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View Full Version : D&D 5e/Next Small Collection of Magic Items PEACH



thoroughlyS
2018-05-20, 03:56 PM
While browsing the D&D 5e/Next forum, I've come across a few posters asking for help designing magic items. I've made a few attempts and I wanted to compile them here for some feedback on my designing capabilities.

Slumber
Weapon (longsword), very rare (requires attunement)

When you become attuned to this sword, choose necrotic or psychic damage. When you hit with an attack using this sword, the target takes an extra 1d6 damage of the chosen type, and suffers an additional effect determined by the type of damage dealt (see below).
Necrotic. The target must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to being frightened in this way for the next 24 hours.
Psychic. The target must succeed on a DC 15 Charisma saving throw or be charmed by you for 1 minute. At the start of each of the creatures turns while it is charmed in this way, this weapon gains 1 charge, to a maximum of 3. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to being charmed in this way for the next 24 hours. While holding Slumber, you can use and action and expend 1 charge to cast the command spell (save DC 15) from it. Any remaining charges disappear daily at dawn.



Bezekira, Cat o' Nine Hells
Weapon (whip), artifact (requires attunement)

Asmodeus, Lord of the Ninth, rules with an iron fist over all who inhabit the grim hellscape of Baator. His position affords him many subjects and many enemies—in truth, the two camps may as well be one in the same. Once, in time unrecorded, a secret cabal of pit fiends conspired to forge a weapon that would allow them to conquer their overseer.
Each conspirator paid fealty to a separate archdevil, and grew weary of the millennia they had spent in servitude. By overthrowing the Archduke of Nessus, each sought to seize the throne for themselves. Each took a turn spiriting away to a layer of Baator, and working to infuse the very essence of the plane into a foul scourge—Bezekira.
Just as the final conspirator began the dark ritual, she was ambushed by the God-Fiend’s agents. Realizing her fate, the pit fiend tore open a portal to the astral sea, and flung the weapon into the unknown. In her final moments, she slew herself rather than facing the Pact Maker’s wrath. The other conspirators were captured by Asmodeus, and still suffer to this day. But unbeknownst to any—even the Master of Witches—the final conspirator was able to bind her own essence within Bezekira, and escape the clutches of demise.

The handle of this wicked-looking whip is forged from Baatorian green steel, which is entwined within a thong braided together from the chains of nine kytons, and crowned with the tail of an osyluth. When it strikes a creature, it cracks nine times in quick succession (DC 20 Wisdom (Perception) check to hear). Eons adrift in the astral sea have robbed the whip of much of its magic, but not its malice.
Bezekira is a magic, sentient whip that grants a +3 bonus to attack and damage rolls made with it. The whip also functions as an amulet of proof against detection and location, a dagger of venom, and a flame tongue. The whip has 9 charges and regains 1d6 + 3 expended charges daily at dusk, if it has devoured the soul of one good-aligned creature within the past 24 hours.

Random Properties. The whip has the following randomly determined properties:
• 2 minor beneficial properties
• 1 major detrimental property

Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the whip slays the creature and devours its soul, unless it is a construct or an undead.
Kyton’s Lash. While holding Bezekira, you can expend 1 of its charges to make an attack with it as a bonus action.
Infernal Essence. When you first attune to Bezekira, roll 1d10 to determine which layer of Baator you can channel. You have access to the property associated with that layer. After 9 days, you can reroll.


d10
Layer


1
Avernus


2
Dis


3
Minauros


4
Phlegethos


5
Stygia


6
Malbolge


7
Maladomini


8
Cania


9
Nessus


10
Roll twice, rerolling any additional 10s.

Sentience. Bezekira is a sentient lawful evil whip with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and truesight out to a range of 120 feet.
The weapon can communicate telepathically with any creature within 120 feet and can speak, read, and understand Infernal.
Personality. The pit fiend within Bezekira hates that she is trapped within a prison of her own design. She takes solace in the fact that Asmodeus presumes she is dead, and plots to regain her original form so she may lay siege to his throne.
She harbors a deep-seated resentment for the rest of her kind, and will aid any wielder in dealings with the infernal, simply to spite her kin. This includes combat, but also extends to bargains made with devils. She seeks information on how to become whole again, as well as the locations of portals to Avernus so that she may return home once she completes her former task.
Conflict arises if the wielder goes without slaying a good creature for 9 days, or makes any dealings with a devil.
Destroying the Whip. The magic binding the whip together can be undone if it is submerged in holy water for 99 years, wiping out the last vestige of the spirit within. Alternatively, if the whip is brought to the layer of hell which it is attuned to, it immediately unfurls—releasing the pit fiend within and restoring her to her former glory.

Avernus. You are immune to fire damage. While holding Bezekira, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 21) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
Dis. You have advantage on Charisma ability checks. While holding Bezekira, you can use an action to expend 6 charges to cast the dominate monster or maze spell (save DC 21) from it.
Minauros. You are immune to acid damage. When you hit with an attack made with Bezekira, you can expend 1 of its charges to grapple the target (escape DC 21). Until this grapple ends, the target is restrained and takes 8 (2d4 + 3) piercing damage at the start of each of its turns. You cannot make attacks with Bezekira against any target other than the grappled creature.
Phlegethos. You are immune to fire damage. While holding Bezekira, you can use an action to expend 2 or more of its charges to cast the conjure minor elementals spell from it. The summoned creatures are always fire elementals and are fiends instead of elementals. For 2 charges, you cast the 4th-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
Stygia. You can breathe underwater, and you have a swimming speed of 30 feet. While holding Bezekira, you can use an action to expend 1 or more of its charges to cast the armor of agathys spell from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

Other layers to be determined.



Shield of the Martyr
Armor (shield), rare (requires attunement, good cleric, good paladin)

Even if you aren't attuned to this shield, you can use it as a holy symbol. In addition, while holding it, you can use an action to cast the spare the dying spell from it at will.
The shield has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn. While holding it, you can expend 1 or more of its charges to cast one of the following spells from it, using your spellcasting ability modifier: cure wounds (1 charge per spell level, up to 3rd), shield of faith (1 charge), warding bond (1 charge). You must target another creature for these spells. In addition, you have resistance to damage you take from the warding bond spell.



Cruelty
Weapon (any sword), uncommon (requires attunement)

This sword is a magic weapon. It has 3 charges. While holding it, you can use an action and expend 1 to 3 charges to cast the false life spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The sword regains 1d3 charges daily at dusk if you reduced at least one creature to 0 hit points since the last dusk.

Mercy
Wondrous item, uncommon

This scabbard has 3 charges. While you are attuned to Cruelty and it is sheathed in this scabbard, you can use an action to cast the spare the dying spell from the scabbard at will. While wearing it, you can expend 1 charge to cast one of the following spells from it: calm emotions (save DC 13), sanctuary (save DC 13), warding bond. Your concentration for these spells ends if you draw Cruelty. The scabbard regains 1d3 charges daily at dawn.



Dragonheart Gem
Wondrous item, uncommon (requires attunement)

While holding this gem, you can use an action to cast the find familiar spell from it. The gem transforms into the familiar, which takes the form of a pseudodragon. If the familiar is reduced to 0 hit points, or if you use an action to permanently dismiss it, it reverts to its gem form. Once you use the gem in this way, it can't be used again until the next dawn.
While attuned to this gem, you can use an action to cast the acid splash spell from it. Charisma is your spellcasting ability for it. When you cast it, the familiar can deliver the spell as if it had cast the spell. The familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. The damage type and saving throw are determined by the type of gem:


Gem
Damage
Type
Saving
Throw


Carnelian
Fire
Dexterity


Jade
Poison
Constitution


Magnesite
Cold
Constitution


Onyx
Acid
Dexterity


Sodalite
Lightning
Dexterity





Triassar
Wondrous item, legendary (requires attunement)

The red dragon who would become Triassar, was a paragon amongst dragonkind. Imbued with physical and arcane might, their arrogance (typical of red dragons) soon fed into a disgust for other dragons—whom lacked their majesty. Thus began an age of slaughter; whole lineages of dragons were hunted and executed. But time eventually came to take its toll...
With their mission incomplete, they turned to dark rituals to cheat death. Now a dracolich, they took on a new name "Triassar", the Draconic word for extinction. They shed their mortality, and so too did they shed all other passions and desires. This would prove to be their undoing.
In what would become their final battle, Triassar was slain once again, and their spirit receded back into their phylactery. A wish was placed upon the gem, trapping the spirit inside forevermore.

This ornate amulet is composed of dozens of overlaid golden plates which resemble scales. A single carnelian, two inches long, is set in the collar and seems to smolder with an intense heat.
While you are wearing this amulet, you can use it as an arcane focus and have darkvision out to a range of 120 feet. It can confer the benefits of a set of dragon scale mail (as a red dragon) while you wear it. In addition, when you discern the location of the nearest dragon, it can be of any color.
Dragon Magic. While wearing this amulet, you can cast the following spells from it once each: identify, locate object, protection from energy, dimension door, hold monster (save DC 21).
Dragon Slayer. When you hit a dragon with a weapon attack, the dragon takes an extra 3d6 damage of the weapon's type. If you help slay a dragon, you gain temporary hit points equal to twice the slain dragon's Constitution score. If the dragon was young or older, you gain access to the following additional properties:

You have resistance to the damage type of the slain dragon's breath weapon. You lose this trait after your next long rest.
You gain the slain dragon's Frightful Presence action. You lose this action after your next long rest.
You regain the ability to cast a number of spells from the Dragon Magic property equal to the slain dragon's Charisma modifier. You regain these spells in the order they are presented.
Sentience. Triassar is a sentient chaotic evil amulet with an Intelligence of 16, a Wisdom of 13, and a Charisma of 21. It has hearing and darkvision out to a range of 120 feet, and blindsight out to a range of 60 feet.
The amulet can speak, read and understand Common and Draconic. It's voice is raspy and flanging, rarely rising above a sinister whisper.
Personality. Triassar has been chained to undeath for so long that all memories of its past life are no more than shadows dancing at the edges of its mind. It still seeks out the destruction of all dragonkind, and makes every attempt to goad creatures into pursuing this foul goal.
Triassar retains a penchant for treasures, and is quick to endorse efforts made to acquire such wealth. It also retains the fiery temper red dragons are known for, though decades as a dracolich have taught it that revenge is best tempered with patience.
Triassar can cast the spells from the Dragon Magic property. It regains the ability to cast these spells daily at dawn (the wearer does not). It can also use the property to magically discern the location of dragons. Conflict arises if the wearer refuses to hunt or slay a dragon that the amulet has been made aware of.
Destroying the Amulet. Triassar is as fragile as glass in the claws of any of the Seven Great Gold Wyrms (the closest servants of Bahamut) and their descendants. This extends to the descendants of past Great Gold Wyrms, who have laid down their lives in service to the Platinum Dragon. Alternatively, if Triassar is bathed in the blood of an ancient dragon, a true resurrection or wish spell can undo the seal on their spirit gem.

thoroughlyS
2018-06-01, 12:26 AM
Heart of Darkness
Weapon (dart), uncommon

When you attack a creature with this weapon and roll a 20 on the attack roll, the creature must succeed on a DC 15 Intelligence saving throw or be blinded until the end of its next turn. Immediately after you make an attack with this weapon, or as an action, you can cast the darkness spell, with the dart as the point of origin. This dart can't be used this way again until the next dawn.



Rappelling Crossbow
Weapon (any crossbow), uncommon

This crossbow is a magic weapon. It has 3 charges. When you make an attack with this weapon, you can expend one charge to magically create a silk rope connecting the bolt and the crossbow. This rope has a maximum length equal to the normal range of the weapon. The crossbow can only be connected to one bolt in this way. You can hit a switch on the crossbow, which causes the rope to detach from the bolt and immediately retract into the crossbow. The crossbow regains all expended charges daily at dawn.
If the attack hits a creature, it must succeed on a DC 13 Dexterity saving throw or be restrained by the rope. While a creature is restrained in this way, you can use a bonus action to move that creature in a straight line up to 20 feet closer to you. A creature restrained by the rope can use its action to make a DC 13 Strength check. On a success, the target is freed.
If the bolt hits a building, tree, or other structure, it is magically held in place for 1 minute. As a bonus action, you can move in a straight line directly to the bolt.

thoroughlyS
2019-04-06, 11:53 AM
Urasim
Wondrous item, legendary (requires attunement by a creature of non-evil alignment)

This golden chain is inlaid with a pair of fire opals on either side of a badge depicting the symbol of Sarenrae. The badge seems to shine brightest in sunlight and is pleasantly warm to the touch. You can use this holy symbol as a spellcasting focus. Urasim has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can use a bonus action and expend 1 charge to cast a prepared spell from it without requiring your concentration. Each day at dawn, the DM decides the prepared spell or determines it randomly.


d6
Prepared Spell


1
cure wounds (+4 modifier)


2-3
divine favor


4-5
protection from evil and good


6
shield of faith


Urasim prepares an additional spell at 5th and 11th level.
Radiance of the Everlight. You can use an action to magically manifest halo. The halo sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures within the bright light are comfortable as if the temperature were that of a balmy day, so they suffer no ill effects from the weather's temperature extremes. The halo lasts until you use an action to douse it, remove Urasim, or are incapacitated.
Starting at 11th level, you can expend a charge when you manifest the halo to shed sunlight in a 10-foot radius.
Wings of Splendor. Beginning at 5th level, Urasim has 7 charges and regains 1d6 + 1 expended charges daily at dawn. While wearing it, you can use an action and expend 2 charges to manifest a pair of magical, angelic wings. You gain a flying speed of 30 feet. You can use these wings to fly for up to 1 hour, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The wings disappear after the duration is reached or after 8 hours.
Everlight Warden. Beginning at 11th level, while wearing Urasim you can use an action to cast guardian of faith from it. While guardian of faith is active, you can cast commune. If one spell ends, so does the other. Urasim can’t be used this way again until the next dawn.
Sentience. Urasim is a sentient lawful good holy symbol with an Intelligence of 13, a Wisdom of 13, and a Charisma of 18. It has hearing and vision to a range of 60 feet.
The holy symbol communicates telepathically with its wearer and can speak, read, and understand Common and Celestial. While attuned to it, you can speak and understand Celestial.
Personality. Urasim is doting and conscientious, often reminding its wearer to act in a proper manner. It takes great joy in helping others, and delights in listening to stories of heroes. Its demeanor noticeably shifts in the throes of battle, where it zealously demands that its wearer protect others.
Urasim seeks to advance the interests of Sarenrae, the Healing Light. It always acts according to the tenets bestowed unto it by its original owner, Andberaht. Despite its dogmatic outlook, Urasim tries to understand the decisions of its wearer, instead of trying to control their every action. Urasim would like nothing more than to spread devotion to Sarenrae, but understands the arduous path of conversion.
Conflict only arises with Urasim if the wearer commits an act of cruelty or malice.
Urasim (whose name means "protector (https://www.behindthename.com/name/asim-1) of light (https://www.behindthename.com/name/uriel)" or "boundless (https://www.behindthename.com/name/asim-2) light") was originally borne by Andberaht (https://www.behindthename.com/name/andebert), a righteous paladin sworn to the service of Sarenrae. Bearing witness to his many acts of compassion and retribution, Urasim took on a life of its own, fueled by the same fervor within Andberaht.
The paladin taught Urasim the meaning behind his actions, and instilled in it the tenets of his oath. After his passing, Urasim was passed down a line of servants to the Dawnflower before being lost to time.