D&D 5E Magic Item Homebrews

Dr.Gonzo

First Post
Hey guys, here's a few homebrew magic items I came up with. Let me know what you guys think, or post some of your own. Some of these might be similar to ones that already exist in the DMG, I haven't read through them all.

Sky-Hunter:
A Dwarven Great-axe with a vibrant yellow gemstone set in the head. Sky-Hunter is sentient, due to it's resident soul Hadgar Longbeard (Place-holder name): A Dwarf Wizard who accidentally imbued his life-force into his brother's axe while trying to enchant it.
Sky-Hunter's wielder can hear Hadgar speak to them telepathically (I was imagining a grumpy Billy Connolly impression). Sky-Hunter grants a +1 on attack and damage rolls.
On a critical hit, the wielder rolls on the wild magic surge table (PHB pg. 104). Results that state “the next spell you cast” or “spells you cast that...” apply instead to the next attack you make with Sky-Hunter. (e.g. 21-22
states “creatures have disadvantage on saves against the next spell you cast that requires saving throws” becomes “you have advantage on your next attack with Sky-Hunter”, 33-34 states “maximise the damage of the next damaging spell you cast” becomes “maximise the damage of your next attack with Sky-Hunter”). Re-roll any results that refer to spell slots or sorcery points that do not apply to the character wielding Sky-Hunter.

On a critical miss, the wielder takes 1d10 psychic damage due to the scolding they receive from Hadgar.
When a creature that is not bound to Sky-Hunter tries to pick it up, they must succeed a DC 17* (DC 15
for Dwarves) wisdom save. On a fail, the weapon sends an angry white-hot flash into the creature's mind, dealing 1d6 psychic damage and making them stagger back away from it (They also might hear Hadgar tell them to go procreate with their own mother). On a successful save, Sky-Hunter bonds to the creature. Only one creature can be bound to Sky-Hunter at a time.


The Navigator's Orb:
As a magical item, the navigator's orb can be studied during a short rest in order to learn it's use. The studier must succeed on a DC 16 Knowledge: Arcana check.
Holding the chain and lowering the orb into a bucket or bowl of water will cause magical, glowing blue lights come out of the engraved patterns and form a holographic magical compass, giving the user advantage on Survival: Navigation rolls, provided that the user is proficient with navigator's tools.


Gloves of Missile Snaring (attunement required):
As a reaction, you may reduce the damage of a ranged weapon attack by 1d10+ your dex modifier. If you reduce the damage to 0, you may catch the missile provided that it is small enough to hold in one hand and you have a hand free. Missiles caught in this way can be used to make an attack as part of the same reaction. You have proficiency with this attack.


Vampiric Ring (attunement required):
This ring drains the health of it's wearer in order to grant extra actions or bonus actions in combat.
- The wearer can activate the ring and lose 2 max hp per level to gain an additional bonus action.

- The wearer can activate the ring and lose 4 max hp per level to gain an additional action.
(e.g. a level 5 character would lose 10 max hp for a bonus action and 20 max hp for an action. A level 10 character would lose 20 max hp for a bonus action and 40 max hp for an action.)
Max HP is restored to normal during a short or long rest.
I'm still not 100% sure about the system by which characters lose health in exchange for actions. I want it to scale by level, but I'm not sure if 4/2 max hp per level is too much or too little of a penalty.

As the hand wearing the ring begins to burn with pain, you feel the world around you slow down, giving you enough time to take an extra action.”
OPTIONAL: Hit points lost in this way are accumulated by the ring which is actually bound to a demon that feeds on the drained health and once enough hit points are accumulated the demon is powerful enough to enter the mortal realm or possess the ring's wearer and attack the party.


Boots of Spider Climb:
The wearer can climb on difficult surfaces, up walls and upside down on ceilings without making ability checks. Climb speed is equal to regular speed, and spells and abilities that increase speed also increase climbing speed (e.g. longstrider, the mobile feat, etc.).


Here's a few that I need to give credit to Mathew Mercer from Critical Role. The rules for these items are never fully explained in the show, and I think I've tweaked them a little.

Amulet of Spell Storing (attunement required):
You may cast a spell of 3rd level or lower (My players are 5th level, but the spell level limit could be changed for parties of higher levels) on the amulet and have the spell stored to be unleashed at a later time. Unleashing a stored spell is a standard action unless the stored spell can be cast as a reaction or bonus action (Spells that have a casting time of longer than 1 action or that were cast as rituals only take 1 action to unleash, but require the normal casting time to be stored e.g. Prayer of Healing). Stored spells can be unleashed by anyone wearing the amulet even if they do not have spell-casting abilities. In this case the spell-save DC is that of the initial caster, and spell attack to-hit modifier is calculated by the wearer's wis or dex without proficiency (DM's choice depending on the situation).


Chain of Returning:
A magical chain that can be connected to the handle of a weapon, allowing the weapon to be magically retrieved. This allows a player to throw their weapon at the enemy, and recall it back to their hand as a bonus action. The chain connects to the wrist and magically retracts to 1ft long. It can extend to 30ft long when thrown.

I would love some feedback, or any suggestions on improvements or changes. And I'd love to read about some cool homebrew items that you guys have made or seen.

 
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