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Interested in seeing your homebrew 5e Magic Items
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<blockquote data-quote="Quickleaf" data-source="post: 8627996" data-attributes="member: 20323"><p>Here's a few I homebrewed over the course of my Tomb of Annihilation campaign. </p><p></p><p><strong>Burning Spear of Asharra</strong></p><p><em>Weapon (spear), rare (requires attunement) [my homebrew]</em></p><p></p><p>The tip of this magical spear burns white hot when you wield it, dealing an additional 1d6 fire damage on melee attacks. After you throw the spear, hit or miss, it flies back to your hand. Once per day you can throw the spear and focus your aggression into it, dealing an extra 1d6 fire damage on a hit; additionally, two spectral flaming versions of the spear make attacks against the same target, each dealing 2d6 fire damage on a hit.</p><p></p><p><strong>Magic Arrows</strong></p><p><em>Weapon (arrow), minor uncommon (consumable) [conversion: AD&D Encyclopedia Magica]</em></p><p></p><p>Magic arrows are found in bundles of 1d6. Their magic is expended after being fired, hit or miss.</p><p></p><p><strong> Arrow of Disarming. </strong>This magical arrow can be used to make a Disarm attack at range. Make an attack roll contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check; if you succeed the target takes no damage and instead an item is knocked from their hand. If the item is wielded with two hands, the target has advantage on their check.</p><p></p><p><strong> Arrow of Lightning. </strong>This magical arrow inflicts an extra 1d6 lightning damage when it hits. When it hits, it also inflicts that same 1d6 lightning damage against each creature in a straight line to the target.</p><p></p><p><strong> Arrow of Climbing. </strong>This magical arrow affixes securely to an object it is fired at, a magical filament rope extending up to 120 feet from the arrow to your hand. The rope vanishes if the arrow or rope are removed or 1 hour passes, whichever comes first.</p><p></p><p><strong> Arrow of Signaling. </strong>This magical arrow may be fired into the air, at which point it travels one mile and erupts in a brief fireworks display visible from up to 20 miles away.</p><p></p><p><strong>Natombe Dream Stone</strong></p><p><em>Wondrous item, major rare (requires attunement; item set) [my homebrew]</em></p><p></p><p>This golden riverstone is carved in the visage of a dragon with symbols of the moon at high sanction amidst a backdrop of constellations that slowly change. While attuned to the stone, you are immune to dream-based attacks (such as the <em>dream </em>spell or Nightmare Haunting) and you receive prophetic dreams at the DM’s discretion. Once per month you may attempt to intentionally dream about a particular topic; make a DC 15 Intelligence saving throw as if you cast <em>contact other plane</em>. </p><p><strong> <em>Magic Item Set: </em></strong>As part of the Natombe magic item set, you may attune to any number of items in the set using just one attunement slot. Alternately, if all three items are attuned to different friendly creatures, when those creatures roll initiative they may swap their initiative scores as they wish.</p><p></p><p><strong>Natombe Ghost Sword</strong></p><p><em>Weapon (rapier), major rare (requires attunement; item set) [conversion: based on d20 Ghost-Touch Weapon]</em></p><p></p><p>This flyssa (Chultan rapier) is a magic weapon which deals either piercing or slashing damage, as you desire. Indistinct whispering seems to follow each stroke of the rapier. While attuned to it, your attacks with the rapier bypass the damage resistances and immunities of incorporeal undead (e.g. banshees, ghosts, shadows, specters, wraiths). You are able to damage undead creatures on the Border Ethereal using the rapier, provided you strike the right space. Additionally, undead cannot move through your space using Incorporeal Movement as long as you have the rapier drawn and attuned.</p><p><strong> <em>Magic Item Set: </em></strong>As part of the Natombe magic item set, you may attune to any number of items in the set using just one attunement slot. Alternately, if all three items are attuned to different friendly creatures, when those creatures roll initiative they may swap their initiative scores as they wish.</p><p></p><p><strong>Natombe Rain Bow</strong></p><p><em>Weapon (longbow), major rare (requires attunement; item set) [my homebrew]</em></p><p></p><p>This composite longbow is a magic weapon, purportedly gifted to the Natombe by the Rainbow Serpent who guided the peoples of western lands to Chult. As a composite bow, you may use either Dexterity or Strength for your attacks and damage with it. While attuned to this bow, you can see through the heaviest of rain as if it were a clear day. When you reduce a creature to 0 hit points using this bow, as your reaction you may cause the arrow to land anywhere within 15 feet of the target (using common sense for its trajectory) and emit a burst of rainbow-hued light. This destroys the arrow. Each creature within 15 feet of the light that can see it must make a DC 15 Wisdom saving throw or be compelled to only use it movement to move toward the rainbow light on the creature’s next turn.</p><p><strong> <em>Magic Item Set: </em></strong>As part of the Natombe magic item set, you may attune to any number of items in the set using just one attunement slot. Alternately, if all three items are attuned to different friendly creatures, when those creatures roll initiative they may swap their initiative scores as they wish.</p><p></p><p><strong>Scroll of Hidden Byways</strong></p><p><em>Scroll, minor very rare [my homebrew]</em></p><p></p><p>Phantasmagoric sketched images and sigil sequences for <em>teleportation circles</em> shift across the surface of this scroll which seems to bleed with sepia-toned ink. Every day, this scroll cycles through 10 sigil sequences for a <em>teleportation circle</em> somewhere in Chult. Deciphering a sequence is automatic for a bard, sorcerer, wizard, or arcana domain cleric. For others, it requires a DC 13 Intelligence (Arcana) check taking 1 minute; each creature may only make one attempt per day, but a failed check induces short-term madness (DMG 259).</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8627996, member: 20323"] Here's a few I homebrewed over the course of my Tomb of Annihilation campaign. [B]Burning Spear of Asharra[/B] [I]Weapon (spear), rare (requires attunement) [my homebrew][/I] The tip of this magical spear burns white hot when you wield it, dealing an additional 1d6 fire damage on melee attacks. After you throw the spear, hit or miss, it flies back to your hand. Once per day you can throw the spear and focus your aggression into it, dealing an extra 1d6 fire damage on a hit; additionally, two spectral flaming versions of the spear make attacks against the same target, each dealing 2d6 fire damage on a hit. [B]Magic Arrows[/B] [I]Weapon (arrow), minor uncommon (consumable) [conversion: AD&D Encyclopedia Magica][/I] Magic arrows are found in bundles of 1d6. Their magic is expended after being fired, hit or miss. [B] Arrow of Disarming. [/B]This magical arrow can be used to make a Disarm attack at range. Make an attack roll contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check; if you succeed the target takes no damage and instead an item is knocked from their hand. If the item is wielded with two hands, the target has advantage on their check. [B] Arrow of Lightning. [/B]This magical arrow inflicts an extra 1d6 lightning damage when it hits. When it hits, it also inflicts that same 1d6 lightning damage against each creature in a straight line to the target. [B] Arrow of Climbing. [/B]This magical arrow affixes securely to an object it is fired at, a magical filament rope extending up to 120 feet from the arrow to your hand. The rope vanishes if the arrow or rope are removed or 1 hour passes, whichever comes first. [B] Arrow of Signaling. [/B]This magical arrow may be fired into the air, at which point it travels one mile and erupts in a brief fireworks display visible from up to 20 miles away. [B]Natombe Dream Stone[/B] [I]Wondrous item, major rare (requires attunement; item set) [my homebrew][/I] This golden riverstone is carved in the visage of a dragon with symbols of the moon at high sanction amidst a backdrop of constellations that slowly change. While attuned to the stone, you are immune to dream-based attacks (such as the [I]dream [/I]spell or Nightmare Haunting) and you receive prophetic dreams at the DM’s discretion. Once per month you may attempt to intentionally dream about a particular topic; make a DC 15 Intelligence saving throw as if you cast [I]contact other plane[/I]. [B] [I]Magic Item Set: [/I][/B]As part of the Natombe magic item set, you may attune to any number of items in the set using just one attunement slot. Alternately, if all three items are attuned to different friendly creatures, when those creatures roll initiative they may swap their initiative scores as they wish. [B]Natombe Ghost Sword[/B] [I]Weapon (rapier), major rare (requires attunement; item set) [conversion: based on d20 Ghost-Touch Weapon][/I] This flyssa (Chultan rapier) is a magic weapon which deals either piercing or slashing damage, as you desire. Indistinct whispering seems to follow each stroke of the rapier. While attuned to it, your attacks with the rapier bypass the damage resistances and immunities of incorporeal undead (e.g. banshees, ghosts, shadows, specters, wraiths). You are able to damage undead creatures on the Border Ethereal using the rapier, provided you strike the right space. Additionally, undead cannot move through your space using Incorporeal Movement as long as you have the rapier drawn and attuned. [B] [I]Magic Item Set: [/I][/B]As part of the Natombe magic item set, you may attune to any number of items in the set using just one attunement slot. Alternately, if all three items are attuned to different friendly creatures, when those creatures roll initiative they may swap their initiative scores as they wish. [B]Natombe Rain Bow[/B] [I]Weapon (longbow), major rare (requires attunement; item set) [my homebrew][/I] This composite longbow is a magic weapon, purportedly gifted to the Natombe by the Rainbow Serpent who guided the peoples of western lands to Chult. As a composite bow, you may use either Dexterity or Strength for your attacks and damage with it. While attuned to this bow, you can see through the heaviest of rain as if it were a clear day. When you reduce a creature to 0 hit points using this bow, as your reaction you may cause the arrow to land anywhere within 15 feet of the target (using common sense for its trajectory) and emit a burst of rainbow-hued light. This destroys the arrow. Each creature within 15 feet of the light that can see it must make a DC 15 Wisdom saving throw or be compelled to only use it movement to move toward the rainbow light on the creature’s next turn. [B] [I]Magic Item Set: [/I][/B]As part of the Natombe magic item set, you may attune to any number of items in the set using just one attunement slot. Alternately, if all three items are attuned to different friendly creatures, when those creatures roll initiative they may swap their initiative scores as they wish. [B]Scroll of Hidden Byways[/B] [I]Scroll, minor very rare [my homebrew][/I] Phantasmagoric sketched images and sigil sequences for [I]teleportation circles[/I] shift across the surface of this scroll which seems to bleed with sepia-toned ink. Every day, this scroll cycles through 10 sigil sequences for a [I]teleportation circle[/I] somewhere in Chult. Deciphering a sequence is automatic for a bard, sorcerer, wizard, or arcana domain cleric. For others, it requires a DC 13 Intelligence (Arcana) check taking 1 minute; each creature may only make one attempt per day, but a failed check induces short-term madness (DMG 259). [/QUOTE]
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