D&D 5E Magic items and Technology of the less popular Races

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What's a halfling magic item? What is D&D goblin tech? What magic armor might a hobgoblin warmage make for his or her commander? If you kill the biggest baddest orc, what big bad orc weapon do you loot off his corpse?

5th edition displays the staples of D&D magic items and technology of some its races. Elves have their magic bows and elven chain that lighten the load on their thin elfy frames. The dwarves use ancient smithing techniques and runes for their dwarven armor. Gnomes have a place on the magic item origins chart and they also have mentions on most advanced technology. There is also fiendish, celestial,draconic, elemental and fey items for races that sway in those directions like tieflings, aasimar, dragonborn, genasi, and eladrin respectively.

Is there any mentions of what magic items or technology other races might use? What about halflings, kobolds, goblinoids, orcs, and gnolls? What might adventurer find in the ruins of a time when they could have a kingdom? Any there any passages of what the rare mage, priest, or smith might make? I can't spot any in my scans.

If nothing, what items in the DMG or MM might a orc warlord, halfling king, or hobgoblin general commission based on the default flavor of the books? What items of the past edition could be converted to fill these rolls?
 

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I have goblins knowing the secret of nitro-glycerine.

So, explosives, pistols, napalm, etc. Of course its unreliable, so there are dangerous "accidents" on a 1-4. Great for NPCs, while the players tend to avoid it. Goblins also build most of the siege engines for the evil humanoid races.
 

I think goblinoids and orcs would prefer magic items that can cause destruction. Their spellcasters would favor any magic item that emulates evocation magic such as wand of fireballs, staff of thunder and lightning, etc. Their warriors would carry weapons that can also harness the elements such as flame tongue, frost brand, etc. Warriors would also probably want the items that increase physical strength like the gauntlets of ogre power and the belts of the giants. Maybe they have the recipe to craft the gauntlets themselves but for the belts they would probably have to take one from an actual giant. A hobgoblin wearing one such is even scarier when you realize he must have slayed a giant to get it in the first place.

I think halflings would prefer magic items that aid in exploration rather than increase their combat prowess. Anything that grants flight would be great. Boots of springing and striding are good given their lower move speed. Even something like the ring of jump can help in getting to hard to reach places. A folding boat would be great to have if the halfling knew they are to explore an area with water around. And of course a bag of holding is always great. There are also some great stories where a halfling found a ring of invisibility.
 

My world's halflings skew fairly close to the creature's origins. So magic items aren't really on their radar. In those rare instances when something might come into their possession, it is probably something useful and/or protective, but not damage causing. Something that might be a handsome keepsake or curiosity on one's shelf to be admired and have some situational usefulness. For those items that might be held as sacred or special, as from a religious perspective (my world doesn't use Yondalla, but some/any similar fertility/agricultural nature based deity) it is likely something to be something of utility or protection for the community at large. A sacred plow that turns the fields with minimal effort? Something that obscures the community from notice or protects it from diseases or curses or the like.The most militarily minded (who would be a rarity among their people) will be most happy for some enchanted armor or weapons...but halflings don't really have the means or communal will to produce such things.

Goblins and Kobolds, generally, are primitive peoples. Some goblin tribes retain knowledge of metal-working and smithing, but it is crude at best and no self respecting "hero" would ever keep a goblin-made weapon or armor...let alone entertain the possibility it might be magical. Build seige weapons? Sure. Build simple -or even complex- mechanical -either wood or stone work traps? Sure. Build magical devices? No.

Hobgoblins and Orcs do make weapons of considerable utility and ferocity, but no aesthetic beauty or better quality than mediocre humans can make. But, again, they are not really producing magical devices. The odd "enchanted" weapon or armor is either something from their mythic past, more likely something they stole off a fallen foe, or [in extreme rarity] a specially blessed/enchanted device by their wicked shaman/witch-doctor/demon-worshiping "priesthood"...in which case it is a device of pure evil and, again, not something that would not destroyed by heroic characters. The trouble and effort to create such items would almost certainly be expended on nothing other than a weapon, shield or armor of some sort...for a particularly important/brutal/special leader or champion and no one else.

As "corrupted beings" or "evil beings" or "monstrous beings" [not the halflings, obviously, but the goblinoids and orcs], as they are in my world, these races are, by design, NOT capable of what civilized/goodly peoples are. It's part of the way of the world...and part of what maintains the Good vs. Evil of the setting...part of what let's significantly lesser numbers of men, elves and dwarves [and halflings] stand against the innumerable hordes of myriad monstrous humanoids...the bad guys WANT what good guys have! In part for the general "destroy/enslave good", but also because they can not produce what the elves or dwarves or [more highly advanced] human civilizations can. So then, in addition to the irrational/random "hatred/anger", you have "greed", you have "envy", and all those other fun motivations to be, as a race,...and remain...evil.
 

"If nothing, what items in the DMG or MM might a orc warlord, halfling king, or hobgoblin general commission based on the default flavor of the books? What items of the past edition could be converted to fill these rolls?"

Here's my take:

  • Orcs are bloodthirsty, hot-tempered, and impulsive. They are also very hard to kill. Hence, they favor offense over defense. An orc's magic item of choice is a big, heavy melee weapon. Throwing weapons are also high on the list, but ranged weapons are not; to an orc's way of thinking, a weapon that can't be used in melee is inferior. If they get hold of magic armor, they'll wear it (they're psychotic, not suicidal), but they won't go out of their way to get it or have it made. Beyond weapons and armor, orcs like magic items that go boom. Not many orcs have the skills to use wands or staves, but those that do will search for items that let them throw fireballs and lightning bolts.
  • Hobgoblins are disciplined, merciless soldiers who put victory over all other considerations. Thus, they favor any magic item that is effective in war. Unlike orcs, hobgoblins appreciate the value of defense as well as offense, and will eagerly pursue magic weapons and armor of all types. Items that allow them to control the battlefield or deliver strikes to enemy formations are highly prized among hobgoblins, as are the war-casters able to wield those items.
  • Halflings are not warriors, and have little interest in weapons or armor. Their favorite items are those that provide creature comforts and entertainment; magical instruments are a great favorite among halflings. Adventuring types want items that aid them in stealth.
 
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I have goblins knowing the secret of nitro-glycerine.

So, explosives, pistols, napalm, etc. Of course its unreliable, so there are dangerous "accidents" on a 1-4. Great for NPCs, while the players tend to avoid it. Goblins also build most of the siege engines for the evil humanoid races.

That's a common theme on goblins nowaways. You either go back to Fey Goblins or go to the Merchant, Suicidal, Explodey, or Super Evil routes.

D&D goblins aren't as evil and crazy as goblins of other media. They won't use suicidal tactics and are known for surrendering. But they are ruthless when they have an upper hand and always look for one. Firearms and explosives fit as a blowing away some of the enemy gets you ahead fast.

"Accidents" on 1-4 is a bit much. This isn't Magic the Gathering. "Explode on a 1" fits them better.

I think goblinoids and orcs would prefer magic items that can cause destruction. Their spellcasters would favor any magic item that emulates evocation magic such as wand of fireballs, staff of thunder and lightning, etc. Their warriors would carry weapons that can also harness the elements such as flame tongue, frost brand, etc. Warriors would also probably want the items that increase physical strength like the gauntlets of ogre power and the belts of the giants. Maybe they have the recipe to craft the gauntlets themselves but for the belts they would probably have to take one from an actual giant. A hobgoblin wearing one such is even scarier when you realize he must have slayed a giant to get it in the first place.

I think halflings would prefer magic items that aid in exploration rather than increase their combat prowess. Anything that grants flight would be great. Boots of springing and striding are good given their lower move speed. Even something like the ring of jump can help in getting to hard to reach places. A folding boat would be great to have if the halfling knew they are to explore an area with water around. And of course a bag of holding is always great. There are also some great stories where a halfling found a ring of invisibility.

Orcs getting their magic items from giants is a cool idea. D&D orcs are already known for mixing with ogres. I can see an orc leader taking a ogre spouse to have half ogre children and getting the new in-laws to make them the gauntlets and belts.

But the hobgoblins would just kill or enslave the giant.

Halfings with utility rings and tokens sounds right. The Robe of Useful Items sounds like a halfling thing as only a halfling would made a magic item filling with mundane stuff. I can see them as knowing how to sew new patches on as only a halfling would research magic to turn a door into a patch to magic sew on a robe.

My world's halflings skew fairly close to the creature's origins. So magic items aren't really on their radar. In those rare instances when something might come into their possession, it is probably something useful and/or protective, but not damage causing. Something that might be a handsome keepsake or curiosity on one's shelf to be admired and have some situational usefulness. For those items that might be held as sacred or special, as from a religious perspective (my world doesn't use Yondalla, but some/any similar fertility/agricultural nature based deity) it is likely something to be something of utility or protection for the community at large. A sacred plow that turns the fields with minimal effort? Something that obscures the community from notice or protects it from diseases or curses or the like.The most militarily minded (who would be a rarity among their people) will be most happy for some enchanted armor or weapons...but halflings don't really have the means or communal will to produce such things.

Goblins and Kobolds, generally, are primitive peoples. Some goblin tribes retain knowledge of metal-working and smithing, but it is crude at best and no self respecting "hero" would ever keep a goblin-made weapon or armor...let alone entertain the possibility it might be magical. Build seige weapons? Sure. Build simple -or even complex- mechanical -either wood or stone work traps? Sure. Build magical devices? No.

Hobgoblins and Orcs do make weapons of considerable utility and ferocity, but no aesthetic beauty or better quality than mediocre humans can make. But, again, they are not really producing magical devices. The odd "enchanted" weapon or armor is either something from their mythic past, more likely something they stole off a fallen foe, or [in extreme rarity] a specially blessed/enchanted device by their wicked shaman/witch-doctor/demon-worshiping "priesthood"...in which case it is a device of pure evil and, again, not something that would not destroyed by heroic characters. The trouble and effort to create such items would almost certainly be expended on nothing other than a weapon, shield or armor of some sort...for a particularly important/brutal/special leader or champion and no one else.

As "corrupted beings" or "evil beings" or "monstrous beings" [not the halflings, obviously, but the goblinoids and orcs], as they are in my world, these races are, by design, NOT capable of what civilized/goodly peoples are. It's part of the way of the world...and part of what maintains the Good vs. Evil of the setting...part of what let's significantly lesser numbers of men, elves and dwarves [and halflings] stand against the innumerable hordes of myriad monstrous humanoids...the bad guys WANT what good guys have! In part for the general "destroy/enslave good", but also because they can not produce what the elves or dwarves or [more highly advanced] human civilizations can. So then, in addition to the irrational/random "hatred/anger", you have "greed", you have "envy", and all those other fun motivations to be, as a race,...and remain...evil.

That sounds like a cool setting. Classic Good Quality over Evil Quantity.
I take it that there are no evil elves/human/dwarve/halfling groups?

"If nothing, what items in the DMG or MM might a orc warlord, halfling king, or hobgoblin general commission based on the default flavor of the books? What items of the past edition could be converted to fill these rolls?"

Here's my take:

  • Orcs are bloodthirsty, hot-tempered, and impulsive. They are also very hard to kill. Hence, they favor offense over defense. An orc's magic item of choice is a big, heavy melee weapon. Throwing weapons are also high on the list, but ranged weapons are not; to an orc's way of thinking, a weapon that can't be used in melee is inferior. If they get hold of magic armor, they'll wear it (they're psychotic, not suicidal), but they won't go out of their way to get it or have it made. Beyond weapons and armor, orcs like magic items that go boom. Not many orcs have the skills to use wands or staves, but those that do will search for items that let them throw fireballs and lightning bolts.
  • Hobgoblins are disciplined, merciless soldiers who put victory over all other considerations. Thus, they favor any magic item that is effective in war. Unlike orcs, hobgoblins appreciate the value of defense as well as offense, and will eagerly pursue magic weapons and armor of all types. Items that allow them to control the battlefield or deliver strikes to enemy formations are highly prized among hobgoblins, as are the war-casters able to wield those items.
  • Halflings are not warriors, and have little interest in weapons or armor. Their favorite items are those that provide creature comforts and entertainment; magical instruments are a great favorite among halflings. Adventuring types want items that aid them in stealth.

I agree with a lot of this.

Orcs would favor offense. I doubt D&D orcs would make magic items and would get them from their allies or conquest like [MENTION=6784845]MonkeezOnFire[/MENTION] mentioned.

Hobgoblins are smarter and prefer balance of offense and defense. They are also boring so I see a lot of +1/+2/3 weapons, shields, armor, and staffs of the war mage if someone is stupid enough to let some hobgoblin war mages to sit peaceful in a fort too long.

Halflings would not go the weapon and armor route like others said. I could see instruments, tools, and stealth items.
 

I think that much like the sword, everyone figures out sharp pointy things kill their enemies better, so it's not so much that each race has unique items never before seen by others, but that they all have the same items in new and unique forms.

Though it wouldn't hurt to give each race perhaps a unique weapon type. Perhaps only dwarves have warhammers, only elves have scimitars, etc... Would make weapon availability and pricing interesting.
 

That sounds like a cool setting. Classic Good Quality over Evil Quantity.

Thanks. Gets me by. :)

I take it that there are no evil elves/human/dwarve/halfling groups?

Well, evil elves exist as the Drow of AD&D. So they have plenty of magic of their own make and they're basically unknown to the surface world. Evil dwarves...are a little different...I mean, I have never used Duergar, but I don't dismiss the possibility of their existence, either. Derro are my go to "evil dwarf guys in the subterranean underworld."...and they're more about enslaving and stealing than making their own magic stuff. Evil halflings, now that's just silly. hahahaha.

Evil humans exist as the remnants of the great empire of the previous age (the Selurians) solely on two islands away from the mainland. They are known for having magic and knowledge (and debauched wickedness) now lost to the current continent/nations (infested with breeds of "lesser men" all, their former subjects and slaves, as far as the Selurians are concerned). So magic items produced by them would be possible and, likely, powerful...probably based in advanced alchemy and enslavement of (and/or bargains with) magical creatures. Some of the most powerful existing magic items known in the world are things created, if not by the Selurians, then in reaction to them/their attempted [and largely successful] conquests.

Or did you mean, like groups/settlements of surface elves/dwarves/humans and halflings that are just "bad guys", supplying evil races with magic stuff for their own reasons? Mmm, no. Not really. There are evil human kingdoms and such, of course. But not really, like, specifically outfitting orcs or ogres with magic items. Not a bad idea/premise for a plot arc though.

OR did you mean the possibility of groups of evil individuals from the "goodly races"? Sure, those exist.

EDIT to add: the likelihood of evil individuals among a large settlement of humans or halflings is probably roughly about equal...probably more common among humans by a few percentiles. Dwarves, as a defaulted Lawful Good race/society, significantly more rare. And evil-aligned elf individual would be...nearly unheard of among surface high elves. A lone dark elf from the underworld come to the surface to wreak havoc and evil is more likely...and that's nearly unheard of. None of these, obviously, would ever be permitted anywhere near a playable character sheet. But, sure, they can be said to exist in the world/have the potential of being encountered.
 
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Thanks. Gets me by. :)



Well, evil elves exist as the Drow of AD&D. So they have plenty of magic of their own make and they're basically unknown to the surface world. Evil dwarves...are a little different...I mean, I have never used Duergar, but I don't dismiss the possibility of their existence, either. Derro are my go to "evil dwarf guys in the subterranean underworld."...and they're more about enslaving and stealing than making their own magic stuff. Evil halflings, now that's just silly. hahahaha.

Evil humans exist as the remnants of the great empire of the previous age (the Selurians) solely on two islands away from the mainland. They are known for having magic and knowledge (and debauched wickedness) now lost to the current continent/nations (infested with breeds of "lesser men" all, their former subjects and slaves, as far as the Selurians are concerned). So magic items produced by them would be possible and, likely, powerful...probably based in advanced alchemy and enslavement of (and/or bargains with) magical creatures. Some of the most powerful existing magic items known in the world are things created, if not by the Selurians, then in reaction to them/their attempted [and largely successful] conquests.

Or did you mean, like groups/settlements of surface elves/dwarves/humans and halflings that are just "bad guys", supplying evil races with magic stuff for their own reasons? Mmm, no. Not really. There are evil human kingdoms and such, of course. But not really, like, specifically outfitting orcs or ogres with magic items. Not a bad idea/premise for a plot arc though.

OR did you mean the possibility of groups of evil individuals from the "goodly races"? Sure, those exist.

The second one. The evil version of the good races giving the evil races magic items.

There is an orc fey warlock in my setting straight wrecking fools with her pact axe.

The main mortal threat in my setting is that a drow princess married a hobgoblin khan's son and the hobgoblins are using the drow infrastructure. The hobgoblins knew how to make magic items but they could never hold a settlement long enough to set up laboratories for their war mages.
 

The main mortal threat in my setting is that a drow princess married a hobgoblin khan's son and the hobgoblins are using the drow infrastructure. The hobgoblins knew how to make magic items but they could never hold a settlement long enough to set up laboratories for their war mages.

Very nice. Two different evils coming together to be a greater/different evil threat is always good stuff in my book.
 

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