• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

3 Nature-themed Magic Items (low levels)

Hey folks, I made some magic items for my players (level 3, level 4 now post encounter). They saved a city plagued by disease and a mysterious entity (ab Adult Oblex) that was corrupting a tree that produced magical tree foam with healing properties. the adventure spanned 4-5 sessions and the final set-piece was amazing, probably one of my best to-date. Anyway, I made some items that were buried in a small shrine in the tree's roots and felt like sharing. Feel free to use, reskin, critique.

Stave of the Gælanwood
magic item, requires attunement(can be used as a Druidic Focus)

While attuned to this item, you gain the following benefits:


  • You know the Druidcraft cantrip.
  • You can cast the Detect Poison and Disease or the Goodberry spell once with this item and regain the ability to do so when you finish a long rest.
  • When you reach 5th level, you can cast the Animal Messenger spell once with this item and regain the ability to do so when you finish a long rest.
  • Wisdom is your spellcasting ability for these spells

Falfnyr's Charm
magic item, requires attunement(can be used as a Druidic Focus)

While attuned to this ring, you gain the following benefits:

  • The Wild Cunning spell is always on your list of prepared spells, and you may cast it twice a day without expending spell slots.



Lhundylfë (bounded form)
(artifact), requires attunement, requires a minimum Wisdom of 14 to attune with

SpecialProperties
While attuned to this weapon, you gain the following benefits:


  • This blade has a life energy of its own, though one that is a mere echo of the far ancient world. While you are attuned to this weapon, you are bonded with it through the Æther. It will mold itself to you and your choices, adapting to the actions you take in life, for better or worse, tread with caution...
  • You can read and speak Mínyathrin (True Elvish)
  • It is considered magical for overcoming resistances. In addition, you can add 1d4 force damage in addition to the normal damage.
  • Once per day, you may channel the power of Lhundylfë to cast Cure Wounds at first level on yourself or on one willing creature of your choice. Use Wisdom as your spellcasting modifier

 
Last edited:

log in or register to remove this ad

Into the Woods

Remove ads

Top