Custom magic items

Stunning Maul

Weapon (Maul), Rare

This magical maul appears to have tiny waves
built into the hammer head. On an attack roll of
18-20 with this magical Maul, the target must make
a DC 13 Constitution saving throw. On a failed save,
the target is stunned until the end of its next turn.

Radiant Hammer

Weapon (Any bludgeoning weapon), Very Rare (Requires attunement by a Cleric, Paladin, or Druid)

This magical hammer is made of a beautiful metal with a faint yellow-white hue. When you cast a spell that restores hit points while attuned to this hammer, roll a d4. On a roll of 4, the hammer explodes with radiant light to heal 2d6 hit points per spell level cast to all allies within 30 feet of you.

Shield of Shield

Shield, Uncommon (Requires attunement)

This exquisite magical shield is made of the finest mithral and has 5 charges. As a reaction, the wielder can spend 1 charge to cast the Shield spell. The shield regains 1d4+1 charges each day at dawn. If the last charge is expended, roll a d20. On a 1, the shield loses this property.

Throwing Shield

Shield, Uncommon (Requires attunement)

This round magical shield has a razor edge and is perfectly balanced. It has a thrown range of 30/80 feet, uses your strength for attack and damage rolls, and deals 1d8 slashing damage when used as a melee or ranged weapon. Immediately after a ranged attack, the shield magically returns to the wielders hand. Wielding this shield is tricky. You cannot use this shield with another shield, but may use it with a weapon.

Terrifying Axe

Weapon (Any axe), Uncommon (Requires attunement)

This magical axe has a jagged edge and faint skull designs on the flat of the blade. When you roll a 18-20 on an attack roll with this axe, the target must make a DC 13 Wisdom saving throw or be frightened of you until the end of its next turn.

Helm of Many Faces

Armor (Helm), Rare (Requires attunement)

This plain leather magical helmet conforms to the wearer's head and, upon attunement, merges with the wearer. Un-attuning to the helm causes it to magically appear next to the wearer.

While attuned to this helm, you gain proficiency with the Deception skill, or if you are already proficient, you may add double your proficiency bonus to Deception rolls. Additionally, once per day refreshing at dusk, you may use an action to cause the helm to change your appearance and voice to that of any creature you have seen that is of the same size as you. A successful Wisdom (Insight) check agasint your Charisma (Deception) check reveals to another creature that you are disguised.



















Sword of Impending Doom

Weapon (Any sword), Very rare (Requires attunement)

This magical sword gleams in even the faintest light, and is made of adamantine. For each melee attack you make with this weapon that hits a creature and isn't a critical strike, you gain a +1 bonus to your critical range with this weapon. For example, if you hit with two subsequent non-critical attacks, you gain a critical range of 18-20. This bonus resets to zero on a critical hit or each day at dawn.

Sword of Seeking

Weapon (Any sword), Uncommon (Requires attunement)

This magical sword has a tiny imprint of a compass on the hilt. While wielding this sword, you always know which way is north, and you may use a bonus action to determine the location of all invisible creatures in a 30 foot radius around you.

Ring of the Last Word

Ring (Requires the ability to cast at least one spell), Rare (Requires attunement)

While wearing this ring, your spells are more difficult to counterspell. Your spells of 3rd level or lower cannot be counterspelled, and when a creature attempts to counterspell a spell you cast of 4th level or higher, that creature has disadvantage on the ability check to do so, even if Counterspell is cast at a higher level. Additionally, the ring has 3 charges, and regains expended charges daily at dawn. You may expend a charge to use the ring to cast dispel magic or counterspell as an action or reaction, respectively.

Weapon of Slaying

Weapon (Any), Very rare (Requires attunement)

This magical weapon is drawn to battle, and glows with an errie blood red hue. During a long rest, choose a creature type. Until you choose a different creature type during another long rest, you have advantage on attack rolls, ability checks, and saving throws against that creature type.















Bow of Force

Weapon (Any bow), Uncommon

This magical bow has a bowstring made of a single strand of unicorn hair. The act of pulling the bowstring forms an arrow out of pure energy. The bow does not suffer disadvantage due to long range, and the arrow deals force damage instead of piercing damage. Nocking a normal arrow temporarily prevents the bow from creating an energy arrow until the normal arrow is fired or removed.

Cloak of Ruin

This item is based on Kabal's Ruin from Critical Role

Cloak, Very rare (Requires attunement)

This dull brown cloak appears to be tattered beyond repair, yet is impossible to rip or tear. While attuned to this cloak, the wearer has advantage on saving throws against spells and other magical effects. Additionally, the cloak has 6 charges. As part of an attack action, the wearer may expend charges to add necrotic damage to the attack equal to 1d6 per charge spent. The cloak regains all expended charges each day at dusk.

Dimension Gem

This item is based on Raven's Slumber from Critical Role

Legendary (Requires attunement)

This gem is a portal to a small pocket dimension. It is capable of carrying a creature of up to large size or an item of up to 1000 pounds. When you speak the command word as a bonus action, the creature or item is instantly pulled into the gem. An unwilling creature can make a DC 15 Strength saving throw to avoid being pulled in. While in the gem, the creature or item is immune to all damage and effects outside the gem, but if the gem is destroyed, so is the creature or item within. As a bonus action, you may speak the command word again to release the creature or item from within the gem. The gem has AC 14 and 50 hit points. A creature may attack the gem while inside or outside of it.

Circlet of Persuasion

Circlet, Uncommon

This magical golden circlet glows with a faint natural light, and has small rubies inset into it. The wearer of this circlet gains advantage on Charisma (Persuasion) checks.















Sword of the Damned

This weapon is based on Craven Edge from Critical Role

Weapon (Any sword), Very rare (Requires attunement)

This magical sword is covered in faint images of skulls and emits an eerie blue (dim) light for a radius of 5 feet. The edge of the blade shimmers with a faint yellowish hue, and the weapon deals necrotic damage instead of its normal damage type.

Devour the Weak: Whenever the sword damages a living creature, that creature must roll a Constitution saving throw (DC 12). On a failed save, the sword drains one point from the creature's Strength score and transfers it to the wielder (increasing to a maximum of 26 Strength) until the next long rest. Creatures brought to 0 Strength by this feature are slain.

Gluttonous Evolution: If the sword devours enough strength from Devour the Weak to bring the wielder to 26 Strength, then the blade shifts form into a larger, jagged blade that seeps shadow. Until the wielder's next long rest, all attacks with this sword deal an additional 2d6 necrotic damage. After the long rest, the attuned creature must make a Constitution saving throw (DC 16) or have the now-hungry weapon, energy spent, devour the wielder's soul, causing instant death.

Staff of the Hand

Staff, Common

This magical quarterstaff has a faint purplish glow. The wielder of the staff may cast the Mage Hand cantrip.

Dagger of the Thief

Weapon (Dagger), Rare

This magical dagger’s blade is razor thin yet very strong. Once per day, refreshing at dawn, this dagger can be used after a failed attempt to pick a lock to make a second attempt with advantage using the blade. Success on this attempt severs the lock, preventing it from being re-locked.

Boots of Supreme Accuracy

Boots, Rare (Requires attunement)

These magical boots are a shiny black color and the soles gain excellent traction. Non-magical difficult terrain does not slow your movement. Additionally, once per short rest when you miss with a melee attack, you may use the boots to magically shift your stance, causing the attack to hit.














The Ashbringer

This item is based on The Ashbringer from Warcraft

Weapon (Greatsword), Legendary (Requires attunement by a non-evil Paladin)

This magical +3 Greatsword is imbued with the power of the gods. It gleams with a radiant bright light for 10 feet, and dim light for an additional 10 feet, and deals an additional 2d6 Radiant damage on a successful melee attack.

The Ashbringer While attuned to this weapon, you gain the title of "The Ashbringer", and have advantage on all Charisma (Persuasion) and Charisma (Intimidation) checks.

Wrath of the Ashbringer When you hit an undead, demon, or fiend of CR 6 or lower with the Ashbringer, roll a d20. On a roll of 10 or higher, the target is turned instantly to ash.

Wake of Ashes The Ashbringer has 3 charges. As an action, you may expend a charge to sweep the sword across a 20 foot cone in front of you. Enemies caught in the area must make a Dexterity saving throw against your spell save DC or take 8d6 Radiant damage, or half damage on a save. Undead, demon, and fiend targets that fail the saving throw are stunned until the end of their next turn. The Ashbringer regains all expended charges each day at dawn.

Dark Edge of Insanity

Weapon (Greataxe), Rare (Requires attunement)

This double-edged magical greataxe glimmers with dim, nearly imperceptible light, and has a large, blinking eye inset into the axe head.

Dark Aura Grants the wielder advantage on Charisma (Intimidation) checks when unsheathed.

Edge of Madness This axe has 6 charges. While attuned to this axe, when you hit with a melee attack using it, you may choose to expend a charge to cause the weapon to erupt in a shower of chaotic energy, dealing necrotic damage equal to twice your total character levels to all enemy creatures within 30 feet of you. When you do this, make a Wisdom saving throw (DC 10 + the number of creatures affected). On a failed save, you are afflicted by one random indefinite madness effect (DMG p. 260). The axe regains expended charges each day at dusk.














Frostmourne

This item is based on Frostmourne from Warcraft

Weapon (Greatsword), Legendary (Requires attunement by an evil Paladin)

This magical +3 Greatsword is adorned with skulls and horns across its hilt, and has deathly runes engraved upon the flat of the blade. Frostmourne deals an additional 1d4 Necrotic damage on a successful melee attack.

Soul Siphon When a non-undead creature is slain by Frostmourne, that creature's soul is trapped within the blade. The soul can only be released if the blade is shattered. To be shattered, a non-evil creature must score a critical hit against the blade, and deal at least 10 points of Radiant damage as part of the critical hit. For each soul trapped within the blade, Frostmourne deals an additional 1d4 Necrotic damage on a successful melee attack.

Raise Dead When Frostmourne steals a soul via the Soul Siphon property, on your next turn you can use an action to cause Frostmourne to raise the now dead corpse as a Wight under your control. The Wight rolls its own initiative and obeys your commands completely and without hesitation. Additionally, as long as you and your raised Wights are on the same plane of existence, you may use a bonus action to see through their eyes, or issue commands to them. Wights created by Frostmourne may use the Life Drain ability, but may not raise zombies via Life Drain.

Curse After attuning to this cursed weapon, you cannot become un-attuned to it unless the blade is shattered or you die. If you die while attuned to this weapon and on the same plane of existence, your soul is consumed, as with the Soul Siphon property.

Greatsword of Returning

Weapon (Greatsword), Uncommon (Requires attunement)

This magical greatsword feels lighter than a normal greatsword, is perfectly balanced, and has a shimmering gleam to its blade. The weapon has a throwing range of 20/60 feet, and returns to the wielder’s hand immediately after the attack.

Tome of Forbidden Knowledge

Tome, Very Rare (Requires attunement)

This heavy leather-bound tome appears worn
and well-read, however when opened the pages are
blank. While this tome is on your person and you are
attuned to it, you may use its power to gain advantage
on any Intelligence check or saving throw. Additionally, once per day, refreshing at dawn, you may use the Tome's power to automatically succeed on any saving throw. When used to succeed on a saving throw, or more than once to gain advantage before taking a long rest, roll a d4. On a roll of 4, the user suffers one random short-term Madness effect (DMG p.259).

Robe of the Powerful Mind

Robe (Requires the ability to cast at least one spell), Uncommon (Requires attunement)

This robe is made of the finest crimson silk and flows in even the slightest breeze. The wearer of this robe gains resistance to psychic damage. Additionally, once per long rest while attuned to this robe, you may spend an action to regain one expended spell slot of up to 7th level.

Cloak of the Mists

Cloak, Very rare (Requires attunement)

This sky blue cloak appears to be made of a thick mist. While attuned to this cloak, your form becomes misty as well, granting you resistance to non-magical bludgeoning, piercing, and slashing damage. Additionally, while wearing the cloak you can use it to cast the Misty Step spell as a bonus action. At the beginning of your next turn roll a d6. On a roll of 5 or 6 the cloak regains the use of this property.

Solution To Enhance Resistance Or Increase Direct Strength (S.T.E.R.O.I.D.S.)

Wondrous item, Very rare

This small vial of greenish-blue liquid has a long, thin metal piece on one end, and a plunger on the other end. It contains one use of S.T.E.R.O.I.D.S. Injecting the concoction into a creature requires an action, and the vial magically refills upon use. Upon injection, you may choose to gain either resistance to all damage for one minute, or to increase your Strength score by 4 for one minute. Your strength may go over 20 using S.T.E.R.O.I.D.S. Using S.T.E.R.O.I.D.S. more than once per long rest is dangerous. For each additional injection before completing a long rest, the creature must roll a Constitution saving throw. The DC for this throw is 15 + the number of times that creature has been injected. On a failed save, the creature gains one level of exhaustion and is stunned for 1 minute.

Boots of Alacrity

Armor (Boots), Uncommon

These magical boots are a beautiful, sleek black color and conform to the feet of the wearer.

While wearing these boots you ignore non-magical difficult terrain, and you gain 5 feet of movement speed for every 5 total levels.


















Wild Robes

Robe, Rare (Requires attunement)

This lavish purple and gold robe is
of exquisite quality and appears to move of its own accord.

While attuned to this robe, the wearer has advantage on saving throws against spells and other magical effects. Additionally, when the wearer casts a spell, roll a d20. On a roll of 5 or less, the wearer experiences a Wild Magic Surge (PHB p. 104).

Gnomish Utility Belt

Armor (Belt), Rare (Requires attunement)

This intricate magical belt is made of dozens of interlocking metal plates, and has six small cylindrical tubes attached to it. The belt is often, but not always, a gaudy shade of yellow with black accents.

While attuned to this belt you can speak, read, and write Gnomish, gain proficiency with Tinker's Tools, and you have advantage on Intelligence saving throws and ability checks.

Additionally, as an action you may pull one of the cylinders off the belt. Each cylinder can be used one time, and the uses of the cylinders are listed below. A successful DC 15 Intelligence (Tinkering) check, along with 12 hours time and 50 gp of materials will allow the wearer to build a new cylinder of the types listed.

Grappling Hook The belt has two cylinders containing a small projectile that can be fired up to 100 feet trailing a thin yet strong rope. Make a DC 12 Dexterity check to ensure the grappling hook finds purchase on a solid surface, and you and your companions may climb the rope. This magical rope lasts for 24 hours before fading into mist.

Smoke Bomb The belt has two cylinders containing smoke bombs. Each cylinder can be thrown 30 feet and upon landing it explodes in a thick cloud of smoke that heavily obscures an area with a 10 foot radius from the point of impact. A moderate wind will disperse the smoke in 1 minute, and a heavy wind will disperse it in 1 round.

Gnomish Floatation Device The belt has two cylinders that contain a magical floatation device, complete with a small rubber ducky. As a bonus action, a creature can press the small red button on top of the cylinder to activate it, causing a bright orange vest to magically inflate and size itself to the creature that pushed the button.

Chromatic Armor

Armor (Any), Rare (Requires attunement)

This magical hooded armor has been expertly infused with the scales of several different dragons. It glows with an almost rainbow-like effect in direct sunlight. During a short rest while attuned to this item, choose one of the following damage types: acid, cold, fire, lightning, or poison. You gain resistance to the chosen damage type until you choose a different type during another short rest.

Dragons Breath: The armor has 15 charges, and regains 1d10 + 5 expended charges each day at dawn. As an action, the wearer may expend up to 5 charges to expel the elements as a breath weapon. Choose a either a 15 foot cone centered on the wearer or a 5 foot wide, 30 foot long line extending out from the wearer. Each enemy creature in the affected area must make a Constitution saving throw (DC 12 + your Charisma modifier). On a failed save, creatures take 1d6 damage of the type chosen during the last short rest per charge expended, or half damage on a successful save.

Armor of the Old Gods

Armor (Any light), Rare (Requires attunement)

Regardless of the material it's made of, this armor is always an impossibly deep black color. While wearing this armor, you gain the benefits of the Comprehend Languages spell. Additionally, once per day refreshing at dusk, you may use a bonus action to force all creatures within 30 feet of you to make a wisdom saving throw (DC 12 + your Charisma modifier). Creatures that fail the save are frightened of you until the end of their next turn.

Massacre Sword

Weapon (Greatsword), Very rare (Requires attunement)

This magical greatsword has a jagged blade and glows with a faint purplish gleam.

When you hit with a melee attack using this sword, roll a d10. On a roll of 10, the sword lashes out at the target with a torrent of necrotic energy. The target and all enemy creatures within 20 feet of the target must make a Constitution saving throw (DC15). Creatures that fail the save take 4d10 Necrotic damage, or half as much on a successful save.

Cloak of the Dawn

Cloak, Very rare (Requires attunement)

This white cloak is trimmed with gold and has a picture of the sun woven into it. While attuned to this cloak, the wearer can cast the Light cantrip at will and has resistance to radiant damage. Additionally, once per day refreshing at dawn, as an action you may use the cloak to cast Sunbeam as a 6th level spell (save DC 15).

Incendiary Gloves

Armor (Gloves), Rare (Requires attunement)

This pair of rust colored gloves appears to always be moving while worn, as if spewing forth lava. The gloves have 3 charges, which they regain each day at dawn. As an action the wearer may snap their fingers and expend a charge to cast fireball as a 3rd level spell (save DC 13).





Armor of the Beast Master

Any armor, Rare (Requires attunement)

Regardless of the material it's made from, this magical armor set is always covered in faint etchings of various wild beasts. The set includes armor for both the player and their animal companion, granting each a +1 bonus to AC. The armor set magically resizes to fit the player and his companion.

While attuned to this armor, your beast companion's attacks become magical if they aren't already, and while within 60 feet of each other, when you or your companion make an attack against a target, the other gains advantage on their next attack against the same target before the end of the round.

Thal'kris, Longbow of the Ancients

Weapon (Longbow), Very rare (Requires attunement)

This magical longbow is exquisitely carved from a single piece of yew wood, and has intricate carvings of trees and forest scenery across its length. The bow does not suffer disadvantge due to long range, and deals an additional 1d4 Poison damage on a successful attack.

While attuned to this bow, you gain proficiency with the Nature and Survival skills, or, if you are already proficient, you may add double your proficiency bonus to checks with those skills.

Additionally, once per day refreshing at dawn, you may invoke the power of the ancients from within the bow, granting you advantage on all attack rolls for one minute.

Circlet of the Wondrous Song

Circlet (Requires at least one level of Bard), Rare (Requires attunment)

This circlet is made of the finest gold and silver, and is inlaid with several tiny precious gems.

While attuned to this item, you have advantage on Charisma (Performance) checks. Additionally, whenever the target of your Bardic Inspiration uses the inspiration die, it gains temporary hit points equal to your Bard level.

Amulet of Careful Spellcasting

Amulet (Requires the ability to cast at least one spell), Uncommon

This ruby amulet feels faintly warm to the touch and is shaped like a beating heart.

Once per day, refreshing at dawn, the bearer of this amulet may ignore the Verbal and Somantic components of a spell.

Shield of Sacrifice

Shield, Rare (Requires attunement)

This magical shield is made of hardened black adamantine, has a dark mirror sheen, and impacts against it do not mar its surface. As an action, the bearer may reduce their current hit points by an amount of their choosing, and heal an ally within 60 feet for twice that amount.

Guardian Plate

Armor (Plate), Very rare (Requires attunment)

This magical plate armor is made of the finest polished steel, and has a large shield etched into the breastplate.

The armor has 3 charges, and regains expended charges each day at dawn. As a bonus action, the wearer of this armor may expend a charge to invoke the power of the armor and choose an enemy creature within 60 feet to taunt. The creature must make a DC 15 wisdom saving throw or have disadvantage on attack rolls against targets other than the wearer of this armor for one minute. The creature may make a new wisdom saving throw at the beginning of each of its turns. On a success, the effect ends.

Additionally, once per day refreshing at dawn, if the wearer of this armor is reduced to zero hit points, but not killed outright, the armor will explode in a cascade of radiant energy, restoring half of the wearer's maximum hit points and dealing 2d6 Radiant damage to all enemy creatures within 10 feet of the wearer.

Amulet of Lordly Might

Amulet, Legendary (Requires attunement)

This magical amulet has a brilliantly cut diamond set in a shining golden base, with 6 small rubies surrounding the diamond.

Once per day, refreshing at dawn, you may use the power of the amulet to automatically critically succeed on any attack roll, saving throw, or ability check.

Additionally, you may touch one of the rubies as a bonus action. A ruby's effect lasts until you touch a different ruby or until you touch the same ruby again, which causes the activated effect to cease.

Touching the first ruby causes a set of Adamantine armor of a type with which you are proficient to magically coalesce around you.

Touching the second ruby causes a set of +3 Plate armor to magically coalesce around you.

Touching the third ruby causes a set of +3 Half-Plate armor to magically coalesce around you.

Touching the fourth ruby causes a set of +3 Studded Leather armor to magically coalesce around you.

Touching the fifth ruby causes a +3 shield to coalesce in your off-hand.

Touching the sixth ruby causes any of the other five options to magically disappear.

While attuned to both this amulet and a Rod of Lordly Might, you gain the title of "Lord", and become the Lord of a small hamlet in a place of the DM's choosing. You know the location of this hamlet, but not its current state. Being un-attuned to either item for more than 7 days causes you to lose this benefit, and Lordship of the hamlet passes to the next logical successor in the area.

Remorhaz Blood Potion

Potion, Very Rare

Upon drinking this potion, you gain immunity to Fire and Cold damage for 1 minute.

The liquid of this potion is a constant swirl of vibrant red and blue hues.




Ring of Shadows

Ring, Uncommon (Requires Attunment)

This matte black ring is made of the finest mithral and dyed to its signature color. While attuned to this ring, the wearer gains Darkvision to a range of 60 feet, or, if the wearer already has Darkvision, its range is doubled, and magical darkness does not impede your vision.

Additionally, while in dim light or darkness, the wearer has advantage on Dexterity (Stealth) checks.

Armor of the Remorhaz

Armor (Any), Very rare (Requires attunement)

This armor is infused with the scales of an adult Remorhaz, making it shine with a beautiful blue and red pattern that seems to shift in direct sunlight.

While attuned to and wearing this armor, you have resistance to Fire and Cold damage. Additionally, when a creature touches you or hits you with a melee attack while within 5 feet of you, that creature takes 3d6 Fire damage.

Ring of the Assassin

Ring, Rare (Requires attunement)

This bare metal magical ring has no identifying marks on it whatsoever, and is infused with the power of Bhaal. Attuning to the ring causes it to change color to match the wearer's skin.

While attuned to this ring, you gain advantage on all Dexterity (Stealth) checks. Additionally, once per day refreshing at dusk, when you make a melee or ranged weapon attack, you may use the power of the ring to cause the attack to automatically critically hit.

Hammer of Redeeming Power

Weapon (Any bludgeoning weapon), Very Rare (Requires attunement)

This magical hammer, though of a dark gunmetal color, glows with a radiant golden hue around the hammer head.

While attuned to this hammer, when you hit with a melee attack using it, roll a d20. On a roll of 10 or higher, the hammer erupts in a cascade of restorative radiance, healing all allies within 30 feet of you for an amount equal to half your total character levels, rounded down.

Oil of Enduring Power

Consumable, Rare

This thick magical oil feels warm to the touch and is a light oaken color. It flows gently within whatever container it is kept.

A vial typically contains enough oil for one application, though the oil can very rarely be found in larger quantities.

When carefully applied to a weapon, shield, or set of armor during a long rest, this oil infuses the chosen item with power, turning it into a magical +1 weapon, shield, or armor set. Additional applications of the oil can increase this bonus up to a maximum of +3.

Image Credits:

Cover Page: Armory by Lady-DreamArt https://orig00.deviantart.net/b64a/f/2015/112/5/9/armory_by_lady_dreamart-d8qo4z4.jpg


Page 2: The Armory by Andantonius http://fc07.deviantart.net/fs71/f/2014/202/0/b/0b87d5465cb882b3dc56b4838b200d3b-d7robpu.jpg


Page 3: The Armory by atomhawk https://pre00.deviantart.net/bc42/th/pre/f/2010/210/6/1/the_armory_by_atomhawk.jpg


Page 4: Hero's Blade - MtG by AaronMiller https://i.pinimg.com/736x/20/3d/4d/203d4d40d53ef0078af1a37e3d6bc6e1.jpg


Page 5: The Armory by Andantonius http://orig06.deviantart.net/98d5/f/2014/202/0/b/0b87d5465cb882b3dc56b4838b200d3b-d7robpu.jpg


Page 7: Yotgron - KNIGHT HOLDING A SWORD https://www.walldevil.com/wallpapers/a80/knight-sword.jpg

;
1 / 8