D&D 5E CleverNickName's Laboratory: Let's Make Cantrip Magic Items

CleverNickName

Limit Break Dancing (He/They)
I thought it would be fun to have a little creative exercise here in the forums. The idea is simple: design a fun and flavorful magic item for the 5th Edition D&D game that gives your character a cantrip in exchange for an attunement slot. Other abilities and features are also welcome, of course, but for the purpose of the exercise, all entries MUST meet this criteria:
  • The item must be magical
  • The item must require attunement
  • While attuned to the item, a creature can use at least one cantrip.
Show us what you got!
 

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I'll start:

GRAVE-CALLER'S BELL
Wondrous Item, uncommon (requires attunement by a spellcaster)

This cast iron handbell has an ivory handle. While holding this bell outdoors at night, or while standing on consecrated ground (such as a temple or a cemetery), silver runes begin to glow around the edge of the bell.

The Grave-Caller's Bell may be used as a spell focus. While attuned to this bell, you know the Toll the Dead cantrip and can cast it without components using the bell as a focus. If the bell's runes are glowing, creatures have disadvantage on their save throws against this spell.
 
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How about another?

FRINZEG'S FAR-AWAY FIRESTARTER
Weapon (hand crossbow), rare (requires attunement)

This hand crossbow has a burnished oak stock and an unusual firing mechanism of gnomish design, and the whole weapon reeks of sulfur and burning oil. It may be used in combat as a hand crossbow +1.

While attuned to this crossbow, you know the Fire Bolt cantrip and can cast it as an action using the crossbow as a focus (and adding the crossbow's magical +1 bonus to the attack and damage roll.) However, when used in this manner the ammunition is consumed and cannot be recovered.
 
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AUNTIE ETHEL'S* SWITCH
Rod, uncommon (requires attunement)

This supple, flexible rod was crafted by a particularly cruel hag to "discipline" children in her charge. It looks like a freshly-cut length of willow branch about 3 feet long, but close examination shows small bits of dried blood and tiny thorns near the tip. While attuned to this switch, you know the Shillelagh and the Thorn Whip cantrips, and can cast them using the switch as a focus.

(*yep, this is a nod to my favorite BG3 villain)
 
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I read this as "let's make catnip magic items" which that piqued my interest... imagine my disappointment. ;)
Challenge accepted! :cool:

FELIX'S FANTASTIC SNUFFBOX
Wondrous Item, uncommon (requires attunement by a tabaxi)

Crafted by a famous Tabaxi alchemist, this small metal box has a tight-fitting lid painted with his signature hallmark. Inside is a fragrant mixture of catnip and other dried herbs, which automatically refills at the start of each new day.

While attuned to this item, you have advantage on all ability checks involving tabaxi and other feline creatures. You know the Friends cantrip, and can cast Animal Friendship once per long rest using the snuffbox as a focus. When cast in this manner, feline creatures have disadvantage on their save throw against these spells.
 
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Decanter of Bottomless Mimosas
Wondrous item, uncommon (requires attunement)

This indestructible glass decanter contains a seemingly endless mixture of orange juice and champagne. As an action, a creature may drink from the decanter and must make a DC 10 constitution save or be poisoned for 1 minute. While a creature has the poisoned condition granted by the decanter, they may cast Vicious Mockery as a magic action, using either their constitution or charisma score.
 

Elven mage-sword
Weapon (typically longsword)., rare, (requires attunement)

This +1 weapon grants proficiency with the weapon and you can use it to cast true strike. User may choose either INT, WIS, or CHA as the ability that uses the spell. Originally started in the old elf communities, it fell out of fame for a while until recently when updates to the spell make it cool to use.
 

Kelemvor's Boomerang
simple ranged weapon (boomerang), rare, (requires attunement) for special features - see below

A boomerang carved from ivory that feels perpetually cool to the touch, Kelemvor's Boomerang may be used as both a simple melee weapon (1d4 bludgeoning, light, slow) or a simple ranged weapon (1d4 bludgeoning, light, thrown 20/60, slow). If a ranged attack with the boomerang misses, the boomerang returns to the user. In either case (melee or ranged,) the damage counts as magical.

A character may attune to Kelemvor's Boomerang. If attuned, the boomerang gains the returning property, and will return to the user after a ranged attack, regardless of whether the attack hits or misses. While attuned to Kelemvor's Boomerang, a character gains the ability to cast Spare the Dying through the boomerang by touching it to a living creature that has 0 hit points. While attuned, a character may also cast Spare the Dying up to a range of 60ft by throwing the boomerang at a dying target.

Optionally, a character may undergo a ritual that more deeply attunes them to Kelemvor's Boomerang. In addition to taking up an attunement slot, this deeper level of attunement also requires choosing to place some of the user's own life force into the boomerang by sacrificing one of their hit dice (which is then stored in the boomerang until 24 hours after no longer being attuned). While a character has their hit dice stored in the boomerang, the boomerang gains a +1 enhancement bonus to attack rolls and deals an additional +1d4 radiant damage. While a character has their hit dice store in the boomerang, the character also gains the ability to cast Toll the Dead, with the save being based on the user's choice of wisdom or charisma.
 

Gravedigger's Friend
improvised weapon (shovel), uncommon, (requires attunement)

While attuned to this old and well worn shovel you may use the Mold Earth and Shillelagh cantrips, though the Shillelagh cantrip can only target the shovel. When used in this way the Gravedigger's Friend is treated as a club with the versatile (1d10) property, and can deal slashing or bludgeoning damage.
 

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