D&D 5E Let's make some magic items

der_kluge

Adventurer
I got bored today, and decided the DMG needed some more magic items. So I made some. If everyone adds a magic item, we'll have a ton of them. So, get creative!

Teetotaler’s Ring
Ring, Uncommon
This ring prevents the wearer from ever getting inebriated. While there are physical limitations to how much liquid a person can actually consume, regardless of how much of that liquid is alcoholic, and regardless of the potency of said alcohol, the wearer will never become drunk while wearing this ring. Curiously, it’s not actually a cursed item.

Ring of Sustenance
Ring, Uncommon (requires attunement)
You don’t need to eat or drink while wearing this ring.

Goggles of Bluffing
Wondrous Item, common (requires attunement)
The wearer of these goggles has an advantage on all Charisma (Deception) checks.

Ring of Cool Breezes
Ring, very rare (requires attunement)
While wearing this ring you have resistance to fire damage. In addition, you and everything you wear and carry are unaffected by mundane fire and temperatures as high as 1200 degrees Fahrenheit.

The Fop’s Feathered Hat of Pristine Nobility
Wondrous Item, rare (requires attunement)
The wearer of this rather ridiculous-looking hat gains a +2 to all Charisma (Persuasion) checks. In addition, the hat confers a +2 to any Intelligence check used to recognize symbols of Heraldry in identifying houses of nobility and a +2 to any Intelligence (History) check as it specifically relates to nobility or matters related to any noble house or lord.

Weapon of Transmutation
Weapon, very rare (requires attunement)
When found, this +1 weapon appears in whatever state it was last left in. The wielder of this weapon can, as a Bonus Action, alter the weapon’s form into that of a Morningstar (piercing), a Longsword (slashing) or a Flail (bludgeoning). While the form of the weapon alters the kind of damage the weapon deals, it always does 1d8 base damage, and is a minimum of a +1 weapon. +2 and +3 versions of this item exist, although with greater rarity.
Albeit rarer still, this item can also be found in two-handed varieties. A two-handed version of a Transmutation Weapon can change into a Greatsword (slashing), a two-handed War Pick (piercing) and a Maul (bludgeoning). Each version of this weapon deals 2d6 base damage, before magical bonuses.

Ring of Gender Swapping
Ring, very rare
While the true origins of this ring are shrouded in mystery, the oldest known versions indicate that they were created for the sole purpose of fulfilling carnal fantasies of wealthy lords and ladies. For this reason, the rings are often found in pairs – each being a distinct magic item unto itself. When the ring is worn, the gender of the wearer becomes the opposite gender. The wearer’s ability scores remain unaffected as well as their personality and mannerisms. The physical appearance does not alter between uses – the physical appearance remains consistent. The wearer becomes the opposite gendered version of themselves.
There is a 1% cumulative chance that the ring’s effects will become irreversible. This chance increases by 1% each day the ring is worn (starting with an immediate 1% chance as soon as the ring is put on). If this happens, only a Wish can reverse the effects. Not even Greater Restoration can reverse it.
This ring alters physical appearance and genitalia only. Sexual preferences and gender identity are unaltered. The ring has no effect on androgynous creatures such as angels. While worn, the sexual reproductive capabilities of either sex become sterile. For example, a man can’t become pregnant while wearing the ring.

Mesmerizing Dice
Wondrous Item, rare
This pair of dice has 3 charges, and regains 1d3 expended charges daily at dawn. When a command-word is uttered before rolling the dice, the dice cast Enthrall on individuals of your choice in a 60’ radius. Affected individuals must make a DC 15 Wisdom saving throw or be enthralled, as per the spell. The effect lasts for 1 minute.
 

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There was an entire thread for this, I can't remember if it was before or after the Forum loss. No ideas to immediately contribute, but I will go look for that thread.
 


I must say that I like this thread better, the other one seems a bit silly to me.

Potion of the Huntsman:
Potion, common
Grants advantage on the next attack

Potion of 2nd Wind:
Potion, uncommon
This potion can be consumed as a bonus action. Grants healing of 1d8 +level.
 

Hey, man, long time no see!

There was one I had made for a recent game:
Bracelet of the Highwayman:
Weapon, Uncommon
Small silver charm bracelet. When worn, the command word ("surrender" in Common) can be spoken as a bonus action. If the hand wearing the bracelet is empty, the bracelet disappears and a hand crossbow and any ammo loaded within appears in hand. The same word and bonus action returns the hand crossbow and any ammo loaded to its bracelet form.
The weapon confers no extra bonus to attack or damage, but does count as a magic weapon.

It's my favorite type of magic item for 5e: it's cool and flashy, but really doesn't give you any phenomenal bonuses. A bard in my game loves this thing, and has used it more for the surprise of the instant weapon than anything ("don't shoot! We surrender!" *twang!*)
 

Toph's Ridiculous Bag of Rose Petals
Wondrous Item, very rare
The fine-looking velvet bag radiates strong conjuration magic. When the drawstring is opened, the contents of finely perfumed rose petals is revealed. If sprinkled on the ground, the rose petals last for about 15 seconds, then disappear. The bag has an infinite supply of rose petals. Anyone who walks through the rose petals as they are sprinkled on the ground receives the benefits as if they were under the effects of a Pass Without Trace spell. In addition, the recipients leave behind no scent, so they are unable to be tracked by smell as well. This can be done indefinitely, however the act of sprinkling rose petals is slow, and those walking in this way can not move more than 15' per round.
 


Ball and Chain Bracelet
Wondrous Item, rare
This unclasped bracelet appears to be nothing more than an ordinary iron band. When fastened around something, however, it materializes a very strong chain with magically dense lead ball attached at the other end. This ball (and the chain attached to it) weigh nearly 50 lbs. The ball and chain remain in place until the person who placed the bracelet removes it. Coincidentally, if the owner places it upon herself, she can remove it from herself. Barring that, a Knock spell can open the bracelet.
 

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