January 9, 2017

Simple Magic Items

Magic Items
Notes from the Nails: in a high fantasy world, where magic is a fact of life and any number of artisans can spend their lives producing magic items, it stands to reason that useful, easy to make magic items would proliferate. Here is a selection of items (mostly based on spells of third level or lower), which I feel are missing from the DMG.

Magic Items
These magic items are presented in alphabetical order.

Amulet of Mage Armor
Wondrous item, uncommon (requires attunement)
While attuned to this amulet, your AC is equal to 13 + your Dexterity modifier.

Arrow of Explosions
Weapon (arrow), very rare
When this arrow strikes a solid surface, be it a creature, object, wall or floor, it explodes with a fiery blast. Each creature within 20 feet of the point of impact must make a DC 17 Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much on a successful one. The arrow is destroyed in the blast.

Arrow of Fire
Weapon (arrow), rare
You have a +1 bonus to attack rolls made with this piece of magic ammunition. On a hit, the target takes an additional 1d6 fire damage. Once it hits a target, it becomes a nonmagical arrow.

Arrow of Ice
Weapon (arrow), rare
You have a +1 bonus to attack rolls made with this piece of magic ammunition. On a hit, the target takes an additional 1d6 cold damage. Once it hits a target, it becomes a nonmagical arrow.

Bolt of Biting
Weapon (bolt), rare
You have a +1 bonus to attack rolls made with this piece of magic ammunition. On a hit, the target takes an additional 1d6 poison damage. Once it hits a target, it becomes a nonmagical crossbow bolt.

Gauntlets of Weapon Mastery
Wondrous item, rare (requires attunement)
While attuned to these gauntlets, you have proficiency with all simple and martial weapons.

Gloves of Skill
Wondrous item, uncommon (requires attunement)
While attuned to these gloves, you have proficiency with one tool or instrument. The DM chooses the tool or determines it randomly from the options below.

d10  Proficiency
1      Drum
2      Flute
3      Horn
4      Lute
5      Lyre
6      Carpenter’s Tools
7      Cobbler's Tools
8      Jeweler's Tools
9      Mason's Tools
10    Smith's Tools

Longbow of Marksmanship
Weapon (longbow), uncommon (requires attunement)
You have a +2 bonus to attack rolls made with this weapon.


Nymph Cloak
Wondrous item, rare (requires attunement)
This silky, iridescent cloak is made by a dryad, oread, or undine out of their own hair. They take great time and effort to make, so it is a great honor to receive one. Your Charisma score is 21 while you wear this cloak. It has no effect on you if your Charisma is already 21 or higher.
     If the cloak is stolen or taken by force, it loses its magic and becomes a threadbare, grey rag.

Potion of Angelic Grace
Potion, very rare
When you drink this potion, your Wisdom score becomes 22 and your Charisma score becomes 25 for 1 hour. The potion has no effect on you if your Wisdom is equal to or greater than 22 and your Charisma is equal to or greater than 25.

Potion of Agility
Potion, common
When you drink this potion, your Dexterity score changes to 18 for 1 hour. The potion has no effect on you if your Dexterity is equal to or greater than 18.
 
Potion of Clarity
Potion, common
When you drink this potion, your Intelligence score changes to 18 for 1 hour. The potion has no effect on you if your Intelligence is equal to or greater than 18.

Potion of Fortitude
Potion, common
When you drink this potion, your Constitution score changes to 18 for 1 hour. The potion has no effect on you if your Constitution is equal to or greater than 18.

Potion of Insight
Potion, common
When you drink this potion, your Wisdom score changes to 18 for 1 hour. The potion has no effect on you if your Wisdom is equal to or greater than 18.

Potion of Presence
Potion, common
When you drink this potion, your Charisma score changes to 18 for 1 hour. The potion has no effect on you if your Charisma is equal to or greater than 18.

Potion of Strength
Potion, common
When you drink this potion, your Strength score changes to 18 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than 18.

Ring of Salvation
Ring, uncommon (requires attunement)
If you fail a saving throw while attuned to this ring, you can choose to succeed it instead. Once you have used this ability, you cannot use it again for 24 hours.

Shortsword of Backstabbing
Weapon (shortsword), uncommon (requires attunement by a rogue)
When you deal Sneak Attack damage with this weapon, that damage is increased by 1d6.

Thundering Bolt
Weapon (bolt), rare
When this arrow strikes a solid surface, be it a creature, object, wall or floor, it explodes with a concussive blast. Each creature within 20 feet of the point of impact must make a DC 15 Constitution saving throw. A creature takes 1d8 thunder damage and is pushed back 10 feet from the point of impact on a failed save. Creatures take half damage and are not pushed on a successful save. The bolt is destroyed in the blast, and any unsecured object not being worn or carried in the blast area is also subject to the pushing effect.

Tome of Tongues
Wondrous item, uncommon
This book contains grammar and vocabulary for a specific language, and its words are charged with magic. If you spend 8 hours over a period of 2 days or fewer studying the book's contents and practicing its guidelines, you learn to read, write and speak whatever language it concerns. The tome then loses its magic forever.

19 comments:

  1. Why 21 for the nymph cloak? Why not a even 20?

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    1. Why are the Headband of Intellect and Gauntlets of Ogre Power 19s? I guess odd numbers are just cooler.

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    2. Many of these older magic items had odd values because they dated from s time before ability modifiers increased with each even number of the attribute. Gauntlets of ogre power offered Str 19 because this was the strength of a hill giant in 2e. Under those old rules, Str 19 was unobtainable for PCs without magical aid. It does not make as much sense to retain this value in 5e but if it were scaled up proportionally to its potency in 2e, making a character's strength 22+ In 5e, it would no longer be a 1st-3rd level magic item!

      Thank you for writing these up. It is a handy guide that compliments the scattering of exemplar magic items in the DMG - and it does seem that the DMG offers only an overview of the sort of things that are possible, presumably anticipating an equipment guide in the future.

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  2. With the nymph cloak, I can finally have a Shaed for my Kvothe build. I am complete.

    On a more serious note, this is awesome, and I see no glaring problems.

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    1. :)

      Though of course, the mechanics are quite different. Functionally speaking, a Cloak of Elvenkind would probably be closer to a shaed...

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    2. @Grand Moff Xela: That's EXCATLY what I thought when I saw this!

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    3. Actually a custom item that combines the cloak of elvenkind and displacer cloak would be the most accurate.

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  3. +3 to AC is a bit much for an uncommon. The amulet of mage armor could probably do with a 'one reaction per short rest' kinda clause.

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    1. It's not +3, it's a base of 13. So it's like a +1 light armor

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    2. But with attunement.

      Though personally, I was never wholly satisfied with it being uncommon. Feedback from the others swayed me, but maybe there's a better way of balancing it...

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    3. A pearl of power is an uncommon that gives you any 3rd level spell slot that you want. This is an uncommon that gives one 1st level slot which you can't choose, but without using actions. It seems fine to me.

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    4. If it /was/ +3 to AC, it would deserve Rare, no question. But as it is, this magic item is on par with very light armor. It's only useful to mages without any other option.

      Plus, I think magic items which offer spells up to 2nd level are normally uncommon. Compare against the Help of Telepathy and the Helm of Comprehending Languages -- both uncommon.

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  4. Most of these are really great and really missing. I don't agree with all the rarities, but I will 100% use several of those.

    The Longbow of Marksmanship seems too powerful for an uncommon- it can get to some ridiculous BTH (and honestly, +1 to hit is usually better than +1 to damage). I think it should instead give the archery fighting style so it would not be cumulative.

    The ring of salvation seems very powerful at uncommon (but then again, I rarely limit my players to 3 attunement items).

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    1. The marksman bow should probably have a restriction or a rarity bump.

      I think the salvation ring is fine, since it's only once per day.

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    2. Giving archery fighting style instead is not a bad call at all. "Buy my bow, and you'll be as good a shot as an expert who's trained all their life!" is a neat sales pitch.

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    3. That's a good idea. I'll get to work on it.

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  5. After reading the misspelled spell book post and then reading this, I hope to see a funny cursed item post (if there hasn't been one already). I misread the ring of salvation as the ring of salivation! Would definitely make spells with verbal components difficult lol.

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  6. These take me back to Baldur's Gate and I love them for that.

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