D&D 5E Magic Items?

Matita

First Post
So let me set the scene, the World is called Helinde, the party is traveling with the Druid Princess of an entire continent on a mission to rescue her father and restore power to the Ygdrasil Tree.

Very magical, Sorcerers are being hunted to extinction and Dragonborn have been exiled as cultist groups are trying feverishly to restore the power of Elder Dragons to rule over humanity.

So a very magical world right? Magic is prominent there are magical plot gemstones (As standard RPG fashion.) and the party consists of 10 player characters. (It started off as anarchy but it's actually working :)) That being: A wizard, a Ranger, a Bard, a Druid, a Fighter, Three Paladins(One an Oathbreaker) a Cleric, and a Rogue.

So one of the Paladin has a Homebrewed Weapon, a talking sword called Zephynder and he seems to like it alot. But now everyone else wants something which is understandable but making Zephynder took like 2 days and I don't wanna do that 9 more times, so are there any magical weapons/armor/trinkets in the DM's guide that you'd recommend for... 10 level 7 PCs?



I've made a terrible mistake.
 
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I tell players to make it themselves, and submit it to me for approval. It usually works out.
 

So, you are looking for "flavorful" weapons? Don't hand these out like candy, or they won't be special, but here are a few ideas:

The sword of the moon: This is a short slashing sword with a silver blade, with a very sharply curved blade. Under normal conditions it is +1 (feel free to increase if needed). In darkness, it shines a faint silver-ish light (as bright as a candle). If the light of the moon is present, the bonus increase to +2. However, under the light of the noon sun the bonus falls to zero. If it's cloudy or the party is inside/underground, the sword has its basic bonus.

The sword is of elven manufacture and has a further power that is unknown to most: it helps the wielder, if he is curse with lycantropy, resist the curse. A willpower check is granted to resist the curse. The sword was crafted for a prince who was so cursed. This last power requires atunement.

The turtle shield: This +1 shield is crafted with the shell of a large turtle. It also grants the wielder the capacity to hold his or her breath under water for up to an hour (requires atunement)
 



Zephynder is a Talking Sword that can cast the Gust Cantrip at will as well as create a slash of wind that deals an extra 1d6 as a bonus action it's dexterity based for the attack roll and has a range of 5/50
it deals 2d6 like a greatsword but is still one handed

The 2 days came from the quest to FIND the sword, basically he had a sheathe that was clad with gemstones but the last stone was missing, so he cleared a dungeon to find a map to hunt down a coven of witches to find the last gem, when he placed it in the sheathe/scabbard the hilt appeared and Zephynder was reborn. The quest took about 3 4-5 hour sessions to complete.

He's beyond happy with it XD.
 

They all suck honestly one of them refuses to fight with any of the martial or homebrew weapons I've found/made for him and he wants to fight with his fists only.

Which is fine. I don't judge, but he complains about not being efficient in combat. So I tried to tell him "Hey, use a weapon then." and he hit me with the "That's not what my character would do." So I started contemplating making a gauntlet type weapon for him?

BASICALLY. all my Paladins suck it's ok.
 


The Turtle Shield sounds perfect for one of the Paladins he loves weapons and armor.
The moon blade could be interesting for the Rogue or Fighter, (However the fighter doesn't complain and has an AC of 23 so I think
he's fine XD.)

What about for the Bard? Is there any special Instrument or something? In our campaign he has to revisit his Bards college to recover a piece of Lore he knows is hidden there so I thought it would be fitting to give him something interesting there.
 

Zephynder is a Talking Sword that can cast the Gust Cantrip at will as well as create a slash of wind that deals an extra 1d6 as a bonus action it's dexterity based for the attack roll and has a range of 5/50
it deals 2d6 like a greatsword but is still one handed

The 2 days came from the quest to FIND the sword, basically he had a sheathe that was clad with gemstones but the last stone was missing, so he cleared a dungeon to find a map to hunt down a coven of witches to find the last gem, when he placed it in the sheathe/scabbard the hilt appeared and Zephynder was reborn. The quest took about 3 4-5 hour sessions to complete.

He's beyond happy with it XD.

That's an awesome quest for an awesome weapon!

I don't have any specific magic item recommendation right now, but I wanted to suggest that you have an alternative possibility to running a quest to get the unique magic item. The alternative is to make the special magic item "develop" from an item the party already has. Perhaps some PC has been using an item since the beginning, maybe it's an heirloom but not necessarily. You can let the magic property awaken gradually, and tie them in with what the PCs do in the adventures (classic example: after someone deals the final blow to a Dragon, his sword becomes forever sheathed in fire...).
 

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