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Magic Items

Oct 4th, 2019
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  1. Volt Key:
  2. Wondrous Item, Legendary
  3. This sparking, vaguely keylike mechanism may be touched to one nonartifact item or mechanism to automatically activate any and all mechanical or magical effects. The item operates as it would at an “active” state with full capacity of material components, regardless if those components are present or not, and uses no components if the item does have them. This function may only be used again after a short rest.
  4.  
  5. Tesla Medalion
  6. Wondrous Item, Very Rare (Requires Attunement)
  7. This medalion gives immunity to lightning damage. If the bearer is hit by any form of lightning damage, it is automatically reflected back at the source dealing half the damage it would have caused. This reflection effect is automatic and can not be prevented by the user.
  8.  
  9. Wizard’s Crusher
  10. Wondrous Item, Legendary
  11. Once per day, you may turn this miniature black vise, and one opponent of your choosing must roll an opposed Int/Wis/Cha (Whichever is higher) vs 10 + Your Proficiency Bonus, or take damage equal to the amount of unspent spell slots they have at the moment when the effect activates, and each turn thereafter.
  12.  
  13. They may re-roll this saving throw every 1d4 turns, and may reduce the damage by casting spells from their unused slots, one per cast spell. If they have no unspent spell slots, the effect is automatically deactivated.
  14.  
  15. Casey’s Bat
  16. Weapon (Greatclub, Maul), Legendary (Requires Attunement)
  17. This obnoxiously ornate baseball bat gives disadvantage on all attack rolls to the user, but all attacks by this weapon are counted as critical hits if they connect. This weapon is considered cursed by some, but does not operate as a cursed item, thusly it was more likely created for those with a gambling spirit.
  18.  
  19. Black Lotus
  20. Wondrous Item, Legendary
  21. This immensely powerful flower is consumed after one use, but that does not decrease the potency of its abilities. You may take one action to take in the flower’s power and regain three expended spell slots. The spells in these slots are cast as if they were in your highest accessible spell slot and require no material components.
  22.  
  23. At the DM’s discretion, you may also consume the flower to add three new spells to your list of spells known. The spells are to be chosen by the DM and will require a long rest before you are able to access them.
  24.  
  25. Chrome Bauble
  26. Wondrous Item, Rare
  27. This strange metal “jewel” on a pendant allows you to take an action to expend a spell slot to grant any magic item that requires charges one charge. This ability may only be used again after a short or long rest.
  28.  
  29. Phoenix Jitte
  30. Weapon (Special), Legendary (Requires Attunement)
  31. This strange weapon akin to a sai cut in half functions as a rapier dealing blugeoning damage. If damage is done to another creature, you gain one charge, at a maximum of seven.
  32.  
  33. You may spend an action to expend one charge to grant your opponent disadvantage on their next attack, grant yourself advantage on the next attack, or to gain temporary HP equal to the amount of a hit die role.
  34.  
  35. Ferrous Mantle
  36. Weapon/Armor (Special) , Legendary (Requires Attunement)
  37. This bizarre shard of metal requires the user to have 16 Strength or higher before it will burrow into its skin and grant them its extreme abilities.
  38.  
  39. It grants AC 18 with no penalties to stealth and gives all attacks against the wearer’s AC disadvantage by forming metallic plates where struck. If the opponent would have advantage, this disadvantage does not apply.
  40.  
  41. In addition, the wearer gains +2 Strength and unarmed attacks that deal 2d6 damage as a one handed weapon, with reach.
  42.  
  43. The user also gains vulnerability to all attacks doing cold, lightning or sonic damage, and any attacks against them with those damage types gain advantage. You may also not cast spells while this item is active, and doing so may end with its effects de-activating for 1d4 turns
  44.  
  45. The item cannot be taken from the user unless the user is killed or the user gives it willingly.
  46.  
  47. Coin Cannon
  48. Weapon (Special), Uncommon
  49. This gaudily ornate handled tube, usually associated with either eccentric adventurers or rich idiots, functions as a simple ranged weapon (150/600) with the ammunition, light, and loading properties doing 2d6 force damage.
  50.  
  51. The catch, however, is in the ammunition required. Namely: One gold piece for one shot, expended when used. Other denominations may allow it to operate at sub-optimum level. Electrum pieces do 1d10 force damage, silver pieces do 1d8 force damage and copper pieces do 1d4 force damage. Attacks made with silver and electrum pieces count as attacks with silver weapons. For rarer metals, adamantine pieces do 2d8 damage and mythril pieces give advantage,
  52.  
  53. Furtive Pendant
  54. Wondrous Item, Common
  55. A simple but enigmatic pendant that gives advantage on any checks made to convince others that it has powers beyond an ordinary pendant. It has no other abilities besides this.
  56.  
  57. Ring Of The Sun
  58. Ring, Very Rare
  59. Wearing this simple gold ring that glows with its own radiance, you may activate it with an action to empower one spell in an unspent spell slot to be cast as if its spell slot were one level higher than its current spell slot. This effect is spent after one use and may only be used again after a long rest.
  60.  
  61. Rod of Blood
  62. Rod, Legendary
  63. As an action you may cause the rod to spew a 15 foot cone of five gallons of blood. This blood may be of any type that has previously touched the staff. This blood does no damage unless the type of blood that has previously touched the staff has a damaging effect. The blood remains nourishing for all sanguivorous creatures and may be collected in the same manner as regular blood.
  64.  
  65. Ursine Fists
  66. Wondrous Item, Legendary
  67. Created by an unknown man who fought tirelessly to be free of a combined extraplanar force, these fur gauntlets made from real bear paws were created for when he felt he must accelerate his combat abilities but the speed of a crossbow bolt was far too lassitudinous for him.
  68.  
  69. These gauntlets, granting the speed of an enraged bear, always allow you to move first in combat if not surprised, no matter what your initiative roll, and as a bonus action before combat starts, allows you to move your speed to the closest enemy.
  70.  
  71. Drill of the Spirit
  72. Weapon (Special) Legendary (Requires Atunement)
  73. This weapon takes the form of a golden drill attached to the hand as a gauntlet that seems to spin under its own power. This weapon has the Reach and Light properties doing 1d10 piercing damage.
  74.  
  75. Instead of using Strength, this uses the bonus to one Charisma-related skill (Deception, Intimidate, Performance or Persuasion) as the bonus for both the attack and damage roll. If a Natural 20 is rolled, you are able to cast Gate directly in the space you attacked.
  76.  
  77. It is said this drill represents the human spirit and the will to survive unbound, to the point where many fear its great power. If you are a Martial character, you are treated as having 16 Charisma when you acquire the weapon. If attuned to the weapon as a Martial character, if lost you may instantly summon it back, and if the weapon is destroyed you may spend a hit die to regenerate it.
  78.  
  79. Cap Of Feathered Wings
  80. Wondrous Item, Uncommon
  81. This cap with two feathery wings gives a Fly speed of 30. This Fly speed has the caveat of allowing only hovering and movement in any direction except upwards.Many become frustrated at this lack of true flight, but many others do say it has its uses…
  82.  
  83. Cap Of Steel
  84. Wondrous Item, Uncommon
  85. When you activate this simple cap, you gain a natural AC of 18; are immune to poison damage; and do not need to breathe, but you also take disadvantage on all Stealth and Acrobatics checks and sink to the bottom of any body of water you are in.
  86.  
  87. This ability may be activated for up to one minute, and can only be used again after a short or a long rest
  88.  
  89. Blue Candle
  90. Wand, Uncommon
  91. This simple blue candle, which seems to never burn out and whose flame warms but not burns, has 3 charges. For one charge, you may utilize an effect resembling Fire Bolt (Utilizing your highest stat as the spellcasting stat and your character level for the spell’s) except it deals damage in a line ranging 60 feet rather than to a singular target within 120. The spot where the line ends creates a five foot square of fire that lasts for 1d4 turns and deals 1d8 damage to all creatures going through or starting their turn in that square.
  92.  
  93. The candle regains 1d3 charges after a short or long rest. If all charges are used, the candle’s flame simply sputters out, and may only be re-ignited and made usable again (Regaining all charges) by being lit by a source from the Elemental Plane of Fire. There is supposedly a Rare version of this item known as the Red Candle that has a maximum of 7 charges.
  94.  
  95. Quaking Cube
  96. Wondrous Item, Uncommon
  97. This strange metal cube with an internal “crumpling” mechanism has 3 charges. You may push down on its top and bottom to use it, and all foes within a 60 foot radius must make a DC 15 Acrobatics check with Disadvantage or be knocked prone
  98.  
  99. This item regains all charges after a long rest, and there are no penalties for using all of its charges.
  100.  
  101. Instant Pit
  102. Wondrous Item, Uncommon
  103. This smooth, ivory-like ball with a small sign of warning and a command word painted on the side is a devious adventurer’s friend for its simple yet devastating uses. When buried, if the command word is stated, whenever any individual walks within 5 feet of its burial spot, it will open up into a 5-by-5 pit in the ground fifteen feet deep, causing individuals within to make a DC 15 Acrobatics check with disadvantage to avoid being drawn in. This pit’s walls resemble the material it was buried in, but convey disadvantage checks to climb out.
  104.  
  105. If the command word is spoken a second time, any persons inside the pit are ejected into the nearest empty location prone, and the item may be freely unburied. Note the original activator of the item is not immune to the item’s effects, so would-be users should be wary of where they buried it…
  106.  
  107. Gauntlets of Rocketing Fists
  108. Wondrous Item, Legendary
  109. These smooth gauntlets, perhaps akin to an iron golem’s, allow one’s fists to eject from one’s body by way of a seemingly mechanical-looking coupling and magical rockets, and re-attaching as quickly as they dart out. This allows all unarmed attacks to be treated as having a range of 20/60 feet, though they are still treated as melee attacks otherwise.
  110.  
  111. These attacks are counted as unarmed attacks for all class/subclass/feat/racial/ect features relating to such. In addition, these gauntlets may be used as a Mage Hand spell except for allowing for the user to perform remote skill checks at-range (though the user is considered without hands at their location when such is being done)
  112.  
  113. Dead Cat Items:
  114. Created from the remains of a beloved pet by a small neglected child with seemingly vast sorcerous powers in the seedy slums of one of the vastest cities in the world, the original specimens of this item were found in the strange networks of “tunnels” the child seemingly dug, elaborately filled with strange and hideous creatures but wondrous and mystical prizes.
  115.  
  116. It is said that often the items the child created could combine in their effects to enhance (Or warp depending on one’s perspective) one’s abilities. It is said that the child dug these tunnels deeper and deeper and more and more elaborately until one day, they seemingly vanished. But, the tunnels still grow ever deeper, and who knows where its center has fallen into now...
  117.  
  118. Head of the Dead Cat:
  119. Wondrous Item, Very Rare
  120. You may lift this grotesque hollow mummified feline head above your head and summon 1d4 Stirges. The stirges are friendly towards you, and will follow orders as well as a horrid mosquito-bat with Int 2 can. You may use this ability again after a short rest.
  121.  
  122. Paw of the Dead Cat
  123. Wondrous Item, Very Rare
  124. As an action, you may grasp this mummified cat’s paw to exchange one hit dice’s worth of HP from your current points for three times the amount of temporary hit points. You may do this an unlimited number of times per day. You can die if you take yourself to negative HP. This is not advised
  125.  
  126. Tail of the Dead Cat
  127. Wand, Uncommon
  128. This wand has 3 charges. You may spend one charge to instantly know the location of all precious stones; metals; or magic items within your field of vision, or three charges to unlock any mundane lock as a knock spell. All three charges return to the item after a long rest.
  129.  
  130. Collar of the Dead Cat
  131. Wondrous Item, Rare
  132. When worn around your neck, this item seems to have no effect aside from making people think you are a pervert. But, when you die, you may roll a D20. Roll a 11 or higher, you are automatically resurrected with one hit dice’s worth of HP. The collar loses all abilities after this, though it still counts towards Cat’s Unity
  133.  
  134. Bezoar of the Dead Cat
  135. Wondrous Item, Uncommon
  136. This clump of hair and other unpleasantness rotates around your head like an Ioun Stone. You may use it to make an attack as a Finesse weapon at melee range, though it only deals 1d4 damage. Every three hits made with it, you raise its damage a die, up to 1d12 until the end of the combat session. This counts as a weapon attack for any class features involving multiple weapon attacks.
  137.  
  138. Remains of the Dead Cat
  139. Wondrous Item, Legendary
  140. The rest of the cat placed in a clay coffin marked with nine tally-marks. You may stroke one of the tally-marks to remove it from the item and use its effect. The next time you are injured, however minor, you are instantly killed. But, you and all your items will be immediately transported to the previous room you were in, alive and clothed with all items on your personage. Your previous corpse, however, will remain, naked and mutilated.
  141.  
  142. Once all nine tally marks are eliminated, you will simply have a mutilated cat corpse in a clay coffin. This remnant, however, does count for Cat’s Unity
  143.  
  144. Cat’s Unity:
  145. If you own 3 or more Dead Cat Items, you gain features of a black and white cat, albeit lean and missing patches of fur (Or whatever substitutes for “fur” if you do not naturally have so)
  146. You gain the ability to communicate with any arthropod-based lifeform, along with a fly speed of 60 and the ability to summon one of any arthropod less than CR 1, obedient to you, when an opponent is incapacitated.
  147. These abilities seem strange. Like the way a particularly creative child might have conveyed their bug-riddled, evasive cat...
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