Magical Items

Jump to: Index of Items | Restricted Items | Keyed Items | Sentient Items | Categorization | Buying | Crafting | Effects

Restricted Items

Many arcane item smiths have long known ways to "tie" an item to a specific collection of creatures, usually by creature type or sub-type (like dwarven plate, for example). Many arcane smiths have found that applying such restrictors to items can grant the item additional benefits or abilities, or extend the utility of the item (such as additional charges). Some smiths have even figured out how to add a "defense" mechanism to the restriction, so that creatures of certain categories that attempt to attune or even touch the item suffer some negative consequence.

Restriction can be deliberately forged in a magical item, applied post-completion, or in some cases, develop on its own.

Forging an item to have a restriction generally heightens its power, allowing for more charges, or perhaps to develop a new minor feature (that is in some way related to the restriction). Typically restrictions are around which kind of creatures can use the item, but some have developed to restrict how the item can be used (such as what sort of creatures can be targeted, for example), so that a wand of magic missiles might be restricted to only be able to affect undead and do twice the damage, or have twice the charges, or twice the range, and so on.

Restrictions cn also develop over time, based on how it is used; for example, if Ser Lemdat, the Undead Slayer, uses that want of magic missiles exclusively against undead armies attacking the town, the wand may develop some particular properties making it more effective against undead, such as dealing radiant damage, or shooting an extra missile at undead targets, or

Keyed Items

The Umbral Forge mage school has also been experimenting, in partnership with many Soulbound magi, to concoct new forms of magic items that are not just attuned, but bound to specific individuals, making them less (or completely un-) usable by anyone other than the individual to whom it is bound, or "keyed". This is typically done only for custom-contract forge work, and often the "keying" requires direct participation by the individual to whom it is to be bound. The keying is perfect--shapechangers, doppelgangers, and polymorphed creatures do not fool the keying magic.

For value- and rarity-calculation purposes, a keyed item is one level greater in rarity (so a common item becomes uncommon if it is keyed), and legendary-rarity items cannot be keyed. Being keyed to an item takes up one of the three items to which a creature can be attuned. Items that normally require a command word to activate now require only a thought from the keyed creature, and need not even be in the keyed creature's possession to be activated, so long as it is in sight and within 60 feet.

A keyed item never loses its binding unless deliberately unbound by means of a single wish spell, or by casting dispel magic on the item five days in a row per level of rarity (ten for uncommon, fifteen for rare, twenty for very rare, and twenty-five for legendary). Even in case of the keyed creature's death, the item remains keyed to that creature until unbound. Once the keying is unbound, the item can either be attuned as per the normal rules, or keyed to another creature.

Keying an item after its construction requires explicit participation by a pair of Umbral Forge magi (typically a Ferromancer and a Soulbinder), and requires a hefty donation to the school (typically in the range of 10% of the item's value, so 25gp for a keyed uncommon item, 250gp for a keyed rare item, 2,500gp for very rare, and anything north of 10,000gp for legendary). The process needs the keying creature's full participation, and takes one full day for each "level" of the item's rarity (uncommon, 2 days; rare 3 days; very rare 4 days; and legendary 5 days), allowing for only a single long rest each day during that time. An item can still only be keyed to those sorts of creatures that can wield it; a staff of power can never be keyed to a fighter, for example.

If a creature other than the keyed creature attempts to attune a keyed item, the attunement simply fails to take, no matter how long or what degree of effort a non-keyed creature puts in. An identify spell will reveal the nature of the item as normal, but not its keyed nature; casting the identify using a 2nd-level slot will reveal it is keyed, and higher-level slots will reveal greater details about the creature to whom the item is keyed: 3rd-level, the kind of creature, 4th-level, rough geographic (or planar) location relative to the item's current location, 5th-level, the creature's face or other semi-identifying characteristics, and finally with a 6th-level slot, the full details of the keyed creature.

Note that the binding is entirely one-way; a keyed item can only be bound to a single creature, but a creature could have up to three keyed items.

Many wizards will key their staves, and nobility often do so with their ruling artifacts; the Emperor of Liria, for example, is always keyed to the Sword of Liria (a +3 sun blade) so that only the Emperor can activate it, often as part of rituals and proclamations, and usually to verify the Emperor's identity.

Sentient Items

Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.

Most sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient.

Sentient magic items function as NPCs under the DM’s control. Any activated property of the item is under the item’s control, not its wielder’s. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder.

Abilities

A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item’s abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest.

Communication

A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table.

d100 Communication
01–60 The item communicates by transmitting emotion to the creature carrying or wielding it.
61–90 The item can speak, read, and understand one or more languages.
91–00 The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it.

Senses

With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table.

d4 Senses
1 Hearing and normal vision out to 30 feet.
2 Hearing and normal vision out to 60 feet
3 Hearing and normal vision out to 120 feet.
4 Hearing and darkvision out to 120 feet.

Alignment

A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table.

d100 Alignment
01–15 Lawful good
16–35 Neutral good
36–50 Chaotic good
51–63 Lawful neutral
64–73 Neutral
74–85 Chaotic neutral
86–89 Lawful evil
90–96 Neutral evil
97–00 Chaotic evil

Characteristics

Use the information on creating NPCs in chapter 4 to develop a sentient item’s mannerisms, personality traits, ideals, bonds, and flaws. You can also draw on the “Special Features” section earlier in this chapter.

If you determine these characteristics randomly, ignore or adapt any result that doesn’t make sense for an inanimate object. You can reroll until you get a result you like.

Special Purpose

You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder’s use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table.

d10 Purpose
1 Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.)
2 Bane: The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards.
3 Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids.
4 Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity.
5 Templar: The item seeks to defend the servants and interests of a particular deity.
6 Destroyer: The item craves destruction and goads its user to fight arbitrarily.
7 Glory Seeker: The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure.
8 Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy.
9 Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events.
10 Creator Seeker: The item seeks its creator and wants to understand why it was created.

Conflict

A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item’s alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder’s Charisma check. If the item wins the contest, it makes one or more of the following demands:

  • The item insists on being carried or worn at all times.
  • The item demands that its wielder dispose of anything the item finds repugnant.
  • The item demands that its wielder pursue the item’s goals to the exclusion of all other goals.
  • The item demands to be given to someone else.

If its wielder refuses to comply with the item’s wishes, the item can do any or all of the following:

  • Make it impossible for its wielder to attune to it.
  • Suppress one or more of its activated properties.
  • Attempt to take control of its wielder.

If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12 + the item’s Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item’s commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can’t use this power again until the next dawn.

Categories

I choose to use a system whereby effects can be paired with a variety of different containers; why should the properties of a frost brand be limited solely to swords?

Some items can only be a particular specific within the category--for example, an animated shield wouldn't make much sense as anything other than a shield, since an animated breastplate wouldn't yield any significant benefit (and possibly some drawbacks!).

Residual Items

Items that hold charges or periodic-based powers

  • Clothing: Belt, Boots, Bracers, Cape, Cloak, Gloves, Hat, Mantle, Robe, Slippers, Horseshoes

  • Decoration: Banner, Candle, Coin, Curtain, Mirror, Pennant

  • Defense: Armor, Bracers, Gauntlets, Helm, Shield, Barding

  • Shield: Buckler, Shield, Tower Shield

  • Focus: Amulet, Grimoire, Rod, Scepter, Staff, Wand

  • Footwear: Boots, Shoes, Slippers

  • Instrument: Chime, Drum, Flute, Harp, Horn, Lute, Pipes, Viola

  • Ornament: Amulet, Brooch, Circlet, Crown, Mask, Medallion, Necklace, Ring, Scarab, Talisman

  • Stones: Bead, Gem, Orb, Pearl, Stone

  • Readable: Archive, Atlas, Book, Compendium, Grimoire, Tome

  • Wearable: Clothing, Defense, Ornament

  • Weapon: Axe, Bow (long, short), Dagger, Flail, Mace, Spear, Sword, Trident, ...

  • Vessel: Bag, Bottle, Bowl, Censer, Chalice, Decanter, Flask, Jug, Quiver, Sack, Vial

One-shot Items

Items that hold only one charge/use

List

Buying magic items

Guideline: Most "common" items are going to price out at 250-500gp, depending on how directly useful they might be in combat, with combat items going for the higher end.

Magic items are priced typically in "tiers":

Tier Price +/- Range
1 50 +/- 15 gp
2 100 +/- 20 gp
3 500 +/- 100 gp
4 1,000 +/- 200 gp
5 2,500 +/- 500 gp
6 5,000 +/- 1,000 gp
7 10,000 +/- 2,000 gp
8 25,000 +/- 5,000 gp
9 50,000 +/- 10,000 gp
10 100,000 +/- 25,000 gp
11 250,000 +/- 50,000 gp
12 500,000 +/- 100,000 gp
13 1,000,000 +/- 250,000 gp
14 2,500,000 +/- 500,000 gp

The rarity of an item sets its base tier:

Rarity Tier
common 2
uncommon 4
rare 6
very rare 8
legendary 10

From there, a number of factors can affect the asking price:

  • Ammunition, Consumable, and Scrolls: -1 tier
  • If the item requires attunement: +1 tier
  • Weapons and defenses: +1 tier
  • If the purchase is happening in a village (population under 1,000): +2 tiers
  • If the purchase is happening in a city (population over 10,000): -1 tier

No tier adjustment can ever drop below 1.

Examples:

  • potions of healing, climbing, : common (2), consumable (-1) = tier 1
  • potions of supreme healing, invisibility, longevity: very rare (8), consumable (-1) = tier 7 (10,000gp)
  • armor +1: rare (6), defense (+1) = tier 7 (10k)
  • armor +2: very rare (8), defense (+1) = tier 9 (50k)
  • armor +3: legendary (10) defense (+1) = tier 11 (250k)
  • arrow +1: uncommon (4), ammunition (-1) = tier 3 (500gp)
  • longbow +1: uncommon (4), weapon (+1) = tier 5 (2500gp)
  • sword +1: uncommon (4), weapon (+1) = tier 5 (2500gp)

Crafting magic items

(adapted from the PHB and DMG)

A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear.

Requirements. To create a magic item, four things are required:

  • A "formula". The formula is like a recipe. It lists the materials needed and steps required to make the item.
  • Skills. Certain skills are required to craft items of particular types, which are used to make proficiency checks during the crafting.
  • Materials. Crafting a magic item will require raw materials.
  • Time. It takes time to craft, though less if there are multiple individuals crafting.

More details for each are described below.

Formula. If a crafter wants to craft an item, they require a detailed set of instructions to follow in order to be successful. These formulae can obtained in a variety of ways:

  • Research. The crafter can spend a week engaged in experimentation and study, looking to "unlock" the correct combination of materials, enchantments, and other work required. The DC for the check required varies with the rarity of the intended item: common: 15, uncommon: 20, rare: 25, very rare: 30, legendary: 40. For each week spent uninterrupted (other than a long rest), the DC check can be reduced by 1. If the check fails, the research must begin entirely from scratch. (There's a reason why there's so few legendary items in existence!)
  • Spellbooks/Scrolls. Formulae for crafting items can be written down (see below), and such formulae sometimes appear in treasure hauls or other collections. Certain formulae are available for purchase from a mage school or other source of magical information. For example, the formula for a potion of healing is often easily obtained from Life clerics for a nominal fee.
  • Verbal consultation. Another crafter who has crafted the item before can teach the formula, verbally describing the formula to the student. The teacher must be present during at least half the time required for the item's crafting, and once the crafting is complete, the formula is memorized by the student.

Once the formula is obtained, it can be scribed on to scrolls or into a spellbook in one uninterrupted hour at a cost of 50gp (for materials).

Skills. The skills and proficiencies required to craft an item can vary, but in general will follow the following table:

Item type Proficiency
Non-metallic defense Leatherworker's tools
Metallic defense, weapon Smith's tools
clothing, decoration Weaver's tools
focus Jeweler's tools or Smith's tools or Woodworker's tools
footwear Cobbler's tools
instrument Musician's tools or Woodworker's tools or Smith's tools
ornament Jeweler's tools
potion Herbalism or Alchemist's supplies or Brewer's supplies
readable, scroll Calligrapher's supplies
stone Jeweler's tools or Mason's tools
vessel Glassworker's tools or Smith's tools
any other wondrous item DM's discretion

In the cases where multiple skills are listed, the crafter can create the item using any of the skills listed, but the "flavor" of the item should skew in that particular direction; for example, a potion of healing crafted using Brewer's supplies will take the form of a magical ale or beer, whereas an amulet focus crafted using Woodworker's tools will be a wooden disk worn using a leather loop, and so on. Note that the Arcana proficiency can also be used in place of any of the above skills.

Note that it is possible for a crafter to attempt to craft without the requisite proficiency, but will do so at disadvantage on the crafting roll.

Materials. The raw materials required will vary with the item, as per the DM's discretion, but in general will consist of the non-magical equivalent materials (so a sword or metallic armor will require some supply of steel, a bow would require some branch of wood, and so on) as well as particular component(s) that will lend to the item's magical nature. Typically an item will require one magical component per rarity level of the item above common--so an uncommon item will require one magical component, and a legendary one four (or more).

The cost of non-magical materials required (aside from the magical components) will be commensurate with the tier of the item, as given below:

Rarity Cost
common 50gp
uncommon 200gp
rare 2,000gp
very rare 20,000gp
legendary 100,000gp

A magical item invariably requires one or more exotic materials to complete it. These can range from the skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding that material can take place as part of an adventure, or some mage schools partner with merchant guilds to provide these items for sale (DM's discretion). Magical components for the item will often need to come from mystical creatures or places, and will be relevant to the item's enchantments. A ring of protection may require threads of mithril and adamantine worked within it, or a potion of climbing requiring portions of the leg of a giant spider, and so on. At the DM's discretion, some may be able to be acquired via purchase, and if so, they will typically cost ten times the non-magical materials cost.

Crafting will also require some kind of space in which the crafting can take place--a shop, for example--which must be dedicated to the crafting of the item. The space will often need to have certain equipment within it, such as a forge, table, saws, and so on, for the creation of the item. Because most crafting efforts will require more than one day to carry out, the space must be dedicated to crafting and not "shared" with any other tasks--a crafter cannot craft in the common room of an inn, for example.

Time. Crafting an item will take time according to its rarity, below:

Rarity Time
common one day
uncommon one week (7 days)
rare one month (30 days)
very rare one year (365 days)
legendary one decade (3650 days)

Multiple crafters can combine on an item, reducing the time required. How many crafters can combine on an item depends on the size and complexity of the item (subject to the DM's discrtion), as given below:

Item type Max crafters
clothing 2
decoration 2
defense 4
focus 3
footwear 2
instrument 2
ornament 2
potion 2
scroll 2
stones 3
readable 4
weapon 4
vessel 2

The time to craft an item is divided by the number of crafters working on it, rounded up (so a 1 week item crafted by 2 crafters would require 4 days), but when the time comes for a proficiency check, all the crafters involved in the crafting must make the check.

Proficiency Checks. During the crafting, crafters must periodically make proficiency checks to see how the crafting is going. Each of the crafters involved in the crafting must make the check; the DC of the check depends on the rarity of the item being crafted (common, DC 10; uncommon, DC 12; rare, DC 15; very rare, DC 20; legendary, DC 25). If any of these checks fail, a "quirk" may develop in the item, the work may be delayed, or in the worst case, the work is ruined and must be started over. This proficiency check should be kept private to the DM. Failures can result in a quirk, collapse of the work, or sometimes by a strange quirk of fate, a bonus. An example of possibilities are given in the Crafting Fail Table:

Crafting Fail Table

d20 Result
1 Catastrophe. Arcane forces collide, creating an explosion. The materials are lost, the shop must be rebuilt, and the crafters (and anyone else in or near the shop when it happens) suffer damage (common, 1d6; uncommon, 2d6; rare, 5d6; very rare, 10d6; legendary, 20d6) of a random type (d6: 1, force; 2, fire; 3, cold; 4, radiant; 5, necrotic; 6, poison).
2-3 Collapse. The arcana being invested into the item collapses and dissipates. The work is lost and must be restarted, though the materials remain.
4-5 Messenger. After 1d6 days with this item, the wielder slowly develops a tattoo all over their body over the course of 1d4 days that describes a fundamentally different tale of the creation of the world than they are familiar with.
6-7 Empath. The item blinks in and out of existence when the wielder feels strong emotions.
8-9 Dirty. This item never seems to be properly clean, no matter how often or how hard its owner cleans it.
10-11 Occupied. Regardless of what this item is, when it is held up to the ear, the sounds of a busy city can be heard.
12-13 Musical. Causes anything made of metal within 10' to vibrate at a low hum.
14-15 Enlightening. A dim light emits from under the wielders finger and toe nails.
16-17 Tweaked. When used, roll a d20; on a 20, a random cantrip goes off.
18-19 Empowered. Arcane forces collect, such that the item can cast a level 1d3 spell 1/day. This is unknown to the wielder even after inspection/ attunement.
20 It's Alive! A spirit is caught up in the arcane energies being harnessed into the item. When the work is complete, if it is not a consumable/one-shot item, it will be a sentient magic item. The sentience will not manifest until the work is fully complete, and if this effect happens two or more times, the item will have multiple personalities (with all the chaos and implications that suggests).

Complications. Most of the complications involved in creating something, especially a magic item, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The Crafting Complications table provides examples of what might happen.

Crafting Complications Table

d12 Complication
1 Rumors swirl that what you’re working on is unstable and a threat to the community. If the mob storms the shop, uncompleted work must be restarted.
2 Your tools are stolen, forcing you to buy new ones. Uncompleted work is delayed until the tools are replaced.
3 A local wizard shows keen interest in your work and insists on observing you.
4 A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer.
5 A merchant clan accuses you of stealing its secret lore to fuel your work.
6 A competitor spreads rumors that your work is shoddy and prone to failure.
7 A "representative of the local rogues' guild" visits the shop and politely demands extortion money.
8 Religious leader(s) visit your shop and insist your work is "against the gods' natural design" and demand you stop.
9 Magi from a mage school insist your work is interfering with their research and demand it to stop.
10 A bully (noble, thug, merchant, or someone of that sort) comes to the shop, takes a liking to the work, and demands it be given to them.
11 Someone (a local rogues' guild, it is rumored) breaks into your shop and steals some random equipment and/or materials. Uncompleted work is delayed; tools may need to be replaced.
12 One of your assistants quits, taking some tools and half-finished work with them, and disappears. Uncompleted work is delayed.

Most of these events demand role-playing solutions; players can attempt Charisma-based actions to try and defuse the situation, but over time could create poor relations with their neighbors. Note that crafters can also take positive steps to sway the locals, which can offer bonuses to the negotiations' die rolls.

Effects

defense Effects

  1. Arboreal: Armor is +1 while within a forest. This effect fades upon leaving a forest, and only returns after completing a long rest within a forest.
  2. Arid: Armor is +1 while within a desert. This effect fades upon leaving a desert, and only returns after completing a long rest within a desert.
  3. Astute: It takes half the time to don or doff this armor than normal armor of this type.
  4. Bloodthirsty: Wearer may spend a hit die to turn this armor into +1 armor for 1d4 rounds.
  5. Brawler's: When the wearer makes an attack with an improvised weapon, the armor becomes a +1 armor until the end of the wearer's next turn.
  6. Cavernous: Armor is a +1 while in a cave. This effect fades upon leaving the underground, and only returns after completing a long rest underground.
  7. Charitable: After the character makes a donation to the temple of a deity of the proper alignment for the weapon's enchantment, the armor becomes a +1 armor for one day per 10gp of value of the charity. If a month passes without any such donation, the armor becomes a -1 weapon until a suitable donation is made.
  8. Chirurgeon's: Armor is lined with pockets, compartments, and medical supplies that renew themselves when the bearer completes a long rest. Wearing this armor is treated as using a healer's kit.
  9. Civilized: Armor is a +1 armor while in a living urban environment. This effect fades upon leaving the city, and only returns after completing a long rest in a city.
  10. Climber's: Armor is suited with harnesses, rope, and other climbing tools that renew themselves when the bearer completes a long rest. Wearing this armor is treated as using a climbing kit.
  11. Comforting: Armor is a +1 armor while the wearer has any levels of exhaustion.
  12. Consecrated: Armor is a +1 armor against undead.
  13. Crystalline: Armor has pieces of crystal growing on it. It is a +1 armor until the wearer takes a critical hit, at which point the crystal shatters and the effect ends. The crystal regrows when the wearer completes a long rest.
  14. Deflecting: Armor is a +1 armor against ranged weapon attacks.
  15. Evasive: Whenever the wearer takes a Dodge action, they gain +1 AC until the end of their next turn.
  16. Ever-Armed: Pieces of the armor can be used to assemble a dagger by spending an action. This reduces the AC of the armor by 1 until the dagger is returned to the armor. When the wearer completes a long rest, the pieces automatically return to the armor, even if the dagger was lost or stolen. The dagger is a +1 magic weapon.
  17. Fair-Weather: The armor is a +1 armor as long as the bearer has at least half their hit points.
  18. Fen: Armor is a +1 while in a swamp. This effect fades upon leaving the swamp, and only returns after completing a long rest in a swamp.
  19. Flanked: Armor is a +1 armor if two or more enemies are adjacent to the wearer.
  20. Forgotten: Bearer may spend an action to attempt to ignite the ancient magics in this armor, making a DC 13 Charisma check. If successful, the armor is a +1 armor for as long as the bearer maintains Concentration.
  21. Furious: Armor is a +1 armor as long as the bearer is in a rage.
  22. Glass: Armor is a +1 armor as long as the bearer is at full hit points.
  23. Insightful: Wearer may spend their reaction to add their Wisdom bonus to their AC until the end of their next turn.
  24. Lightweight: Armor weight is reduced by 25%, and Strength requirements are reduced by 1.
  25. Mage-Killer's: Armor is a +1 armor against spell attacks.
  26. Masquerading: Armor changes to fit disguises, granting advantage when using disguise kit.
  27. Moonlit: Armor is a +1 armor when under the light of the full moon at night.
  28. Mortal: At the end of a turn where the wearer failed a death saving throw, the magic in the armor attempts to stabilize them, rolling a Wisdom (Medicine) check with a +3 modifier.
  29. Mournful: When an ally falls unconscious due to having 0 hit points, the bearer gains a +1 AC bonus for the next ten minutes. If that ally awakens, the bearer loses this bonus.
  30. Prairie: Armor is a +1 armor while in a grasslands. This effect fades upon leaving the grasslands, and only returns after completing a long rest in a grasslands.
  31. Precipice: Armor is a +1 armor while in the mountains. This effect fades upon leaving the mountains, and only returns after completing a long rest in the mountains.
  32. Primeval: Armor is a +1 armor while in a jungle. This effect fades upon leaving the jungle, and only returns after completing a long rest in the jungle.
  33. Profane: Armor is a +1 armor when worn by undead.
  34. Resonant: Bearer may use a bonus action and spend a ki point to treat this armor as a +1 armor. Lasts for one minute.
  35. Righteous: Armor is a +1 armor when wielded by a good character.
  36. Runic: When the bearer casts a spell, this armor becomes a +1 armor until the end of their next turn.
  37. Sailor's: Armor is a +1 armor while at sea. This effect fades upon returning to land, and only returns after completing a long rest at sea.
  38. Shaded: Armor is a +1 armor when in dim light or darkness.
  39. Slayer's: Armor is a +1 armor against devils and demons.
  40. Solar: Armor is a +1 armor when in direct and full sunlight.
  41. Submerged: Armor is a +1 armor when its wearer is completely submerged in water.
  42. Swift: Armor is a +1 armor if the bearer is first in the initiative order.
  43. Transmuted: Armor is wrought of a material unusual for the creation of such an item. Its other traits are unaltered.
  44. Trusty: Armor is a +1 armor when the wielder has half their hit points or less.
  45. Twilight: Armor is a +1 armor within an hour before or after rising or setting of the sun, or during a solar eclipse.
  46. United: When the bearer of this armor is the recipient of a Help action in combat, this armor is considered a +1 armor. When the bearer of this armor aids another with the Help action in combat, the beneficiary of that Help action's armor is considered a +1 armor.
  47. Unyielding: When the wearer takes any damage, this armor becomes a +1 armor until the end of the wearer's next turn.
  48. Vanguard: Armor is a +1 armor against melee weapon attacks.
  49. Vile: Armor is a +1 armor when worn by an evil character.
  50. Watcher's: Armor is a +1 armor during surprise rounds or against attacks the bearer is unaware of.

Save Effects

  1. Adroit: Bearer gains a +1 bonus to Intelligence saving throws
  2. Dynamic: Bearer gains a +1 bonus to Charisma saving throws
  3. Favored: Bearer gains advantage on one saving throw. Must complete a long rest before using this ability again.
  4. Heroic: Bearer gains advantage on saves against fear.
  5. Invigorating: Bearer gains advantage on saves against exhaustion.
  6. Mindful: Bearer gains a +1 bonus on Wisdom saving throws.
  7. Nimble: Bearer gains a +1 bonus on Dexterity saving throws.
  8. Reaper's: Bearer gains advantage on death saves.
  9. Solemn: Bearer may spend an action to remove all of the failed death saves in an adjacent target. This does not stabilize the target.
  10. Unbroken: Bearer gains a +1 bonus on Constitution saving throws.
  11. Vigorous: Bearer gains a +1 bonus on Strength saving throws.
  12. ???

Skill Effects

  1. Acolyte's: Bearer gains a +1 bonus to Wisdom (Religion) checks.
  2. Barbarian's: Bearer gains a +1 bonus to Strength (Athletics) checks.
  3. Bard's: Bearer gains a +1 bonus to Charisma (Performance) checks.
  4. Burglar's: Bearer gains +1 to Dexterity (Sleight of Hand) checks.
  5. Discerning: Bearer gains +1 to Wisdom (Insight) checks.
  6. Druid's: Bearer gains +1 to Intelligence (Nature) checks.
  7. False: Bearer gains +1 to Charisma (Deception) checks.
  8. Grim: Bearer gains +1 to Charisma (Intimidation) checks.
  9. Inquisitor's: Bearer gains +1 to Intelligence (Investigation) checks.
  10. Jack-of-All-Trade's: Bearer gains a +1 bonus to any Skill check. Must complete a long rest before using this ability again.
  11. Maverick: Bearer gains +1 to any Skill check involving gambling or betting.
  12. Sage's: Bearer gains +1 to Intelligence (History) checks.
  13. Shepherd's: Bearer gains +1 to Wisdom (Animal Handling) checks.
  14. Silent: Bearer gains +1 to Dexterity (Stealth) checks (armor that inflicts disadvantage instead no longer does so).
  15. Silver-Tongued: Bearer gains +1 to Charisma (Persuasion) checks.
  16. Surgeon's: Bearer gains a +1 to Wisdom (Medicine) checks.
  17. Tracker's: Bearer gains a +1 to Wisdom (Survival) checks.
  18. Tumbler's: Bearer gains a +1 to Dexterity (Acrobatics) checks.
  19. Vigilant: Bearer gains +2 to their passive Perception.
  20. Wizard's: Bearer gains a +1 to Intelligence (Arcana) checks.

weapon Effects

  1. Arboreal: Weapon is +1 while within a forest. This effect fades upon leaving a forest, and only returns after completing a long rest within a forest.
  2. Arid: Weapon is a +1 while in a desert. This effect fades upon leaving a desert, and only returns after completing a long rest within a desert.
  3. Assassin's: Bearer may add proficiency bonus to damage rolls dealt during a surprise round.
  4. Barbed: Bearer may use a bonus action to change the damage type of this weapon to piercing, and its damage roll gains a +1 bonus. Lasts for one minute.
  5. Binding: Creatures struck by this weapon reduce their speed by 5 until the end of its next turn.
  6. Bloodthirsty: Bearer may spend a hit die to turn this weapon into a +1 weapon for 1d4 rounds.
  7. Booming: Bearer may use a bonus action to change the damage type of this weapon to thunder, and its damage roll gains a +1 bonus. Lasts for one minute.
  8. Capricious: Treat as a +1 weapon if wielded by a Chaotic character and the attack roll was an even number.
  9. Caustic: Bearer may use a bonus action to change the damage type of this weapon to acid, and its damage roll gains a +1 bonus. Lasts for one minute.
  10. Cavernous: Weapon is a +1 while in a cave. This effect fades upon leaving the underground, and only returns after completing a long rest underground.
  11. Chained: Bearer may spend a bonus action to affix this weapon to their wrist, becoming immune to being disarmed. Must spend a full action to switch to another weapon, however.
  12. Charged: Bearer may use a bonus action to change the damage type of this weapon to lightning, and its damage roll gains a +1 bonus. Lasts for one minute.
  13. Charitable: After the character makes a donation to the temple of a deity of the proper alignment for the weapon's enchantment, the weapon becomes a +1 weapon for one day per 10gp of value of the charity. If a month passes without any such donation, the weapon becomes a -1 weapon until a suitable donation is made.
  14. Civilized: Weapon is a +1 weapon while in a living urban environment. This effect fades upon leaving the city, and only returns after completing a long rest in a city.
  15. Cleaving: Bearer may use a bonus action to change the damage type of this weapon to slashing, and its damage roll gains a +1 bonus. Lasts for one minute.
  16. Consecrated: Weapon is a +1 weapon against undead.
  17. Cruel: Bearer may re-roll damage from critical hits scored with this weapon. The second result must be taken.
  18. Crushing: Bearer may use a bonus action to change the damage type of this weapon to bludgeoning, and its damage roll gains a +1 bonus. Lasts for one minute.
  19. Dark: Bearer may use a bonus action to change the damage type of this weapon to necrotic, and its damage roll gains a +1 bonus. Lasts for one minute.
  20. Disarming: Bearer may choose to forego damage and instead attempt to disarm the target, who must make a Strength or Dexterity save against a DC of (8 + bearer's proficiency bonus + ability bonus used with weapon) or be disarmed. Disarmed weapons land 10' in a random direction.
  21. Draining: When the bearer successfully inflicts a critical hit, he gains 10% of the total damage inflicted as temporary hit points (round down, minimum 1).
  22. Esper: Bearer may use a bonus action to change the damage type of this weapon to psychic, and its damage rolls gain a +1 bonus. Lasts for one minute.
  23. Equanimeous: The weapon has a +1 attack bonus during the day and a +1 damage bonus at night when wielded by a neutral character.
  24. Fair-Weather: The weapon is a +1 weapon as long as the bearer has at least half their hit points.
  25. Fen: Weapon is a +1 while in a swamp. This effect fades upon leaving the swamp, and only returns after completing a long rest in a swamp.
  26. Flanking: Weapon is a +1 if an ally is adjacent to the enemy you are attacking.
  27. Forgotten: Bearer may spend an action to attempt to ignite the ancient magics in this weapon, making a DC 13 Charisma check. If successful, the weapon is a +1 weapon for as long as the bearer maintains Concentration.
  28. Frozen: Bearer may use a bonus action to change the damage type of this weapon to cold, and its damage roll gains a +1 bonus. Lasts for one minute.
  29. Furious: Weapon is a +1 weapon as long as the bearer is in a rage.
  30. Glass: Weapon is a +1 weapon as long as the bearer is at full hit points.
  31. Glorious: Bearer may use a bonus action to change the damage type of this weapon to radiant, and its damage roll gains a +1 bonus. Lasts for one minute.
  32. Haunted: Weapon emits misty smoke when drawn, and apparitions can be seen in it when in dim light or darker. Weapon inflicts +2 necrotic damage from those haunts attacking it, though they can be turned as CR 1 undead creatures, negating this benefit until the bearer completes a long rest.
  33. Jagged: When a creature takes damage from this weapon, it cannot regain hit points until the beginning of its next turn.
  34. Mage-Killer's: Weapon ignores the AC bonus granted by spells.
  35. Maligning: When used to make an opportunity attack, this weapon inflicts 1d4 additional points of damage.
  36. Moonlit: Weapon is a +1 weapon on nights of the full moon.
  37. Parrying: Bearer may use their reaction to gain a +1 AC bonus until the beginning of their next turn.
  38. Patient: Weapon is a +1 weapon until the beginning of the bearer's next turn when they ready an action.
  39. Prairie: Weapon is a +1 weapon while in a grasslands. This effect fades upon leaving the grasslands, and only returns after completing a long rest in a grasslands.
  40. Precipice: Weapon is a +1 weapon while in the mountains. This effect fades upon leaving the mountains, and only returns after completing a long rest in the mountains.
  41. Primeval: Weapon is a +1 weapon while in a jungle. This effect fades upon leaving the jungle, and only returns after completing a long rest in the jungle.
  42. Pulsing: Bearer may use a bonus action to change the damage type of this weapon to force, and its damage roll gains a +1 bonus. Lasts for one minute.
  43. Resonant: Bearer may use a bonus action and spend a ki point to treat this weapon as a +1 weapon. Lasts for one minute.
  44. Righteous: Weapon is a +1 weapon when wielded by a good character during the day.
  45. Runic: When the bearer casts a spell, this weapon becomes a +1 weapon until the end of their next turn.
  46. Sailor's: Weapon is a +1 weapon while at sea. This effect fades upon returning to land, and only returns after completing a long rest at sea.
  47. Seismic: When this weapon strikes a patch of ground, it shatters it, turning it into difficult terrain. When used to strike a target, this effect travels through the target, turning the ground beneath their feet into difficult terrain.
  48. Shaded: Weapon is a +1 weapon when in dim light or darkness.
  49. Slayer's: Weapon is a +1 weapon against devils and demons.
  50. Smoldering: Bearer may use a bonus action to change the damage type of this weapon to fire, and its damage roll gains a +1 bonus. Lasts for one minute.
  51. Solar: Weapon is a +1 weapon when in direct and full sunlight.
  52. Twilight: Weapon is a +1 weapon within an hour before or after rising or setting of the sun, or during a solar eclipse.
  53. Swift: Weapon is a +1 weapon if the bearer is first in the initiative order.
  54. Transmuted: Weapon is wrought of a material unusual for the creation of such an item. Its other traits are unaltered.
  55. Trusty: Weapon is a +1 weapon when the wielder has half their hit points or less.
  56. United: When the bearer of this weapon is the recipient of a Help action in combat, this weapon is considered a +1 weapon. When the bearer of this weapon aids another with the Help action in combat, the beneficiary of that Help action's weapon is considered a +1 weapon.
  57. Vampiric: When the bearer successfully strikes an enemy and inflicts damage at least equal to the maximum of one of his hit dice, he may choose to regain one hit die of that type. Bearer must complete a short rest before using this again.
  58. Venomous: Bearer may use a bonus action to change the damage type of this weapon to poison, and its damage roll gains a +1 bonus. Lasts for one minute.
  59. Victorious: When the bearer kills a creature with this weapon, they gain temporary hit points equal to the creature's CR.
  60. Vile: Weapon is a +1 weapon when wielded by an evil character at night.
  61. Winter: Weapon is a +1 weapon while in the snow. This effect fades upon leaving the snows, and only returns after completing a long rest in a snowscape.
  62. Withering: A target struck by this weapon must make a DC 13 Constitution saving throw. If successful, there is no effect and the target is immune to further strikes from this weapon, If failed, the target loses 1 point of Strength until they complete a short rest.

Miscellaneous Effects

  1. Arcane (Lesser): Bearer may cast a (specific) wizard cantrip. Must complete a short rest before using ability again.
  2. Arcane (Greater): Bearer may cast a (specific) wizard spell of 1st level. Must complete a long rest before using ability again.
  3. Arresting: Bearer may use a reaction to reduce fall damage by 1d6. Must complete a short rest before using this again.
  4. Artist's: Bearer may use to make colored marks on any surface. Marks fade in 24 hours.
  5. Bardic (Lesser): Bearer may cast a (specific) bard cantrip. Must complete a short rest before using ability again.
  6. Bardic (Greater): Bearer may cast a (specific) bard spell of 1st level. Must complete a long rest before using ability again.
  7. Beacon: Bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.
  8. Blessed: Bearer gains an additional 1d4 points of healing when they receive divine healing.
  9. Cartographic: Item records a map of the environments that the bearer is exploring and can magically project a mental map of areas explored into the bearer's mind.
  10. Channeling: Bearer may ignore the Verbal or Somatic component of one spell when casting. Must complete a long rest before using this ability again.
  11. Chiropteran: Bearer can hear a pin drop in a crowded room and gains advantage on Wisdom (Perception) checks that use hearing.
  12. Compass: The bearer can use an action to learn (unerringly) which way is north.
  13. Conscientious: When the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience.
  14. Dazzling: The bearer may spend an action to cause the magic in this item to ignite, causing a brilliant flare. Creatures within a 10 foot radius must use their reaction or be blinded until the end of their next turn. The bearer must complete a long rest before using this ability again.
  15. Defensive: When the bearer takes a Dodge action, they may move an additional 5 feet.
  16. Delver: While underground, the bearer always knows the item's depth beneath the surface and direction to the nearest staircase, ramp, or other path leading upward.
  17. Diplomatic: Bearer gains the ability to speak, read, write, and understand a language. This language remains available to the bearer until they complete a long rest, at which time they can change to a different language.
  18. Drunkard's: Bearer always knows the direction to the nearest alcholic beverage.
  19. Eagle-Eyed: The bearer sees twice as far and gains advantage on sight-based Wisdom (Perception) checks.
  20. Eavesdropper's: As long as they are on the same plane, the bearer of this item may hear through this item as though they were present, as long as he is attuned to the item. The item cannot be attuned to another until the currently-attuned owner is no longer attuned to it.
  21. First: Bearer gains a +1 to initiative rolls.
  22. Focal: Item is wrought according to arcane principles. Arcane casters (wizards, sorcerers, and artificers) may use the item as an arcane focus.
  23. Fresh: Bearer never gets dirty and remains odorless.
  24. Gleaming: The item never gets dirty or scuffed.
  25. Greatlung: Bearer can hold their breath for 3 minutes before the onset of asphyxiation.
  26. Guardian: Item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
  27. Harmonious: Attuning this item takes only one minute.
  28. Hidden Message: A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location.
  29. Iconic: Item is inscribed with holy symbol of a given deity. Clerics and paladins of that deity may use the item as a divine focus.
  30. Illusion: The item is imbued with illusion magic, allowing its bearer to alter the items appearance in minor ways. The item reverts to its true appearance when no one is carrying or wearing it.
  31. Inspired: Whenever gaining or granting Inspiration, the bearer heals a number of hit points equal to the Charisma bonus of the bard granting Inspiration.
  32. Key: The item can unlock any non-magicl container, chamber, vault, or other entryway.
  33. Locating: As long as they are on the same plane, the bearer of this item may sense in what direction this item lies when they are parted from it as long as he "owns" the item. In order to "own" the item, a character must spend a long rest with the item in their possession. It remains owned until another character does so.
  34. Lunar: Bearer gains an extra level 1 spell slot, which recovers only after a full moon rises.
  35. Lupine: Bearer can detect and distinguish scents as a wolf does, and gains advantage on Wisdom (Perception) checks that use smell and on Wisdom (Survival) checks to track.
  36. Miraculous (Lesser): Bearer may cast a (specific) cleric cantrip. Must complete a short rest before using ability again.
  37. Miraculous (Greater): Bearer may cast a (specific) cleric spell of 1st level. Must complete a long rest before using ability again.
  38. Nourishing: Bearer rarely feels hungry and only needs to consume one-quarter the usual amount of food.
  39. Pacted (Lesser): Bearer may cast a (specific) warlock cantrip. Must complete a short rest before using ability again.
  40. Pacted (Greater): Bearer may cast a (specific) warlock spell of 1st level. Must complete a long rest before using ability again.
  41. Preacher's: Bearer may increase the range of their Channel Divinity by 5 feet.
  42. Primal (Lesser): Bearer may cast a (specific) druid cantrip. Must complete a short rest before using ability again.
  43. Primal (Greater): Bearer may cast a (specific) druid spell of 1st level. Must complete a long rest before using ability again.
  44. Projecting: Bearer may send messages mentally to willing character within 30 feet. This communication is one-way only.
  45. Regenerative: When the bearer rolls hit dice, may choose to re-roll the result. The second roll must be taken.
  46. Ritual: When the bearer is casting a spell as a ritual, they have advantage on Concentration saves to maintain the casting of the ritual.
  47. Rooted: Any forced movement effect used on the character is reduced by 5 feet.
  48. Sacred: Bearer's Lay on Hands pool total increases by 5.
  49. Sentinel: Faintly glows when creatures of a certain race are within a 100 foot radius.
  50. Shifting: With an action, bearer can change minor physical traits of this item's appearance. This is permanent until this ability is invoked again.
  51. Sojourner: A poem, story, or map is accessed via this item in some way, whether projected against a wall in firelight, etched into its surface, or by other means.
  52. Song Craft: When this item is struck or used to strike a foe, its bearer hears a figment of an ancient song.
  53. Sorcerous (Lesser): Bearer may cast a (specific) sorcerer cantrip. Must complete a short rest before using ability again.
  54. Sorcerous (Greater): Bearer may cast a (specific) sorcerer spell of 1st level. Must complete a long rest before using ability again.
  55. Subtle: Bearer gains proficiency in Thieves' Cant.
  56. Temperate: Bearer suffers no harm in temperature as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
  57. Tenacious: When taking a long rest, the bearer regains one additional hit die.
  58. Undertaker's: If the bearer of this item dies, the item immediately casts gentle repose (as with a 2nd level spell slot) on their remains.
  59. Unbreakable: The item cannot be broken, requiring special means to break it.
  60. Victorious: When the bearer kills a creature while wearing this armor, they gain temporary hit points equal to the creature's CR.
  61. Vital: Once the bearer has completed a long rest while in possession of this item, their maximum hit points increases by their Constitution bonus. This bonus fades if the bearer completes a long rest without this item in their possession.
  62. Vulpine: Bearer inflicts disadvantage on character attempting to track them.
  63. Warded: Bearer cannot be possessed while they bear this item.
  64. War Leader: Bearer may choose to amplify voice to be heard up to 300 feet clearly.
  65. Waterborne: This item floats on water and other liquids. Bearer gains advantage on Strength (Athletics) checks to swim.
  66. Wicked: When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urges to do so.
  67. Winged: Bearer gains +5ft speed as long as the item is in their possession.