Compendium of Homebrew Magic Items

Post/Author/DateTimePost
#1

Elfcrusher

Dec 11, 2014 8:38:22

Don't we need a thread like this?  I think so.

 

Rules:

1) One magic item per post

2) You must let somebody else post before adding your next item (comments welcome, though)

3) No passive +'s.  (DM's can always add that in; let's focus on the more interesting qualities.)

4) At least one sentence of fluff per magic item.

 

 

My first entry:

 

Brutal Shield (Shield, Very Rare, requires Attunement)

This shield is unlikely to be picked out of a hoard as a magic item: it looks like it was welded and riveted out of random scraps of metal, and has a patina of rust. Unattuned, it only provides +1 AC due to its heft and ungainly feel.

 

Attuned, however, its normal AC bonus is restored.  In addition, it may be freely activated (without using an Action), granting the wielder Advantage on the Shove action until the beginning of his/her next turn.  If the Shove succeeds with a natural 20 the enemy is also Stunned until the end of it's next turn.

 

Each activation uses one charge. The shield can contain up to 10 charges, and at each sunrise it regains 1d4+1 charges.

 

 

Question: is the Stun ability too much?  The thing I don't like about it is that there isn't a precedent (that I know) for rolling "criticals" on ability checks.

#2

AaronOfBarbaria

Dec 11, 2014 9:17:03

If you aren't against multi-part artifacts being included, I will join in sometime soon. Otherwise I'll probably join in, but much later on (assuming the thread lasts).

 

Comments on the brutal shield:

There is no such thing as a "free action," so that should either be changed to taking up an action (such as a bonus action) or to specifying that "it may be activated (no action on your part)".

As for the stunning ability, I'd drop the need to roll a 20 and the requirement of needing the shield master feat, replacing them with the item duplicating the effect of the shield master feat and including a saving throw to resist the stunned condition.

 

Otherwise, your shield is basically a shield that takes up an attunement slot but doesn't actually do anything that is worth taking up an attunement slot - compare the advantage on athletics benefit to the benefit of gloves of swimming and climbing, for example. +5 bonus to the relevant checks (slightly better than advantage), and faster movement rate while doing both.

#3

Elfcrusher

Dec 11, 2014 10:05:55

AaronOfBarbaria wrote:
#4

Orethalion

Dec 11, 2014 10:09:41

Elfcrusher wrote:
#5

AaronOfBarbaria

Dec 11, 2014 11:36:02

I'm personally not a fan of the stun working the way that you have it, which is to say only ever 5% of the time and having no adjustment made to that chance whether it is a goblin or a storm giant you have managed to bash with the shield. I still think removing the roll a 20 mechanic and replacing it with a saving throw to resist the effect is the way to go.

 

Alternatively, you may want to drop the rarity down considerably. As a very rare shield, it should be on-par with a shield +3 which is also very rare, and since it requires attunement it should actually be a noteable quantity more powerful than a shield +3 which doesn't require attunement.

 

You seem overly worried that the item is going to be too potent, and are over-correcting it into not being something any player I've ever known would choose if you were to say "you can have any one very rare shield you choose." and that means that it likely isn't going to be something your players are actually glad to have found.

#6

Elfcrusher

Dec 11, 2014 12:33:38

AaronOfBarbaria wrote:
#7

CCS

Dec 11, 2014 14:18:12
Worthingtons' wand of (sphinx) detection. So named because the 1/2ling big-game hunter Worthington used it yo hunt sphinxes. Rarity: as common as need be. Atunement: optional. Range: same plane. Description: looks suspiciously like any forked stick you'd pick up in the woods.... though it DOES radiate a very strong aura of divination magic. Use: you hold the wand our before you by the forked branches & state what your looking for. Then let go. The wand spins around in the air & points in the direction of the nearest example of what you've requested. From now until the next time you rest, as long as you hold the wand you see an unwavering line that leads from the wand straight to the desired target. No distance is indicated, and the line makes no deviations around things that might prove impassable etc. Nor does it provide any details of what lies in between you & the target. Once you've completed either a short or long rest the wand must be re-activated. Wich will result in it locking on to the nearest example of what you want - wich may/may not be the same one it was locked onto previously.....
#8

grendel111111

Dec 11, 2014 20:24:50

Hammer of silence.

 

A heavy, 2 handed battle hammer. It causes no sound when it strikes against another object.  The object also creates no sound (hitting a gong with the hammer will create no sound.

I addition if it is attuned to the character, when striking a creature solidly (no tapping a team mate to prevent making a sound) it causes the target to be unable to make a sound for one minute. In addition once per day the bearer can cast a silence spell with 20' radius spell, that lasts for 1 minute centered on the hammer.

#9

MechaPilot

Dec 11, 2014 20:37:35

I'll post a couple of my items later.  Elfcrusher, you might want to post a link to this thread in the homebrew repository thread in the player help section.

#10

rampant

Dec 11, 2014 23:05:13

Ring of the Pyromancer, aka the Arsonist's True Love

 

Requires attunement, in order to attune this item you must kill things with fire.

 

This ring appears to be a simple band of red gold at first, but closer examination reveals flame etchings that move and flicker. Wearers often report strange impulses to se tthings alight whether through the ring's powers or other availiable methods. A particularly affable ogre who used one recalls fondly the day he burned an elf village to the ground using only his own greasy secretions and sparks generated by slamming a dwarf against  a boulder several times. Of course most of these reports can be traced back to before the fire users in question obtained their respective rings. 

 

While worn the ring's wielder may add their proficiency bonus to any attack/check made to deal fire damage, set something on fire, and on making smores over any fire the wearer set. Effects that deal fire damage or set things on fire controlled/generated by the wearer that involve DCs add the wearer's proficiency bonus to the DC assuming it's not already applicable. Any fire damage dealt while wearing this ring has a chance to ignite objects as the fire bolt cantrip. The wearer may cast the firebolt cantrip as a sorceror of the wearer's level. Additionally the wearer may choose to replace the damage dealt by an attack that is based off any of their ability scores with an amount of fire damage equal to their charisma modifier. For a number of rounds per day equal to the wearer's level plus their charisma modifier they may add +1d6 fire damage to any damage rolls they make. These rounds need not be sequential. Finally once per day the wearer may set any number of objects and/or creatures within 30 ft on fire as an action. Creatures, as well as attended and/or important objects, may make a Wisdom save (or have the save made for them by the appropriate creature) against a DC of 8 + the wearer's charisma modifier + the wearer's proficiency bonus, and merely take damage as if struck by the rings granted firebolt cantrip instead.

#11

Emerikol

Dec 12, 2014 10:53:48

I posted this somewhere before....

 

 

Ring of Identity Concealing

When wearing this ring, no one will be able to remember your face.  When you meet them and are talking they will see your face just fine.  When you walk away though they will be unable to recall any details of what you look like.   These items are treasured by rogues who use them during robberies and during negotiations.   Some especially secretive wizards enjoy using them as well.

 

 

#12

rampant

Dec 12, 2014 12:17:49

Woah, potent, useful, and no insane requirements to use it. That's a campaeign changer.

#13

Pompadour64

Dec 12, 2014 13:50:53

That ring calls to mind a weird combination between the Silence from Doctor Who and Prosopagnosia

#14

tubadancross

Dec 12, 2014 14:56:01

reminds me of the grey fox hood from Oblivion. Very much so a game-changer. 

#15

Chiisai_Usagi

Dec 12, 2014 15:09:42

Ring of Conflagration

(Requires attunement, daily recharge after at least 8 hours of rest)

This intricate copper ring set with a reddish-orange fire opal and etched with the bas-relief design of an intense bonfire always radiates warmth in a 3" radius.  When donned and activated by mental command, the wearer transforms into a creature of living fire.  Gear and equipment are temporarily fireproofed against the living fire creature and remain fully usable.  The bearer gains resistance to piercing, slashing, and bludgeoning damage of a non-magical nature and gains immunity to fire, but is likewise disadvantaged against cold.  While composed of living flame, the bearer can make two (or more if multiple attacks are allowed) attacks with a bare fist, each doing d8+CHA modifier points of fire damage.  All fire spells cast while in the living fire form gain 2d6 points of damage and +1d6 per 2 additional levels beyond minimum required slot for the spell.

 

The ring's effects last for one minute, upon which the bearer reverts to normal form.  It cannot be dispelled early.  Upon the first use (only), the wearer must make a CON save (DC 13) or become ravenously hungry, immediately seeking out food to consume for at least one full round or collapse from the unexpected drain of energy, as the ring feeds upon the bodies internal store. 

#16

draegn

Dec 12, 2014 16:04:50

Blade of Greensleeves

 

A _________ sword made by an anceint elven wizard for the defense of his people. This blade will do double damage against any foe who has ever tried to harm an elf, triple if the current wielder is of elven blood. However this blade will always miss if ever used to attack an elf. (drow included). If a non-elf wields the blade there is a chance (1% cumulative per point of damage inflicted against opponent) that he or she will be transformed into a random elf. (Only the most powerful magic or divine intervention can reverse this). 

#17

SailingPirateRyan

Dec 12, 2014 18:55:02

The Cowardly Lion Shield

[Rarity] magic armor (shield)

This round-shield’s face features a golden lion’s head emblazoned on a silver field. It has gold trim inscribed with the brushwork runes of a forgotten human language. This shield is Intelligent, possessing a personality of its own.

 

Property: While wearing this shield, you gain a +3 bonus to AC.

 

Secret: The Cowardly Lion Shield is afraid of getting hit, especially in the face. When you are attacked, you must make a Strength Save versus DC 16 to keep the shield in place or else suffer a -6 penalty to AC (a net penalty of -1 to AC after subtracting the +3 and the shield’s normal +2) as it leaps out of the way screaming “not in the face, not in the face!”, leaving you open and vulnerable to your opponent’s attack. If you succeed on your Strength saving throw and the attack still misses, then the shield is hit in the face. This angers the Cowardly Lion Shield, which shouts angrily and spits a retributive blast of sacred flame at the opponent, inflicting 1d8+3 radiant damage. If the wielder uses this shield without knowing its Secret, then they have disadvantage on the Strength saving throw.

#18

Emerikol

Dec 12, 2014 19:39:13

Gate Coin

A magical coin that once used always returns to it's original creator.  The coin has the image of some faraway destination and often some additional writing.  Around the edges are symbols that resemble the markings on a teleportation circle.  Anyone stepping into a teleportation circle and rubbing the coin will instantly be teleported along with everyone else in the circle to a destination circle.   Coins are created specifically for particular destinations.   The coin may only be used once per day.

 

These coins are often made as a means of selling transportation services.  Unsavory sorts though have sometimes waited in hiding until a group got into a circle before stepping inside themselves and transporting said group to some unknown destination where allies lie in wait.

 

 

#19

DaveyJones6913

Dec 14, 2014 2:25:07

Jack's Dice

These are 2d6 made of solid gold that when cast produce a magical effect based
on the result. cast 1 or 2 dice and consult table A. whenever a char makes
an attempt to influence the outcome of the roll the user is struck with 2d6+6
psychic damage.

a DC 20 arcana check will reveal that these are made with 'chaos magic',
a form of magic very few wizards even know about that possibly originates
from an other plane or world. chaos magic is the powered by chaos itself,
and unpredictable by its very nature.


Table A:

 

1     wild magic 2d6 rounds (whenever a spell is cast, roll 2d6
       instead and consult this table, spell caster counts as die caster)
2    1d6 lightning damage, 15 ft radius
3    2d6 rounds of raining X, 15 ft radius
      (Roll 1d6 and consult table C to determine X)
4    polymorph 1d6+6 rounds, 15 ft radius (all hit roll 1d20, DM consults table B)
5    sleep 1d6 rounds, 15 ft radius
6    darkness 1d6 rounds, 15 ft radius
7    2d6 temporary hitpoints
8    random invisibility, attack all in burst 3 +6 vs will,
       those hit are invisible for 1d6+6 rounds. attack ends.
9     add 1d6+6 damage to next succesful attack.
10   1 damage, 25 ft radius
11    attack all +3 vs Will, those hit are transported 1d6 rounds
        into the future.
12    flavor, roll 1d6 and consult table E

 

Table B:

 

1    Cow (ram)
2    Pig (bite)
3    turkey (rake)
4    sheep (ram)
5    Dog (basset hound, bite)
6    Cat (Claw)    
7    python (constrict)
8    zebra (kick)
9    wolf (bite)
10    capibara (bite)
11    kangeroo (punch)
12    giant crab (pinch)
13    giant sloth (claw)
14    moose (kick)
15    giant lizard (bite)
16    giant porcupine (shoot quills, range 20)
17    moray eel (zap electrical damage)
18    goat (ram)
19    giant flamingo (peck)
20    pony (kick)


all attacks are basic attacks and do 1d6+6 damage, all 'giant' creatures are medium sized.


Table C:

 

1    Frogs (everyone is dumbfounded, reroll intiative for everything
      with an INT above 7, highest starts after last who did not reroll)
2    a single cow lands on someone (chose char/monster for effect),
      4d6 damage + target is knocked prone and pinned down by cow.
3    dice (no ill effects except these are nearly indistinghuisable
      from jack's dice both to the eye and with arcana checks.
      they disappear after combat is over
4    Dire Locusts     
      (everyone is nibbled, 1 ongoing damage for all for 1d6 rounds)
5    Musical instruments
      (attack everyone: +6, then roll 1d6 and consult table D)
6    Dwarf Spirits burst 5
      (fire will ignite for 4 ongoing damage for all in area for 1d6+6 rounds)

 

Table D:

 

roll:        Musical instrument:    effect:
1                  Tambourine        1d6+1
2                  Flute                     1d6+2

3                  Ukelele               1d6+3
4:                 Brass Horn        1d6+4 (target is knocked prone)
5:                 Chello                 1d6+5 (target is stunned for 1d6 rounds)
6:                 Trombone          1d6+6 (target is unconscious for 1d6 rounds,save ends)

 

Table E:

 

1:    a dog appears out of nowhere and starts to hump the caster's leg.
       -4 to charisma for rest of day, extended rest ends.
2:    the dice bounce up from the surface they were cast on and make a u-turn
       to hit the caster in the eyes. 2 damage + blinded for 1 round.
3:    a magic gate appears and a comically appropriate creature such as
       a bunny comes out.
4:    the battle is accompanied by a comedically appropriate song such as
       'the macarena' at high volume.
       (build it up by describing how horrible this sound
       is and then play it for the players)
5:    the caster grows 1d6+6 inches of additional beard.
       (let caster roll first, then describe)
6:    the caster is abducted by aliens and returned during the next
       extended rest the chars take, with no memory of the event.

#20

Echamil

Dec 13, 2014 4:03:30

I ask that Elfcrusher, CCS, Grendel111111, MechaPilot, Rampant, Emerikol, Chiiasi_Usagi, Draegn, SailingPirateRyan, and DaveyJones6913 post their Magic Items to Pre-Gen Magical Item Repository, if they are interested.

I feel like this would help player's and Duneon Masters discover these magic items.

(Reply to #16)

Pulpnoir

draegn wrote:
#22

draegn

Dec 13, 2014 7:24:08

Pulpnoir wrote:
#23

DimondDust

Dec 13, 2014 8:40:08

Magical Shield:  Wabisuke (The Penitent One) (Elvish)

Wabisuke

This rectangular shield’s top and bottom seem to sag down.  An emaciated man appears on the center of the shield.  Two red chains wind around his head, a large stone slab is strapped to his back, and ball and chain is clasped to his left wrist.

 

Power level by character tier (Player’s Hand Book (PHB) pg. 15  (I intend for the item to become more powerful as the PC advances in level, I generally assume they do stuff in the downtime to achieve these effects like prayer/anointing the object, ect.)

 

1st Tier (Lv. 1-4)

Enemies Treat the 5’ surrounding you as difficult terrain, if the terrain is already difficult terrain each foot of movement requires 2 extra feet of movement, instead of the normal 1 extra foot (so 1 5’ of difficult terrain in this area cost 15 feet to move into).

 

Reaction:  Trigger, an opponent misses you with a melee attack.  Effect, halve the opponents move speed for a number of rounds equal to your character level plus your strength modifier, save, none.

 

2nd Tier (LV. 5-10)

The area of difficult terrain increases to 10 feet surrounding you.  The shield gains a +1 enhancement bonus to AC value, granting a +3 to AC over all.

 

Bonus Action (Bring low the Prideful)

Target, a flying creature that is within 60’.  Effect, force them to attempt a Dexterity (acrobatics) check with a DC equal to 8 + strength mod + proficiency bonus or fall to the ground.  They take falling damage, which is 1d6 bludgeoning damage for each 10’ fallen.  They cannot fly again for a number of rounds equal to your character level plus your strength modifier.

 

3rd Tier (Lv. 11-16)

 

Reaction:  This is a modification of the 1st Tier reaction, instead of half movement their movement becomes 0’ and all attacks against them have advantage.

 

Bring Low the Prideful’s range becomes 120’, and their speed is halved, even if they succeed on the save.

(Reply to #22)

DimondDust

draegn wrote:
#25

draegn

Dec 13, 2014 12:29:01

DimondDust wrote:
#26

MechaPilot

Dec 13, 2014 18:51:19

Chanceblade

Weapon (dagger), Rare

 

The chanceblade is an ornate silver dagger whose blade is etched on both sides with the various faces of a d6; the depiction of the “one” face of the die on each side of the blade shows a skull instead of a single dot. The chanceblade has a gilded handguard engraved with the images found on the two sides of a coin, and the handle is wrapped with leather made from the hide of a champion racehorse.

 

The chanceblade deals 1d6 damage instead of 1d4, and it counts as a magic weapon for overcoming damage resistance. When you successfully attack with the chanceblade roll an additional d6 and consult the following table.

 

One = minimize all damage dice associated with the attack.

Two = your next attack with the chanceblade is made with disadvantage.

Three = the chanceblade deals 1d4 damage instead of the usual 1d6.

Four = the chanceblade deals 1d8 damage instead of the usual 1d6.

Five =Your next attack with the changeblade is made with advantage.

Six = maximize all damage dice associated with the attack.

#27

DimondDust

Dec 13, 2014 21:10:38

@ Draegn:  Thank you for the clarification.  =)

#28

Plaguescarred4

Dec 18, 2014 6:01:01

Living Armor
Very rare armor (hide armor)
This hide armor is covered of a thick silvery grey fur. When attempting to touch it for the first time, hairs lift on its back. It is warm to the touch and a pulse can be felt. Under its skin, veins can be seen while muscles and bones can be felt when touched carefully. It allow a creature to wear it, fastening itself tight to the wearer provided it successfully attune to it, patting it and succeeding on a DC 12 Wisdom (Animal Handling) check..
   Property [Attuned]: Due to the heat it generates, the wearer is protected against cold weather, granting advantage on any saving throw against cold-base effects, but is not suited for hot temperature, possibly causing exhaustion for each hour of exposure. The living armor grant its wearrer resistance to damage, effectively taking half of the damage sustained by the wearer. The armor has 30 hit points and bleed once below half its hit points and loose its properties once it reaches 0 hit point. The armor can be healed only through magical means, which restore lost hit points and properties.

#29

Emerikol

Dec 18, 2014 21:13:09

Sphere of the Black Shadow [Requires attunement]

 

A solid black sphere of incredible smoothness almost resembling a sphere of annihilation though much smaller.   The owner can toss the sphere into the air and it will immediately transform into a large impenetrable darkness about twenty foot square in size (though the shadow can reshape itself into other shapes).   The darkness is under the telepathic control of the owner and will move and reshape itself as the owner desires.   At any time the owner can call the darkness back into it's spherical form.  

 

Illusionists are especially fond of the sphere and use it to escape from their enemies.