homebrew wondrous items 5ehomebrew wondrous items 5e
This drive is more pronounced in individuals that lean towards selfish and self-serving personalities and is more subdued and tempered in individuals with altruistic and benevolent personalities, though the compulsion is still present no matter the creatures temperament. The items you'll find in this gallery will be a mix of items used in my adventures and items that are part of a collection. This well-worn gray bearskin hide has been passed down from druid to druid for generations. The area of frozen terrain created by an area of effect spell lingers with frigid energy. A creature attuned to this tome can spend an hour of downtime and 10 gp to record a cantrip they know or have a spell scroll for within the tome. The hog exists for 1 minute, after which it reverts to its statuette form. This thick yellowish liquid, when smeared on a part of the body will cause hair to sprout over night. You can repeat this process until you miss, only targeting creatures that have not yet been targeted. Save Save Homebrew Wondrous Items For Later. While attuned to this weapon it has the finesse property and has a +1 bonus to attack and damage rolls. I hope this letter finds you as well as may be given the inevitable circumstances of its discovery. After two weeks the attuned creature will begin hearing the whispers of Zehir guiding their actions and calling them to seek him out to finish the transformation that has begun. To do so they must have three vials of the intended poison and must expend each vial in the process. Sentience. A creature attuned to this item who is native to the Feywild knows the location of the nearest portal to the Feywild, though how to activate the portal is not revealed. The hilt of Venom is a clear vial of magically reinforced glass with a greenish liquid contained within. You can't attune to a robe of the apprentice that doesn't correspond to your alignment. If you spend 1 action concentrating on the pouch, the pouch becomes attuned to your choice of these damage types for 1 minute. In spite of herself, Holly felt a twinge of guilt every time she managed to take advantage of Oscar's hard work. Will to Live. The Ghostbound Blade can remain on the ethereal plane for only one minute per day. This deeply curved weapon has been stained with the essence of hundreds of different poisons used to coat it over the years of it's use. This radius increases to 30 ft. when the creatures paladin aura increases. Arcane propulsion arm. Creatures who fail the saving throw take 5d4 poison damage or half as much damage on a success. These changes finish manifesting after 7 days and slowly fade over another 7 days if the armor is no longer attuned to. Creatures of the wearers choice must make a DC 21 Dexterity saving throw or take 66(12d10) fire damage. As his trembling hands opened it, he read. The gemstone refills the poison contained within it at midnight. Magic Weapon (greatsword), legendary (requires attunement). On a hit, the target takes force damage equal to 1d8 + your Intelligence modifier. The blade of this glaive glows with a faint flickering light. However, only when whet with the souls of fallen creatures does it's true power emerge. Blink - The double edged blade of this dagger seems to infrequently phase in and out of reality for brief moments. 100% (3) 100% found this document useful (3 votes) 214 views 50 pages. Any limbs regrown by the Regeneration trait do not change back to flesh. Once wielded by a highly skilled assassin, these daggers have been enchanted to allow a combatant to dance around their opponents with ease, never staying in one location for more than a moment. Arm of Dawn has three states; dormant, awakened, and ascended. In its place was a letter, unmarked, sealed with the black symbol of a single feather. Click here to edit contents of this page. Know I truly wish no ill towards you or, as it may be, who you serve. "Wondrous items include worn items such as boots, belts, capes, gloves, and various pieces of jewelry and decoration, such as amulets, brooches, and circlets. Rend. When you reduce a creature to 0 hit points using the scythe, you can choose to reduce it to ash. Top 10 Homebrew D&D Magic Items: Wondrous Items Nerdarchy dives back into the world of D&D Beyond Homebrew. Each creature in the sphere must make a DC 15 Constitution saving throw. Weapon (Dagger), legendary (requires attunement). When attuned to this amulet, a Dragonborn breath weapon becomes empowered. Curse. While other magic items might be more flashy or exciting, the Bloodwell Vial is almost essential to keep a sorcerer viable at later levels. Ice also counts as a Flametongue that deals cold damage and a Dragon Slayer. For more items and homebrew D&D content be sure to visit our Instagram! As a bonus action, a creature attuned to this dagger can cause the poison contained in the pomel stone to drain and condense across the blade. You gain these benefits while attuned to the spellbook. On a failure, you enter a stabbing frenzy and must use each turn to move to the nearest creature and use your action to make a melee attack with the dagger. Weapons rising to the top. When you make an attack with this weapon, you can use your choice of your Strength, Dexterity, or Wisdom modifier for the attack and damage rolls. The charges must be expended to empower the attack before the attack is rolled. Creatures attuned to Lux treat darkness and dim light as if it were bright light and can see through all manner of magically created darkness short of darkness created by another deity or similar creature. 4 Tome Of Leadership And Influence Very Rare, Dungeon Master's Guide pg. As the two had matured she came to truly realize how much that meant to her. Wondrous item, rare (requires attunement by a warlock with the Pact of the Tome feature, a wizard, or a creature with the Ritual Caster feat). While wearing this armor you know the following spells. Regardless of its appearance, the sash cant be anything but a one-shouldered robe. The charges must be consumed before the attack is declared. This weapon is considered a +1 Greatsword and deals an additional 11 (2d10) slashing damage on a critical strike. You have a +1 bonus to attack and damage rolls made with this magic weapon. When found, the circlet has 2 gemstones. Creatures within 10 ft. of that location must make a Strength saving throw (DC 16), taking 6d6 Thunder damage and being pushed 20 ft. away from the chosen location. If you score a critical hit with a kinetic bolt, the target is pushed thrice as far and knocked prone. Your skin develops a black and spiny bark-like appearance and you gain the benefit of the barkskin spell (doesnt require concentration). These clubs have the finesse property. As part of a ritual taking 10 minutes, a creature attuned to these bracers can store a weapon of their choice within the demi plane. Spells. The staff has 10 charges. If the curse lasts for its full duration, it rebounds; you take 4d10 fire damage, which can't be reduced or prevented in any way. Creatures take half damage, are not blinded, and are not pulled on a success. A magic item's description gives the item's name, its category, its rarity, and its magical properties. Click here to toggle editing of individual sections of the page (if possible). Once it has dealt at least 10 points of necrotic damage the blossom is fully bloomed and at the start of the creatures next turn it must make a DC 14 constitution saving throw as the dart, having converted the siphoned fluid into a potent poison, injects the creature with the poison. Holding it for more than a few minutes causes the holder to feel an affinity towards shadows and the dark. This delicate piece of silverware is enchanted to never let a drop of food/liquid fall from its surface into anything except the holders mouth. Weapon (greatclub), very rare (requires attunement). When the wearer makes an unarmed attack against a creature or object, they can choose to expend a number of charges up to its max to deal an additional 1d6 bludgeoning damage per charge. When dropped in water this weapon floats to the surface, refusing to sink. However, as an action a character can write either the name or description of a creature within the book and make a skill check based on the thematic of the creature (Nature for beasts/humanoids/etc., Arcana for dragons/abberations/etc., Religion for celestials/fiends/etc.) A summoned Mephit disappears after 1 hour or when it drops to 0 Hit Points. The monks of Durheim are renown for their connection to their deeper selves. While the swords are summoned, you can take this special Attack action on each of your turns. Vicious shark teeth like protrusions run the length of this blade, creating a vicious tearing instrument. This sword was crafted by Count Rhazien Val Desmodon Sin Chordol, the master of one of the lesser Domains of Dread. If it will assuage your fears, view this as a simple transaction of business in which your preparation was matched against my wit, with the only outcome likely in such a scenario having come to pass. This guard drake has the following changes: Has two heads that allow it to make two bite attacks instead of one as part of its multi-attack action. Padded armor normally imposes disadvantage on Dexterity (Stealth) checks, this armor doesn't. When you hit with an attack using the scythe, the target takes an extra 2d6 fire damage. The king was a proud man; he had gained much in life, his wealth preserved and protected against even the craftiest of raiders and statesmen alike. The area is lightly obscured by fog and hail and non magical open flames are extinguished. On a successful save, the creature takes half as much damage and isn't pulled. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 11 (2d10) slashing damage. Arm of Dawn is a beautifully crafted glaive with a sunburst pattern crafted into the crossguard. Creatures resistant or immune to cold damage are immune to this effect. A simple coin bearing the visage of a lit candle on one side and a hooded candle on the other. This flask contains a Potion of Greater Healing that has four charges. Magic Weapon (dagger), Very Rare (requires attunement). Arcane Strike. Using dark magics and dozens of mortal sacrifices the duo were able to claim the power of the greatwyrm for their own. A Marid - Infusion of Water: A creature attuned to The Devourer gains a swimming speed of 40 feet and can breathe under water. While attuned to Ice you have resistance to cold damage and are unaffected by difficulty terrain due to cold conditions or environments. While protected by the mantle, a corpse has a damage threshold of 20. Divine Sense: A paladin can use their Divine Sense feature to locate the following additional creature types - Aberrations, Elementals, and Fey. Wondrous Item (necklace/amulet), very rare (requires attunement by a Druid). A creature holding this weapon can use their action to direct the club and heads towards creatures of their choosing, when they do so, the heads make their attacks against any creatures of the holders choosing within range, again choosing the targets at random from those available. Weapons, armor, wondrous items and others from the SRD plus some homebrew items. This small statuette of a pig is made of clay. On a hit, the attack deals an extra 1d6 damage of the weapon's type, and you gain that same amount of temporary hit points which last until the end of your next turn. Wondrous item, very rare (requires attunement by a creature with an Intelligence of 17 or higher). Rupture can hold up to 5 charges, and it starts with 1d4+1 charge. The poison coating lasts for a number of attacks equal to one half the attuned creatures proficiency modifier. Whenever someone attunes to the dice, they can cast thaumaturgy at will requiring no components whenever they throw the dice and mentally picture the desired roll. While holding the dagger you can look through the loop in the pommel, when you do so you are able to see the sky as if it were not obscured, no matter your physical location or any atmospheric conditions. Change the name (also URL address, possibly the category) of the page. The sling bullets come in a pouch, which contains 1d4 + 4 bullets. Oaths, Remade. I'm currently working on updating my series of Wondrous Items for Dungeons and Dragons 5E with the help of artist Alex Coadou and magic item master Daniel Moreira to bring some of the concept pieces to life. The Conqueror King has hearing and darkvision out to 120 ft. Once this property of the scimitar has been used, it can't be used again until the next dawn. Sorcerer's Sand can be used to increase the power of the spell by one spell level per ounce used. This beautiful crimson blade was crafted with it's twin, Widow's Wail, from the smelted remains of Ice. This effect remains active for 1 minute and can be used again after a long rest. When you throw the bola make a ranged attack roll, if you are proficient with the sling you are proficient with the bola. As a bonus action the command word for the Rose Whip can be spoken and it will transform into a magical +1 barbed whip. These essences can be infused into The Devourer to grant it a portion of the power held by the slain entity. This padded armor is a billowing assemblage of earth-colored cloth that seems to flow with the wind as if made of sand itself. Mind and Body. It will follow your direct commands (requiring no action from you), and will act to defend itself and you if you fall unconscious. An ally cannot expend more hit die then they have, and must have at least one hit die to benefit from this action. Your spell save DC and spell attack bonus each increase by 1. Additionally this weapon deals 1d4 fire damage on a hit. Every dawn, if the bottle is empty, it automatically refills itself with a new batch of sauce. The Wailing Hunger gains charges whenever the wielder reduce a creature to 0 hit points with it as the weapon absorbs the creatures soul. Magic Item (whip), very rare (requires attunement). When you deal damage to a non-undead and non-construct creature with an attack made with this weapon it gains one charge for every 10 points of damage dealt. For one minute the chakrams deal an additional 1d4 damage of the attuned creatures choice from the following types; fire, cold, thunder, lightning, or acid. This invisibility ends if the creature makes an attack or casts a spell. The head of this whip is fitted with a vicious looking hooked scythe that glows with a faint purple energy. Winter has come. You use Constitution as the casting ability for Shape Water. Thorns dig into your neck while you are attuned to this magical item, reducing your hit point maximum by 5. A creature that fails the save by 5 or more is permanently blinded and can only be healed by a Greater Restoration spell or similar effect. A gemstone worth at least 5,000 gp can be added to the circlet over the course of 1 minute as it's magically drawn and fastened into place. Explosive Blast: Chose a location within 150 ft. Weapon (longbow), very rare (requires attunement). When you use this effect you can no longer benefit from the vision benefits, can no longer cast any spells from Lux, and it deals regular piercing damage rather than radiant as Lux dims and loses its radiance. While holding this shield you gain a +2 bonus to Dexterity saving throws. Wondrous Item, rare (requires attunement) A hag mask is a powerful magic item with horrifying origins. If the creature attuned to the Amulet ends their turn within 5 ft of the ally, they intercept the attack and take double the damage and the ally takes none. View and manage file attachments for this page. You get a few cantrips, including the beloved vicious mockery, as well as access to fear. While attuned to Blackfyre you have resistance to fire and necrotic damage. Each of these bracers are linked to a small demi plane. Creatures other than the creature attuned to Winter's Heart take cold damage equal to the attuned creatures spell casting ability modifier (minimum of 1) at the start of their turn if they are in the area of frozen terrain. While attuned to the deck, you gain a +3 bonus to any check you make using it as a playing card set. 2 includes the Shock Stick and Wand of Fire. Wondrous Item, rare (requires attunement by a sorcerer, warlock, or wizard). I hope to finally create a bundle of my items and release them in a deck of cards one day. Additionally, when you fire a kinetic bolt, you must succeed on a DC 10 (+2 for each additional charge) Strength saving throw or be knocked prone. You gain a +2 bonus to attack and damage rolls while wielding this weapon. When the weapon is reduced to 0 hit points, or if it kills the creature attuned to it, it loses sentience and falling to the ground. Once the arrow impacts something, it implodes and leaves nothing behind. While attuned to Forests Fury, a paladin of the ancients Channel Divinity: Turn the Faithless can now affect undead. Natural Spellcraft. A 15-foot-radius sphere of crushing force forms around the arrowhead when it impacts something. Weapon (darts), rare (requires attunement). Weapon (scimitar), uncommon (requires attunement by a creature with a Wisdom of 13 or higher). The DC on the Blind effect on a critical strike increases to 16, and the additional radiant damage increases to 3d8. A +2 longbow, Flux does not shoot actual arrows, instead it shoots arrows of pure energy that deal 1d8 + 1d4 elemental damage based on its affinity. A white robe was made for good, gray for neutral, and black for evil. The creature attuned to The Devourer must succeed on a DC 20 Wisdom saving throw or be affected by the Dominate Person spell, while under this spell The Devourer gives them one command; "Kill everyone." This dagger deals an additional 2d4 necrotic damage on a hit. View wiki source for this page without editing. close menu Language. All content marked accordingly is subject to the CC-BY-4. Can use it's action to expel a 15 ft. cone of lightning requiring a DC 14 Dexterity saving throw, dealing 4d6 lightning damage, and recharging on a 6 on a d6 roll made at the start of their turn. When you do, any excess damage dealt to the raven carries over to your normal form. You have advantage on Dexterity saving throws. Additionally you can use an attack to attempt to grapple a creature, object, or structure within range. A creature attuned to Kyzzierth's Renown has their Charisma and Strength score increased by 2, up to a maximum of 22. Additionally, once per long rest the wielder of this weapon can summon a Blue Guard Drake. At a time determined by your DM, this tenet eventually becomes the following flaw: "I value truth and honesty above all else, I view a lie or broken oath as the most irredeemable character flaw.". This pistol counts as a +1 pistol for attack and damage rolls, and a creature attuned to this pistol can reload it as a bonus action or an action. If you take damage from an attacker that's within 5 feet of you while you have these temporary hit points, the attacker also takes 5 fire damage. While holding the weapon, you can use a bonus action to curse a creature that you can see with a grim fate. You gain a +3 bonus to AC, as well as to attack and damage rolls with natural weapons, while transformed into a beast, even if the hide merges into your new form. It is removable only by you, meaning that you'll always have a . Shocking Bolt: You fire a bolt of pure lightning in a 100 ft. by 5 ft. line in a direction of your choice. Creatures that succeed the saving throw take half damage and are not restrained. On any other result, the next target hit by the weapon within the next minute takes an extra 1d10 lightning damage. This weapon is cursed, while attuned to it a creature becomes sickly in appearance, as if their life essence were being slowly drained away, however to the attuned creature they feel as hearty and hale as they normally do. Dark Room. When the paladin uses this feature in this way they expend all uses of their Cleansing Touch. If a spell uses a DC it is 18 and if it uses an attack roll it is made with a +10 modifier. Arm of Dawn is constructed of a mysterious metal harvested from a fallen star. A long leather coat with an inner lining of woven shadow. Each card bears one of four types of dragons: black, red, bronze, or silver. You gain temporary hit points equal to the fire damage dealt, which last until the start of your next turn. The companion's attacks are now considered magical for the purposes of overcoming resistance to mundane damage. Cantrips from any class can be recorded within this tome, however an attuned spell caster can only cast cantrips that are part of their available spell list. While wearing this suit of armor a creature has resistance to all damage except psychic, and the mimic takes the same amount of damage. When the book is opened to a page that contains a memory, the memory plays as a looping video without sound (literally a .gif book). Wondrous item, legendary (requires attunement by a druid). They might sell for a lot and look pretty, but they aren't the most useful. While holding it, you can use a bonus action to transform it into its scythe form. Reducing a stone creature to 0 hit points with Stone Wail causes them to crumble and expose a gem of the following type. Destructive Thunder: Chose a location within 150 ft. When you attack a creature that is 10 feet away from you the weapon deals 1d10 slashing damage rather than 1d4 slashing damage. If the character ever commits an affront to nature and does not seek immediate repentance, the attunement is broken and the tree dies, releasing a single seed into the wind. Once per long rest, the attuned Paladin can, as an action, consume all of the charges currently contained in the weapon to deal a single attack to a creature, dealing 1d12 damage per charge consumed. Contents 1 Wondrous Items 2 Wondrous Items Based on Existing Fiction 3 April Fools Wondrous Items 4 Incomplete Wondrous Items Wondrous Items Hairable Ideas includes the Arcane Razor. This book has been enchanted by a master illusionist. You gain the following benefits while wearing it: If you want to help us continue making more homebrew content and get your hands on hi-resolution printable cards, set collections, and our compendium PDF consider supporting us on Patreon. The robe's color corresponds to the alignment of the archmage who created the item. Plunging his blade deep into the heart of the dead greatwyrm the knight drew forth a weapon to control the very aspect of winter. When the situation comes, however, the arrow is a game-changer. This property of the weapon can't be used again until the next dusk. Additionally, a creature attuned to this amulet can use their action to expend and roll a single hit die to heal a creature within 5 feet that is at 0 HP for the amount rolled plus the attuned creatures Constitution modifier. Armor (plate), Artifact (requires attunement). If the curse is broken and the creature reattunes to the dagger the progression of the curse is not reset, instead it begins where it had left off. These minor magical items are highly sought after by bar and tavern keepers for obvious reasons. The creature who initially threw the bola can disarm it without making the check. If they already have the Interception fighting style they may pick a second fighting style. When all the gems are removed or destroyed, the helm loses its magic. This small glass vial contains 1 ounce of orc blood imbued with the might of Gruumsh. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which has the finesse property, regardless of which form it's in. Once per short rest, a creature attuned to this dagger can use their action to cast the Blink spell, requiring no components. This guard drake rolls its own initiative and acts on its own. A creature attuned to Kyzzierth's Renown has true sight out to a range of 60 feet and dark vision out to a range of 120 feet. Whenever the bag strikes something (Wall, floor, chair, dog) the bag disintegrates and releases the contained Minor Illusion, which are completely random, the illusion being anything from the sound of a gentle breeze, to the image of a roaring lion (albeit, fitting in a 5 ft square), to the shrieking of a banshee singing Wrecking Ball. If you die while attuned to the seed, your soul returns to the tree, and at any time within a week of your death you may choose to be reincarnated as if the reincarnate spell had been cast on you. This magic item is a unique, two-handed ranged weapon. Winter's Heart grants an attuned creature the ability to, a number of times equal to their proficiency modifier per long rest, cast the Dragon's Breath spell (choosing only cold damage) at it's lowest level without requiring concentration. Once the process is complete the newly added poison will be replenished at midnight. While cursed, your attacks with this weapon against that creature are made with advantage, and you can magically know the exact distance and direction of the creature from you, provided that you're on the same plane of existence. Each time the weapon deals damage to a creature a spectral shard of the sword returns and the weapon gains a charge, increasing the weapons damage by 1d4. If you would like to support the GM Binder developers, consider joining our Patreon community. Armor (shield), Artifact (requires attunement by a Paladin of Devotion). Finally, the hook and line wrapped around the pommel can be used as standard fishing gear that will not break. Perhaps this is indicative of 5E D&D's primary activity of fighting monsters. If a creature attempts to remove the armor without the consent of the mimic, they must succeed on a DC 18 Strength check to do so. The only way to permanently destroy the weapon without freeing the entity is to gather the original three creatures that bound the entity to the weapon and boil it in a pool of their combined blood over a source of Primordial Fire. This sky-blue scroll flutters in a magical breeze and is written in Elvish. You have a +1 bonus to attack and damage rolls made with this weapon. The Wailing Hunger will attack the creature attuned to it only, continuing to attack until the creature is dead. Wondrous item, very rare (requires attunement by a Druid). The bag can communicate with any creature that comes into physical contact with it and can understand any language. When you score a critical hit using one of the cards, the damage dice are tripled, instead of doubled. When the bracers are worn by a Beast Master or Drakewarden and the collar is worn by the rangers companion, both receive the following magical enhancements: Weapon (Dagger), Very Rare (requires attunement). 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