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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Converting some 3.5 Magic Items
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<blockquote data-quote="Darrius_Adler" data-source="post: 6453699" data-attributes="member: 18288"><p>Going to post a few items here that I am trying to convert to 5e to get feedback on if it looks right:</p><p></p><p><strong>Amulet of Mighty Fists +1, +2, +3</strong></p><p><em>Wondrous Item, uncommon (+1), rare (+2), very rare (+3)</em></p><p></p><p>This amulet grants a bonus to attack rolls and damage with unarmed/natural weapons. The bonus is determined by the amulet's rarity</p><p></p><p><strong>Amulet of Tears</strong></p><p><em>Wondrous Item, Uncommon</em></p><p></p><p>The amulet holds three charges which are renewed at dawn. As an Action, spending a charge grants you 12 temporary hit points. If used before the prior charge's HP is depleted, it refreshes the total to 12.</p><p></p><p><strong>Caster's Glove</strong></p><p><em>Wondrous Item, Very Rare</em></p><p>Works as a Glove of Storing but allows a stored wand to be activated while while inside the the glove.</p><p></p><p><strong>Cloak of Charisma</strong></p><p><em>Wondrous item, uncommon (requires attunement)</em></p><p>Your Charisma score is 19 while you wear this item. It has no effect if your Charisma is already greater than 19</p><p></p><p><strong>Elemental Weapon</strong></p><p><em>Weapon (any), Uncommon</em></p><p>When a command word is spoken, this magic weapon is wreathed in the elemental power it was created for. The weapon deals 1d6 extra damage of one of the following set at the weapon's creation: Acid, Fire, Cold, Lighting</p><p></p><p><strong>Gloves of the Starry Sky</strong></p><p><em>Wondrous Item, Rare</em></p><p></p><p>While wearing the gloves you can use the Light Cantrip. In addition, the gloves have three charges which are renewed at dawn. Spending one charge allows you to use one of your available spell slots to cast the Magic Missile spell even if you do not know the spell.</p><p></p><p><strong>Gloves of Storing</strong></p><p><em>Wondrous Item, Rare</em></p><p>This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a Bonus Action. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If an effect is suppressed or dispelled, the stored item appears instantly. </p><p></p><p><strong>Healing Belt</strong></p><p><em>Wondrous Item, Uncommon</em></p><p></p><p>While wearing this belt you are able to draw on your inner reserves. The belt holds three charges which are renewed at dawn. As an Action, spending a charge allows you to spend two of your Hit Dice for immediate healing. If you have no Hit Dice available, the belt does nothing and the charge is not used.</p><p></p><p><strong>Periapt of the Sullen Sea</strong></p><p><em>Wondrous Item, Rare</em></p><p></p><p>While wearing the periapt you can hold your breath for up to 12 hours before the suffication rules apply. In addition, the periapt has three charges which are renewed at dawn. Spending one charge allows you to use one of your available spell slots of 4th level or higher to cast the Freedom of Movement spell even if you do not know the spell.</p><p></p><p><strong>Periapt of Wisdom</strong></p><p><em>Wondrous item, uncommon (requires attunement)</em></p><p>Your Wisdom score is 19 while you wear this item. It has no effect if your Wisdom is already greater than 19</p><p></p><p><strong>Wand of Cure Wounds</strong></p><p><em>Wand, Uncommon (Requires attunement by a spellcaster)</em></p><p>While you hold this wand you can use an Action to expend one charge to cast Cure Wounds at base level. The wand has 3 charges.</p><p>The wand regains 1d3 charges each day at dawn</p><p></p><p><strong>Wand of Dimension Door</strong></p><p><em>Wand, Rare (Requires attunement by a spellcaster)</em></p><p>While you hold this wand you can use an Action to expend one charge to cast Dimension Door at base level. The wand has 7 charges.</p><p>The wand regains 1d6 + 1 charges each day at dawn</p><p></p><p><strong>Warlock's Scepter</strong></p><p><em>Weapon (mace), very rare (requires attunement to a caster)</em></p><p></p><p>A sturdy ebony rod with a carving of a demonic, horned skull at the head.</p><p></p><p>The scepter acts as a +1 Mace but also grants a +1 bonus to spell attacks. In addition, the scepter holds 5 charges that refresh at dawn. As a bonus action you can spend one charge to add 1d10 damage to the next Cantrip used by the wielder. If the charges are fully depleted, the scepter no longer grants the +1 to spell attacks until charges are regained.</p></blockquote><p></p>
[QUOTE="Darrius_Adler, post: 6453699, member: 18288"] Going to post a few items here that I am trying to convert to 5e to get feedback on if it looks right: [B]Amulet of Mighty Fists +1, +2, +3[/B] [I]Wondrous Item, uncommon (+1), rare (+2), very rare (+3)[/I] This amulet grants a bonus to attack rolls and damage with unarmed/natural weapons. The bonus is determined by the amulet's rarity [B]Amulet of Tears[/B] [I]Wondrous Item, Uncommon[/I] The amulet holds three charges which are renewed at dawn. As an Action, spending a charge grants you 12 temporary hit points. If used before the prior charge's HP is depleted, it refreshes the total to 12. [B]Caster's Glove[/B] [I]Wondrous Item, Very Rare[/I] Works as a Glove of Storing but allows a stored wand to be activated while while inside the the glove. [B]Cloak of Charisma[/B] [I]Wondrous item, uncommon (requires attunement)[/I] Your Charisma score is 19 while you wear this item. It has no effect if your Charisma is already greater than 19 [B]Elemental Weapon[/B] [I]Weapon (any), Uncommon[/I] When a command word is spoken, this magic weapon is wreathed in the elemental power it was created for. The weapon deals 1d6 extra damage of one of the following set at the weapon's creation: Acid, Fire, Cold, Lighting [B]Gloves of the Starry Sky[/B] [I]Wondrous Item, Rare[/I] While wearing the gloves you can use the Light Cantrip. In addition, the gloves have three charges which are renewed at dawn. Spending one charge allows you to use one of your available spell slots to cast the Magic Missile spell even if you do not know the spell. [B]Gloves of Storing[/B] [I]Wondrous Item, Rare[/I] This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a Bonus Action. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If an effect is suppressed or dispelled, the stored item appears instantly. [B]Healing Belt[/B] [I]Wondrous Item, Uncommon[/I] While wearing this belt you are able to draw on your inner reserves. The belt holds three charges which are renewed at dawn. As an Action, spending a charge allows you to spend two of your Hit Dice for immediate healing. If you have no Hit Dice available, the belt does nothing and the charge is not used. [B]Periapt of the Sullen Sea[/B] [I]Wondrous Item, Rare[/I] While wearing the periapt you can hold your breath for up to 12 hours before the suffication rules apply. In addition, the periapt has three charges which are renewed at dawn. Spending one charge allows you to use one of your available spell slots of 4th level or higher to cast the Freedom of Movement spell even if you do not know the spell. [B]Periapt of Wisdom[/B] [I]Wondrous item, uncommon (requires attunement)[/I] Your Wisdom score is 19 while you wear this item. It has no effect if your Wisdom is already greater than 19 [B]Wand of Cure Wounds[/B] [I]Wand, Uncommon (Requires attunement by a spellcaster)[/I] While you hold this wand you can use an Action to expend one charge to cast Cure Wounds at base level. The wand has 3 charges. The wand regains 1d3 charges each day at dawn [B]Wand of Dimension Door[/B] [I]Wand, Rare (Requires attunement by a spellcaster)[/I] While you hold this wand you can use an Action to expend one charge to cast Dimension Door at base level. The wand has 7 charges. The wand regains 1d6 + 1 charges each day at dawn [B]Warlock's Scepter[/B] [I]Weapon (mace), very rare (requires attunement to a caster)[/I] A sturdy ebony rod with a carving of a demonic, horned skull at the head. The scepter acts as a +1 Mace but also grants a +1 bonus to spell attacks. In addition, the scepter holds 5 charges that refresh at dawn. As a bonus action you can spend one charge to add 1d10 damage to the next Cantrip used by the wielder. If the charges are fully depleted, the scepter no longer grants the +1 to spell attacks until charges are regained. [/QUOTE]
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