 5 damage. The ice has immunity to poison, psychic, and cold damage.

A bottle of Sheer Cold can be crafted using Alchemist's Supplies, as described in the tool's description.
 
Arcane Catalyst
Wondrous item, Major, Uncommon

This leather pouch contains a fine gray powder, enough for 1d4 + 8 uses. As a bonus action, you may mix a pinch of the dust into a potion, poison harvested from a magical creature, or other magical fluid. At the end of your next turn, the liquid violently expands, breaking its container and forcing any creatures in a 5 ft. radius to make a DC 12 Dexterity saving throw or gain the effects of ingesting the fluid. Creatures may choose to fail this saving throw. Roll any rolls made to determine the efficiency of the fluid with -1, as spreading the fluid like this lowers its potency.
 
The Focal Point
Wondrous item, Major, Rare

This enchanted half-sphere of mirrors has a metal hook in the center, in which you can fit a light source. While a lit light source is held in the holder, the mirrors focus the light into a damaging point. Any creatures standing exactly as far away as the light source's bright light, in the direction The Focal Point is held, takes 1d8 fire damage for every 10 ft. of the bright light range at the start of its turn.
 
Bagpipes of Stratus
Instrument, Minor, Uncommon

Instead of a colorful pattern, the body of this bagpipe is decorated with a blue sky, dotted with clouds. Once a day, you may use an action to blow a large cloud out of the bagpipe. The cloud covers the area in a 200 ft. radius in fog, with a 15 ft. sight range. A strong wind disperses the fog in the area.

Orb of Elemental Air
Orb, Minor, Rare

A faint whooshing sound can be heard from inside this otherwise plain glass orb. You may use an action to throw the orb at a creature or a point in range, treating the orb as an improvised weapon. Upon hitting a solid object, the orb shatters, creating a large vacuum in its place, pulling creatures and loose objects in and bursting in a large shockwave. Creatures within 25 ft. of the orb must succeed on a DC 15 Strength saving throw or be pulled 10 ft. towards the orb. Loose objects that are medium or smaller are also pulled this way. Every creature now in a 5 ft. radius of the orb take 6d8 bludgeoning and 2d8 thunder damage.

If you let this orb touch either of the other elemental orbs, they fuse into a single other orb, depending on the components.
 
Oh yeah haha whoops I was technically done with this at 100, and so here's a bonus item
Sack of Buoyance
Wondrous item, Minor, Rare
-0.5 lb

An accident using magical force weapons led to the discovery of a peculiar, lighter-than-air gas. Consistent production of this gas is still difficult, as is making the airtight and light material made to contain it. This sack containing the gas constantly hovers overhead, and has a rope tied to it for easy carrying.