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Unique Magical Items for RPGs

The document describes various magic items, including bags that can switch the contents between each other at a distance, crystals that give advantage on investigation but disadvantage on perception, and stones that create a hallow spell effect when placed in a circle. It also includes items like a compass that always points to what it deems a safe town, spikes that can give vulnerability to lightning, and a heart that allows shapechanging but causes mutations during the new moon.
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0% found this document useful (0 votes)
138 views3 pages

Unique Magical Items for RPGs

The document describes various magic items, including bags that can switch the contents between each other at a distance, crystals that give advantage on investigation but disadvantage on perception, and stones that create a hallow spell effect when placed in a circle. It also includes items like a compass that always points to what it deems a safe town, spikes that can give vulnerability to lightning, and a heart that allows shapechanging but causes mutations during the new moon.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Bags of Transference Focusing Crystal

Wonderous item, uncommon Wonderous item, uncommon (requires attunement)


These two bags are always found as a pair. They each have These crystals are lenses in a harness that fits over your
a capacity equal to a pouch. Items inside the pouches cannot eyes. When you put them on, they tighten around your head
be located by magic or other supernatural means, though the automatically to a point that is just a little bit too tight for
bags themselves can be located by those methods. comfort, and they cannot be removed without destroying
As a bonus action, a creature that knows the bag's them until you finish a short or long rest.
command words can speak them, causing each bag's While you are wearing these lenses, you have advantage on
contents to switch to the other. There is no range limit to this all investigation checks, and disadvantage on all perception
feature, though both bag's must be on the same plane of checks.
existance, or the words have no effect. In addition, in combat, at the end of all your turns, you
Very rarely, a set of more than two bags might be linked must nominate one creature to focus on. That creature has
together. In this case, the command words cause the contents disadvantage on all attack rolls against you, and you have
of the bags to cycle between the bags in a predetermined and advantage on all saves that creature forces you to make.
unchanging order. However, all other creatures have advantage on attack rolls
against you, and you have disadvantage on all saves those
Concordence Stones creatures force you to make.
Wonderous item, very rare
This item is a set of 3d4 runic stones. When laid out on the For-Your-Own-Good Compass
ground in a circle where any given stone is no further than 5 Wonderous item, uncommon (requires attunement)
feet away from the next stones in the circle, the area within This compass cares about your wellbeing, it wants only for
the stones is affected by a hallow spell. In addition, a creature you to live. To this end, its needle always points to what the
within the circle automatically succeeds on any saving throws attuned creature would consider a "safe and proper town,
they need to make because of a divination spell they cast. where I can rest my head without fear". Note that this will not
If any of the stones are moved once the circle is formed, the include smaller villages or towns that the creature knows is
magic of the circle is broken, and it's effects dissipate unsafe in some way, but will include places that harbour
immediately. dangers unknown to the creature.
In addition, the first time the attuned creature takes
Conduction Spikes damage after a long rest, the compass casts sanctuary on the
Wonderous item, rare creature.
When you find this item, you find them in a set of 2d4+1.
As an action, a spike may be driven into the ground. Glyph of the Iron-Bond
Individually each spike does nothing, but when a creature Wonderous item (holy symbol), rare (requires attunement)
stands on the line between two spikes that are driven into the When you use this holy symbol to cast spells, attempts to
ground, or in the area inside 3 or more spikes that are all counter-spell spells you cast have a penalty to the number of
driven into the ground, then that creature is vulnerable to friendly creatures there are within 10 feet of you, to a
lightning damage, even if they are normally resistant to maximum penalty of -5.
lightning. If a creature is immune to lightning damage, they Additionally, when you cast a spell, creatures of your choice
are instead affected by a haste spell whilst they remain within that you can see are immune to being charmed or frightened
that area. until the end of your next turn.
Discordence Engine Inchoate Beast-Heart
Wonderous item, rare Wonderous item, rare (requires attunement)
The Discordence Engine has 3 charges, and regains a The Inchoate Beast-Heart has 7 charges, and regains
charge at the end of each night of the New Moon. 1d6+1 charges daily at nightfall. You may use these charges
You may activate the Engine as an action, which uses a to cast spells using the Heart. You may spend 2 charges to
charge. When you activate the Engine, it generates a field of cast enhance ability, alter self or you may spend 4 charges to
throbbing waves of chaos. While the engine is active, you may cast polymorph. When you finish a rest, you gain temporary
not release it from your grasp, and you may take no actions. hit points equal to twice the number of charges the Heart
All attacks made within 30 feet of the Engine while it is active has.
are made at disadvantage, as are all Wisdom (perception) Curse: During the New Moon, your form twists and
checks, and all Intelligence (investigation) checks. stretches, revealing feotal beast-flesh beneath your skin. Each
Furthermore, Blindsight and Tremorsense do not function night of the New Moon at midnight your Constitution score
while within 30 feet of an active Discordence Engine. decreases by 1, and your Strength score increases by 1. At the
Once the Engine has been active for 1 minute, it end of the New Moon, your Strength score returns to its
deactivates. normal value, but your Constitution score remains reduced. A
creature reduced to 0 Constitution by this effect mutates
suddenly and explosively, becoming a terrifying and inhuman
beast. The Constitution score reduction can only be reversed
by consuming the Beast-Heart, destroying it utterly and
ending your attunement to it. Your Consitution score then
recovers at a rate on 1 point each time you finish a long rest.
Lobotomy Stone Instead, the creature draws strength from its own inner-
Wonderous item, very rare actualisation. The creature's intelligence increases
This item must be swallowed before a creature can attune permanently by d4. This can raise the creature's Intelligence
to it, which happens immediately after the stone is above normal maximums. The creature then learns a number
swallowed. Once swallowed, the stone magically lodges itself of wizard spells equal to its new intelligence score, which can
in the creature's stomach or closest equivalent, and cannot be be of a level no higher than its new Intelligence modifier,
removed against the creature's will except by powerful magic, though it may learn no more than one spell of each level
though the creature who swallowed the stone may not ever above first. It may cast each spell once per week.
remove the stone by their own efforts either. Each time the sigil is used to brand a creature, roll a d10.
A creature who has swallowed a Lobotomy Stone has their On the roll of a 10, the sigil is destroyed after the process is
intelligence score halved. The creature is also affected by a complete.
permanent haste, trueseeing and mindblank spell. If any of A creature bearing a brand from the Sigil will bear the
these effects are dispelled, they are recast automatically at mark for the rest of their life. However, the brand can be
the start of the swallower's next turn. removed by a wish spell. Or if the branded creature genuinely
However, the creature also automatically fails any seeks repentance, and bears a geas cast by a good aligned
Intelligence, Wisdom, and Charisma saving throws whilst cleric or paladin for the spell's full duration.
attuned to this item. A creature attuned to a Lobotomy Stone
can never voluntarilly end attunement to the Lobotomy Sparrow-Bone Staff
Stone. Staff, rare (requires attunement by a wizard or sorcerer)
When you cast a spell using a spell slot with this staff as
Lock Auto-Smith your spell-casting focus, you gain a flying speed equal to your
Wonderous item, uncommon movement speed until the end of your turn.
During a long-rest, you may wind this item up as a part of
your rest. Symbol of the Inner Flame
If the Auto-Smith is wound, you may place the kit on a lock. Wonderous item (any spellcasting focus), rare (requires
Over the next minute, the mechanism will destroy the lock attunement)
and replace it with a new one. If interuppted before the When you use this focus to cast a spell, you may choose to
minute is done, the lock it was working on is irrepairably resolve the spell as if it were cast at a higher level spell, whilst
damaged, and can never be unlocked or opened without only using a spell slot of the minimum normally required for
completely destroying it. At the end of the minute, the new that spell. However, when you do this you are engulfed in
lock is ready, and the Auto-Smith produces the key for the supernatural fire for a number of turns equal to the number
new lock. During the minute, the Auto-Smith produces a loud of levels of effect higher you cast the spell at than the level of
whirring and clicking noise, audible for 100 feet on both spell slot you expended. At the start of each turn that you are
sides of the door it is attached to. engulfed in the fire, you take 1d6 fire damage. If you roll a six
for this damage, you are also stunned until the end of your
Myopic Staff turn. Any creature that touches you, or makes a melee attack
Staff, rare (requires attunement by a spellcaster) against you whilst you are wreathed in these flames also
While you are attuned to the Myopic Staff, and you roll takes 1d6 fire damage.
damage for a spell, or roll die to determine the effectiveness
of a spell (such as with a sleep spell), your roll the die twice Tome of the Sanguine Mind
and choose the result you wish. Wonderous item (spellbook), very rare
However for every full 10 feet away from you that your When a wizard is attuned to this item, copying spells into it
target is, you have a penalty of -1 to your spell attack rolls, to does not cost any gold. Instead, your hit point maximum is
a maximum sized penalty equal to your proficiency modifier's reduced by the level of any spells copied into the book for one
size (e.g. if your proficiency modifier is +3, the maximum week.
penalty you can accrue from this feature is -3). Additionally, In addition, this book can be used as a spell-casting focus
creatures targetted by your spells have a bonus to their saving for all classes.
throws against your spells of +1 for each full 10 feet your When you cast a spell using this book, you lose hit points
target is away from you, to a maximum of +6. equal to the spell's level, and gain temporary hit points equal
to the damage you took.
Sigil of the Apostate You may also add your proficiency modifier to damage
Wonderous item, very rare done by spells cast using this book.
This item is a stone tablet with an emblazened sigil
embossed upon it in iron, and has in and of itself, very little
magical power, except what is inherent in the sigil itself.
The true power of the sigil requires it to be heated, until the
sigil is white hot. This sigil is then pressed into the skin, and
burned into a creature's flesh. Roll 2d4, the creature's
Constitution score is reduced by the higher roll of the two
dice. From this point on, the creature will be unable to use or
gain any benefit from features gained from Cleric, Paladin, or
other divinely focused classes, or class archetypes that focus
of strength gained from the divine.
Wand of Grasping
Wand, uncommon
When activated, the wand casts a mage hand roughly 10
feet in front of the point of the wand. The hand so created will
always remain in line with the point of the wand, though it
can be manipulated to move between 10 and 30 feet from the
wand's tip, otherwise it behaves as a regular mage hand,
except that neither the hand nor the wand may move beyond
their set distance of each other.
Wendigo Charm
Wonderous item, rare (requires attunement)
While attuned to item, you are resistant to cold damage.
Also, as an action, you may cause 1 creature you can see to
take a constution saving throw, which has a DC equal to 8 +
your proficiency modifier. If it fails the saving throw, it takes
3d6 necrotic damage. If it succeeds, it takes 2d6 necrotic
damage. Your hit point maximum is reduced by the number
of dice rolled. Your hit point maximum returns to its normal
total at the end of a long rest.

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