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Some of the Magic Items for my Homebrew Campaign


Raindog

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The Cauldron of Souls 

 

The Cauldron is a unique item, once attuned to the user, it calls the souls of those who die within a quarter mile and collect them inside the wells of the cooking vessel. The soul of the dead must make a Wisdom or Charisma save  (whichever is greater) of 12 be called to the Cauldron. 

 

Eldarian- Attunement

 

A magic short sword made by the great elven smith Faeraerian for Lord Eldarian over 3000 years ago. The sword was lost during the time of rending when the elves retreated en masse to the Fey Wild.

 

The original scabbard had been lost a long time ago.

 

Unsheathed, the blade gleams a glowing blue-white aura as if starlight had been focused and magnified. The blade illuminates an area of 10 feet brightly and 30 feet dimly.

 

In battle, the the blade is +1 to hit and damage, but one attuned to but against Devils, Daemons, and the Undead, the blade does and extra d6 points of damage and glows twice as bright if they are within 60 feet.

 

Elixir of the Keen Mind

 

For one hour, the elixir, once consumed, allows the imbiber to have advantage on all perception rolls.  

 

 

Gnome Mail Shirt. This gnome made mail shirt is half the weight of standard mail shirt. The shirt sparkles and counts as +1 to the standard armor. 

 

 

Helm of Night Vision.  Attunement 

 

When worn, the magic helm allows the attuned wearer to have Dark Vision up to 60 feet. When worn, the bearers eyes glow red and grants a +1 Armor Class. 

 

 

Lantern of the Dead

 

The Lantern glows twice as bright when undead are within 100 feet. 

 

 

Manacles of Capture

 

Other than the key, these manacles cannot be opened by non-magical means. 

Mariner’s Armor. Attunement 

 

While wearing this armor, you have a swimming speed equal to your walking speed. The armor is +2 breast plate and one per day allows the attuned wearer to breathe underwater for an hour. The breast plate can be made buoyant at the wearer’s will.

 

The Net of the Gill Women

 

Made by the Selkies from the Isles of Song, the Net was a wedding gift to the son of Thules Harbor. The magic net, once attuned to, allows the bearer to cast the net in the sea once a day.  When retrieved a half hour later, the net will be filled with fish. The fish caught never deplete the local stock. There is a 5 percent chance per day the net will catch an unusual item in the haul like a sealed bottle of wine, a tooth from a sea monster, a message in a bottle, a chest from a ship wreck, etc......

 

 

Ring of the Homemaking- Attunement

 

The ring is band of plain gold, warm to the touch as if it had been worn for hours.   

 

When worn and attuned to, the ring the multiplies provisions. Food and water for two is increased to feed three. Clothes out of rain and water slowly dry.  Fly, mosquitos, and gnats stay 30 feet away.

 

 

The Porcelain Goose.

 

Once a day, when the inscription, “Wings and feathers, come what may, feed my family, and please lay,” 1-3 large goose eggs will be produced by the goose. The eggs taste delicious.

 

Spear of Freygar.  Attunement

 

Clerics of Kord cult of Freygar create this magic spear and gift them to worthy cult members after a great victory. The spear is a +1 weapon. Once attuned, the spear does an additional d4 of Lightning damage. Furthermore, the spear has three charges. As a standard action, the bearer can launch a missile of Lightning with a range of 60 feet.  The missile hits on a successful ranged attack roll and does 2d8 points of damage. 

 

 

Wild Wood Dog - Attunement

 

The small, dark wood carved dog is smooth to the touch. When rubbed three times on the head, the carving becomes a small, chocolate brown, fey dog. For four hours a day, the dog will guard, hunt, follow, and protect the owner. The dog has an AC of 12 HP 6, attack at +3 for D3 points of damage. The dog has a movement of 40.  If killed, the carving is broken, but will repair itself a year and a day later.

 

 

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Dark Harbor Magic Items

 

 

All Spice

 

Resembling brown crystalline rock-salt, this spice found in small tins can flavor and food, so that it is tasty and provides nourishment. Additionally, the magic spice negates most common ingested poison. Each tin has 2d4+1 doses.

 

 

Amulet of the Cat (attunement required)

 

When worn this amulet allows the attuned owner to reroll a failed Dexterity save. The owner must take the result of the second roll even if it is worse.

 

 

Coat of Many Patches (like a Robe of Many Useful Items)

 

Patches:

 

Dagger

Knife and Fork

10 foot Ladder

Shovel

Hour Glass

Hammer

Oar, 5 feet long

Six inch hand mirror

50 foot hemp rope

Torch

Candle stick

Tin Flask

4 ounce glass vial with stopper

7”x 9” blank book with poor quality paper

Small pile of fire wood

Box of 25 wooden matches

A box of white chalk, 8 sticks

Cot

Small wooden chest

Bed roll

 

12 patches are missing.

 

 

 

Dagger of the Raven:

 

This magic dagger has to be attuned to the bearer and has four charges.

 

For one charge:

 

The bearer is allowed to exchange places with one willing creature in 5 feet.

 

The dagger if thrown or dropped will return to the attuned bearers hand if within 30 feet.

 

The dagger will cast a Feather Fall spell on the bearer.

 

If the dagger is reduced to zero charges, roll a D20, on a 1-10, the dagger will turn into a Raven and fly away as soon as the bearer is safe.

 

Dimmer

 

Looking like a silver zippo lighter, the device when clicked can temporarily blot out all non-magic torch and lantern light for one turn.

 

 

Gloves of Thievery (Attunement Required)

 

When attuned to a person and worn, the gloves allow the owner to have +2 on Sleight of Hand checks to pick pockets and open locks of chests.

 

 

Magnifying Glass of Clarification 

 

When held up to old, illegible, and missing text, the user can see the missing words or letters. 

 

Oil Of Enchantment

 

Once applied to a weapon, a mundane becomes magical. A single bottle has one dose for a long sword, battle axe, etc, two uses for a short short, mace or hand ax, or four uses for a dagger or arrow.

 

Potion of Ogre Strength

 

Smelling of body odor and rancid fat, this yellowish tan potion grants the imbiber a Strength 19 for an hour.

 

Potion of Resiliency

 

A purple translucent potion that grants the imbiber 2d4+2 temporary hit points.

 

 

Rat Token

 

A small clay token in the shape of a rat. When broken it summons a swarm of angry rats that guard the broken token for the next 48 hours.

 

Ring of  Quiet Shadows (attunement required)

 

Once attuned, this ring grants the wearer the ability to roll with advantage on all stealth rolls.

 

Ring of Wandering Eye

 

When worn, the ring helps protects the wear from divination and scrying spells.  When a divination or scrying spell is cast on the bearer, there is a fifty percent chance the spell will give misleading or erroneous information.

 

 

Scroll of Protection from Cold

 

When read by anyone with a proficiency in Arcana, the scroll allows the reader to have resistance against cold damage for the next hour. (Take half damage.)

 

 

Scroll of Protection from Fire

 

When read by anyone with a proficiency in Arcana, the scroll allows the reader to have resistance against fire damage for the next hour. (Take half damage.)

 

 

Scroll of Protection from Lightning

When read by anyone with a proficiency in Arcana, the scroll allows the reader to have resistance against lightning damage for the next hour. (Take half damage.)

 

 

Scroll of Protection from Necromancy 

 

When read by anyone with a proficiency in Arcana, the scroll allows the reader to have resistance against necrotic damage for the next hour. (Take half damage.)

Spell Orb Of Defense

 

Once spun and lofted in the air from the in the possessor’s hands, his shining orb of light provided +1 AC and 10 Temporary hit points. Using the items is a bonus action. Once the 10 temporary hit points are used, the orb of magic disappears to never be used again.

 

Spell Orb of Levitation

 

When broken on the bearer or on an intended target (use Dexterity and proficiency bonus to hit), the orb causes the target to float a foot off the ground for one minute. The target’s ground speed is reduced to 5 feet per turn.

 

Traveler’s Potion

 

Once consumed, the drinker increases their foot by 25 feet. The effect lasts for four hours.

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  • 2 months later...

 

Bear Torc: Grants Advantage on all Constitution Saves and Grant 4 hit points when they make a Constitution Save for a Death Save. 

Flaming Ball: The bearer can throw this one time weapon up to 50 feet. If she makes a ranged at an additional +3 bonus, it hits for 2d6+2 points of damage.  

Torc of Kord: Attunement Required. The Torc grants the attuned bearer resistance to Lightning damage. 

Gnome Mail Shirt. This gnome made mail shirt is half the weight of standard mail shirt. The shirt sparkles and counts as +1 to the standard armor. 

Gnomish Pistol: 6 rounds, D4.

Helm of Night Vision.  Attunement 

When worn, the magic helm allows the attuned wearer to have Dark Vision up to 60 feet. When worn, the bearers eyes glow red and grants a +1 Armor Class. 

Red Spear: This magic spear causes each wound it causes to bleed on the following rounds until the player is magically healed or it attended to by a 16 medicine check. 

Spear of Freygar.  Attunement

Clerics of Kord cult of Freygar create this magic spear and gift them to worthy cult members after a great victory. The spear is a +1 weapon. Once attuned, the spear does an additional d4 of Lightning damage. Furthermore, the spear has three charges. As a standard action, the bearer can launch a missile of Lightning with a range of 60 feet.  The missile hits on a successful ranged attack roll and does 2d8 points of damage. 

The Swift Short Sword: Attunement Required. The magic sword gives the bearer advantage on Initiative Rolls.

Torc of Kord: Attunement Required. The Torc grants the attuned bearer resistance to Lightning damage. 

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