Top Class Magic Items
Armor of Inspiration
Armor (light), rare (requires
attunement by a bard)
Beautiful leather armor embroidered
with musical notes or writing excerpt. When you inspire an ally, gain a bonus
to your AC equal to your Charisma modifier until the start of your next turn.
Armor of Offence
Armor (light, medium, heavy),
rare (requires attunement by a fighter)
Whenever you use your action surge
feature you gain a bonus to your AC equal to the number of attacks that hit
during you extra action. This lasts until the start of your next turn.
Bag of Hoarding
Wonderous item, common (requires
an artificer to use it)
A beautifully gaudy carpet bag
filled to the brim with so many bits and pieces it almost seems bottomless. As
an action you can pull any piece of adventurer’s gear under 50gp in cost.
Regardless of size. However, once you pull from the bag again whatever already
gained from this magic item goes missing.
Bear Essentials
Wonderous item, uncommon (requires
either a druid or ranger to use it)
A pouch that has 5 charges. For
each charge, the pouch produces one fish, which is filling enough for 1 day’s
rations for both adventurer and bear.
If given to a bear the user has
advantage on Wisdom (Animal Handling) checks while dealing with it, regardless
of whether the bear knew you produced the fish or not. On completion of a long
rest the bag refreshes 1d4 charges.
Blade of Mutual Destruction
Weapon (any sword), rare
(requires attunement by a barbarian)
When you use your reckless attack
feature you can expend a number of hit die up to your constitution modifier. If
you hit, you add the hit die as additional damage to your attack, you do not
regain these hit dice back until you would usually on completing a long rest.
In addition, when using this ability,
the wielder takes half of the additional damage rolled, this cannot be reduced
in any way.
Bloodline Ruby
Wonderous Item, very rare (requires
attunement by a sorcerer)
While attuned to the Bloodline
Ruby you no longer need material components that have a gold cost. You may also
use this in place on an arcane focus or components pouch.
Dagger of Poison Roulette
Weapon (dagger), rare (requires
attunement by a rogue)
A +1 magic dagger that has 6 vials
embedded into the hilt. Each vial is filled with a random type of poison, which
as a bonus action you can activate, spinning the vials and releasing one of the
poisons onto the blade.
Roll a 1d6 and check the roll
table below to see the effect if the attack hits, once a vial has been used it
is empty until you have completed a long rest.
1 – The target of the attack must succeed
a DC 15 Constitution saving throw or be poisoned.
2 – The target of your attack must
succeed a DC 13 Constitution saving throw or they can’t take reactions to the
end of your next turn.
3 – The target of your attack must
succeed a DC 17 Constitution saving throw or have their speed halved and their
AC reduced by 2 for the next minute.
4 – The target of your attack must
succeed a DC 15 Constitution saving throw or be blinded for the next minute. They
can repeat the save at the end of their turns.
5 – The target of your attack must
succeed a DC 13 Constitution saving throw or drop something in their hand.
6 – The target of your attack must
succeed a DC 17 Constitution saving throw or by stunned until the end of your
next turn.
Long Shot
Weapon (any bow), rare
(requires attunement by a ranger)
When you make an attack with this
bow you may call one of the following shots, head, arm, or leg, making it
harder to hit but giving you an added effect as shown on the table below.
Head – This add +10 to the targets AC. On a hit they are stunned until the start of your next turn
Arm – This add +7 to the targets AC. On a hit they drop whatever item is in their hand, any attacks with that arm are at disadvantage until the start of your next turn.
Leg – This adds a +5 to the targets AC. On a hit their movement is halved until the start of your next turn.
Luck’s Price
Wonderous Item, very rare
(requires attunement by a warlock)
A coin with your patron’s face or
symbol on it. While you are attuned to this item you may choose to test luck.
As a reaction you can flip the coin, if it lands on tails you gain advantage on
your next attack, skill check or saving throw, on heads you gain disadvantage on
your next attack, skill check or saving throw.
Pearl of Wisdom
Wonderous item, rare (requires
attunement by a paladin)
Your spell casting modifier for
you paladin spells can now be based on your wisdom instead of charisma.
In addition, you can now add the
spells Entangle, Longstrider and Speak with Animals onto
your spell list, and cast one of them without using a spell slot. You may cast
one of these spells this way again once you have completed a long rest.
Spell Seamed Sword
Weapon (any sword), rare
(requires attunement by a wizard)
A sword that appears to be broken
to a degree, with a jagged crack from the tip to the hilt, that glows bright
with energy to fill the shape when used. While you are attuned to this sword
you may expend a spell slot when you hit with an attack, adding additional
damage to the attack equal the weapon damage die x the level of spell expended.
Swiss Artificer’s Knife
Wonderous item, common
What looks like a simple flip
knife actually holds within it any artisan tool that exists. As an action you
think about what artisan tool you would like, and the knife will unfold and
rearrange itself into the required tool.
The Conductor
Wand, rare (requires attunement
by a bard)
Covered in fine strips of copper
and gold this ward sparks when used during casting. Whenever you inspire an
ally while attuned to this wand, everyone within a 5ft radius of you must
succeed a DC 13 Dexterity saving throw or take 2d4 lightning damage.
The Life Band
Wonderous item, rare (requires
attunement by a monk)
A striped leather band to tie
around your bicep, the pattern seems to shift upon use. Whenever you spend a ki
point while wearing this armband you regain 1 hit point.
Vestments of Negative Energy
Wonderous item, very rare
(require attunement by a cleric or paladin)
While attuned to this item all
healing spells do necrotic damage equal to the amount of healing they would
have done.
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