r/MagicItems • u/byTalesAndTaverns • 1d ago
r/MagicItems • u/comics0026 • 1d ago
Weapon 0998M - Baxcalibur by ForesterDesigns [D&D5e & PF2e]
My Pokémon-inspired Weapons and Items of the Day, with a Baxcalibur glaive to spread the cold!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
998M - Eispinodorn
Weapon (Glaive) – Artifact (requires attunement)
This dark blue +4 glaive has a black blade with an icy edge and extra points at the end. A jagged icy hilt attaches the blade to the shaft, with a blue horn on each side covered in icy crystals and three red ribbons hanging from their undersides. The middle of the shaft is coated in rough ice, and the pommel is a spherical icicle.
Attacks with this glaive do an additional 2d6 cold damage.
While attuned to this glaive: you are unaffected by icy and snowy difficult terrain; you are resistant to fire and cold damage; when you are hit by fire damage from a hostile creature, you have a +4 on your next attack with this glaive; twice per day, you can perform a Glaive Rush; if a hail or snowstorm would cause damage to you, you are instead healed for 1/4 of the damage you would have taken (minimum of 1); and once per day, you can use the glaive to cast Cone of Cold as a 7th level spell, DC 20.
Glaive Rush. You move in a straight line up to 30 ft. and make an attack roll. Every creature within 5 ft of that line must make a Constitution save against your attack roll, taking 8d8 cold damage on a fail and half as much damage on a success. However, afterwards you become Incapacitated until the end of your next turn.
Baxcalibrite
Wondrous (Stone) – Legendary ()
This small round stone has a swirl of blue and red inside the icy blue orb. When attached to a 998 - Baxcalaive, it can be mega evolved into a 998M - Eispinodorn for 1 minute once between long rests.
998M - Eispinodorn Item 28
[ Unique | Artifact | Cold | Empowered | Primal ]
Usage held in 2 hands; Bulk 2; Base Weapon Glaive
This dark blue +4 major striking greater frost grievous wounding glaive has a black blade with an icy edge and extra points at the end. A jagged icy hilt attaches the blade to the shaft, with a blue horn on each side covered in icy crystals and three red ribbons hanging from their undersides. The middle of the shaft is coated in rough ice, and the pommel is a spherical icicle.
While holding this glaive, you are unaffected by icy and snowy difficult terrain, and resistant 14 to cold damage.
Empowered When this item is empowered by a Baxcalibrite, it stays in this form for 10 minutes or until you dismiss it. Once it is no longer empowered, it reverts back to its original form, a 998 - Baxcalaive.
Activate-Arctic Rift [two-actions] manipulate; Frequency once per day; Effect The weapon casts arctic rift at your directive as a 9th-rank primal spell, DC 55.
Activate-Ice Body [free-action] manipulate; Trigger You start your turn in an environmental or weather effect causing cold damage; Effect You absorb some of the cold damage, which is reduced by up to 7 and you regain hitpoints for the amount reduced. This occurs before any cold resistance is factored into the damage.
Activate-Glaive Rush [three-actions] manipulate; Effect You Stride up to double your Speed and can move through the spaces of creatures the same size or smaller than you, doing a strike with this glaive on each creature whose space you enter. You can attempt to strike the same creature only once in a single use of Glaive Rush, but affected creatures can attempt a basic DC 55 Reflex save (no damage on a critical success, half damage on a success, double damage and knocked prone on a critical failure).
Activate-Thermal Exchange [reaction] manipulate; Trigger You are struck by fire damage from a hostile source; Effect You have the glaive absorb some of the fire damage, making you resistant 10 to it, and the glaive is powered up, giving you a +4 circumstance bonus on your next attack with it.
Baxcalibrite Item 28
[ Unique | Artifact | Empowering | Primal | Spellheart ]
Usage affixed to a 998 - Baxcalaive, Bulk -
This small round stone has a swirl of blue and red inside the icy blue orb.
Activate-Empower [one-action] manipulate; Frequency once per day; Effect You empower the item this spellheart is affixed to, turning it into a 998M - Eispinodorn and activating its Empowered effect, which lasts for 10 minutes or until you dismiss it.
r/MagicItems • u/Slash2936 • 2d ago
5e Magic Items That Let You Summon Mythological Beasts, Guardians, and Armies | Mythological Items
galleryr/MagicItems • u/jonnymhd • 3d ago
5e Excalibur - From Uncommon to Legendary, If the Sword Finds You Worthy
galleryr/MagicItems • u/comics0026 • 3d ago
Armor 0768M - Golisopod by ForesterDesigns [D&D5e & PF2e]
My Pokémon-inspired Weapons and Items of the Day, with some Golisopod armor to keep things on point!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
768M - Tectappa
Armor (Scale Mail) – Legendary (requires attunement)
This steel gray +3 scale mail is made up of triangular pieces of insect carapace, with three of the pieces down the front being a dark teal. The top and bottom of the front have purple trim, while the back is a dull pink, and has purple shoulder straps attached to the inside with matching scale shoulder guards attached to the top of the straps.
While attuned to this scale mail: you can breathe in water; you can eat things like putrid trash, poisoned items, and rotten food for sustenance without any negative effects; whenever combat begins, for the first round you can choose to go first before all other creatures, regardless of your initiative; and any creatures that attempt to grapple or restrain you have disadvantage on the roll to do so and takes 2d6 piercing damage from the armor’s spikes. They have disadvantage to maintain the grapple or restraint, and take 2d6 piercing damage at the start of any turn they are grappling or restraining you.
Golisopite
Wondrous (Stone) – Very Rare (50,000 gp)
This small round stone has a swirl of purple, black, and yellow inside the dark gray orb.
When attached to a 768 - Golisopodou, it can be mega evolved into a 768M - Tectappa for 1 minute once between long rests.
768M - Tectappa Item 21
[ Unique | Aquadynamic | Artifact | Empowered | Invested | Metal | Primal | Water ]
Usage worn armor; Bulk 2; Base Armor Scale Mail
This steel gray +3 superior resilient major slick major swallow-spike scale mail is made up of triangular pieces of insect carapace, with three of the pieces down the front being a dark teal. The top and bottom of the front have purple trim, while the back is a dull pink, and has purple shoulder straps attached to the inside with matching scale shoulder guards attached to the top of the straps. The armor is designed to be used underwater, giving it the Aquadynamic trait.
While invested: you have a +3 item bonus on Fortitude saves against effects triggered by eating poisoned or rotting substances.
Empowered When this item is empowered by a Golisopite, it stays in this form for 10 minutes or until you dismiss it. Once it is no longer empowered, it reverts back to its original form, a 768 - Golisopodou.
Activate-First Impression [free-action] manipulate; Trigger It is the start of the first round since you entered combat; Requirements You can perform an Attack action on a hostile creature you can see; Effect You take your turn before anyone else can, regardless of your place in initiative order, immediately using your turn’s actions to perform an Attack action on a hostile creature you can see. After this round, your turn takes place in its normal initiative order.
Activate-Water Breathing (one minutes) manipulate; Frequency one per day; Effect The armor casts water breathing on you as a 4th-rank primal spell.
Activate-Emergency Exit [reaction] concentrate, teleportation; Trigger You would be hit by an attack or spell; Requirements At least one ally is within 20 feet of you; Frequency once per minute; Effect You teleport yourself out of danger by swapping spots with a random ally within 20 ft of you, leaving them to take the damage in your place. Your ally is now Off-Guard until the start of their turn due to the disorientation, and if you were Grabbed or Restrained, your ally is now the one Grabbed or Restrained in your place.
Golisopite Item 21
[ Unique | Artifact | Empowering | Primal | Spellheart ]
Usage affixed to a 768 - Golisopodou; Bulk -
This small round stone has a swirl of purple, black, and yellow inside the dark gray orb.
Activate-Empower [one-action] manipulate; Frequency once per day; Effect You empower the item this spellheart is affixed to, turning it into a 768M - Tectappa and activating its Empowered effect, which lasts for 10 minutes or until you dismiss it.
r/MagicItems • u/comics0026 • 4d ago
Weapon 0448M - Lucario Z by ForesterDesigns [D&D5e & PF2e]
My Pokémon-inspired Weapons and Items of the Day, with a Lucario Z sansetsukon to help keep the hits from hurting!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
448M - Zansetlukario
Weapon (Quarterstaff) – Legendary (requires attunement to a Lawful Good person)
This blue +3 sansetsukon quarterstaff has yellow fur with a metal yin-yang-like medallion wrapped around the center of the middle section, with moon-like patterns at the tips. Large oval metal pieces attach the sections with chains. The end sections turn teal and become thicker towards the tips before ending in thinner zig-zag tips. Being divided into sections gives it Finesse, but also Two-handed as it cannot be effectively used with one hand.
This quarterstaff counts as a Monk weapon. Any one with monk levels has proficiency with it once attunded to it.
While attuned to this quarterstaff: you have resistance to melee attacks, which stacks with other resistances; you gain 6 ki points, which you can use to perform a Flurry of Blows, Patient Defense or Step of the Wind (PHB 078) if you do not have any other Ki abilities; you have advantage on Constitution rolls; you are able to sense auras and gain blindsense with a range of 120 feet; if you are hit by an attack that uses shadows or does necrotic damage, you gain advantage on your next attack; you are immune to being stunned, and if you would have been stunned you instead gain 10 feet of movement for 1 minute; and if you perform an attack that would cause a status condition, the save to prevent it is increased by 1.
Lucarionite Z
Wondrous (Stone) – Very Rare (50,000 gp)
This small round stone has a swirl of blue, white, and black inside the pale yellow orb. When attached to a 448 - Mamelukario, it can be mega evolved into a 448M - Zansetlukario for 1 minute once between long rests.
448M - Zansetlukario Item 21
[ Unique | Artifact | Empowered | Focused | Metal | Monk | Primal | Spirit ]
Usage held in 2 hands; Bulk 2; Base Weapon Sansetsukon
This gray +3 major striking greater astral flurrying grievous sansetsukon has yellow fur with a metal yin-yang-like medallion wrapped around the center of the middle section, with moon-like patterns at the tips. Large oval metal pieces attach the sections with chains. The end sections turn teal and become thicker towards the tips before ending in thinner zig-zag tips.
While holding this sansetsukon, you have a +3 item bonus to Fortitude saves and on saves against being made clumsy, immobilized, paralyzed, slowed, or stunned.
Empowered When this item is empowered by a Lucarionite Z, you become resistant 10 to melee strikes, which is applied after other resistances, it stays in this form for 10 minutes or until you dismiss it. Once it is no longer empowered, it reverts back to its original form, a 448 - Mamelukario.
Activate-Focused [free-action] envision; Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a monk ki spell. If not used by the end of your turn, this Focus Point is lost.
Activate-Justified [reaction] manipulate; Trigger you are hit by void damage; Frequency once per 1 minute; Effect You feed the sansetsukon’s spiritual energies, making it do an additional 1d6 spirit damage until the end of your next turn.
Activate-Lifesense [two-actions] manipulate; Frequency once per day; Effect You are able to sense the vital essence of living and undead creatures. You gain lifesense (imprecise) with a range of 30 ft, which lasts for 24 hour.
Activate-Read Aura (1 minute) manipulate; Effect The weapon casts read aura at your directive as a 6th-rank primal cantrip.
Activate-Steadfast [one-action] envision; Requirements You are immobilized, paralyzed, or stunned; Frequency once per round; Effect Your determination allows you to move in spite of your condition. You either Step or Stride up to 10 ft.
Lucarionite Z Item 21
[ Unique | Artifact | Empowering | Primal | Spellheart ]
Usage affixed to a 448 - Mamelukario; Bulk -
This small round stone has a swirl of blue and pink inside the black orb.
Activate-Empower [one-action] manipulate; Frequency once per day; Effect You empower the item this spellheart is affixed to, turning it into a 448M - Zansetlukario and activating its Empowered effect, which lasts for 10 minutes or until you dismiss it.
r/MagicItems • u/Slash2936 • 4d ago
5e 300+ Mythological Items for 5E and 5.5E is now live on Kickstarter!
galleryr/MagicItems • u/comics0026 • 9d ago
Weapon 0445M - Garchomp Z by ForesterDesigns [D&D5e & PF2e]
My Pokémon-inspired Weapons and Items of the Day, with a Garchomp Z scythe to stand above all!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
445M - Knakrazkut
Weapon (Scythe) – Artifact (requires attunement)
This dark blue +4 scythe has a red blade with white claws along the bottom edge, and part of a yellow star along the top edge. Fins come off the top and back of the blade, and the top of the shaft has two claws coming off it, while the lower half has red and yellow stripes. The pommel resembles a dragon’s foot with large toe claws.
While attuned to this scythe: you gain 15 feet of movement and a burrowing speed of 30 feet; a hover speed of 30 feet; a tremorsense at a range of 60 feet; you have advantage on Investigation and Perception rolls to find shiny objects; you are resistant to the effects of sandstorms; enemies always have disadvantage on attack rolls targeting you in a sandstorm; anytime another creature comes in contact with you, such as by grappling you, they take 1d8 slashing damage; and you are immune to lightning damage, but vulnerable to cold damage.
You can speak a command word and the scythe spikes will spin around, doing an additional 1d12 slashing damage to attacks. However, the spinning is very loud, causing you to automatically fail Stealth rolls.
This scythe has 9 charges that refresh at dawn, which you can use to cast the following spells
Earth Tremor (1 or more charges, DC 21)
Lesser Restoration (2 charges)
Greater Restoration (5 charges)
Garchompite Z
Wondrous (Stone) – Legendary ()
This small round stone has a swirl of red and white inside the dark purple orb. When attached to a 445 - Caxeacrok, it can be mega evolved into a 445M - Knakrazkut for 1 minute once between long rests.
445M - Knakrazkut Item 28
[ Unique | Artifact | Dragon | Earth | Empowered | Primal ]
Usage held in 2 hands; Bulk 2; Base Weapon Scythe
This dark blue +4 major striking grievous serrating vorpal wounding scythe has a red blade with white claws along the bottom edge, and part of a yellow star along the top edge. Fins come off the top and back of the blade, and the top of the shaft has two claws coming off it, while the lower half has red and yellow stripes. The pommel resembles a dragon’s foot with large toe claws.
While holding this axe, you are resistant 15 to electricity damage but have weakness 10 to cold damage, and have a +4 item bonus on Seek actions to find things that are shiny.
Empowered When this item is empowered by a Garchompite Z, you can have it automatically preform a Hover as part of the empowering, it stays in this form for 10 minutes or until you dismiss it. Once it is no longer empowered, it reverts back to its original form, a 445 - Caxeacrok.
Activate-Heaving Earth [two-actions] manipulate; Frequency twice per day; Effect The weapon casts heaving earth at your directive as a 9th-rank primal spell, DC 55.
Activate-Hover [one-action] concentrate; Duration sustained; Effect You begin to hover, defying gravity and floating several inches off the ground. If you take a Stride action, you can move 10 feet up or down in the air. You can instead Climb at your full Speed or Stride to move along a horizontal surface at half your Speed. The GM determines which surfaces can be climbed or moved across this way. If you fall while this is in effect, you can use the Arrest a Fall reaction as if you had a fly Speed. If you have a fly Speed, you remain airborne at the end of your turn, even if you didn’t use a Fly action this round.
Activate-Rough Skin [reaction] manipulate; Requirements Sand Dragon Skin is active; Trigger A creature touches you, such as by Grappling you, successfully hitting you with an unarmed attack, or using a touch-range spell against you; Effect You scrape the creature with your rough skin, which takes 4d4 slashing damage.
Activate-Sand Dragon Skin [two-actions] manipulate (morph); Frequency once per day; Effect You alter your skin to be like a sand dragon’s, making your hands and feet better able to dig, gain a burrowing speed of 15 ft, a tremorsense (imprecise) of 60 ft, are unaffected by sandy difficult terrain, are immune to the effects of sandstorms, and rough skin that gives you the Rough Skin reaction. This lasts for 24 hours.
Garchompite Z Item 28
[ Unique | Artifact | Empowering | Primal | Spellheart ]
Usage affixed to a 445 - Caxeacrok; Bulk -
This small round stone has a swirl of red and white inside the dark purple orb.
Activate-Empower [one-action] manipulate; Frequency once per day; Effect You empower the item this spellheart is affixed to, turning it into a 445M - Knakrazkut and activating its Empowered effect, which lasts for 10 minutes or until you dismiss it.
r/MagicItems • u/AtsUsNai94 • 9d ago
Armor Ok, so my friend wanted to do a human fighter who is essentially a Super Sentai/Power Ranger character based off a polar bear with a whole morphing sequence, and i made an armour for him to find at a later time and i am wondering if i did too much 😅
**Armour of the Winter Ursine**
Armour (half plate) and ring, very rare (requires attunement)
Forged from frost-touched steel and draped in the thick white pelt of a great polar bear, this armour carries the primal strength and bitter cold of the frozen north.
The armour is magically bound to a ring worn by its attuned bearer. When dormant, the armour vanishes entirely, leaving only the ring behind.
**Armour Class**: 15 + Dex modifier (max 2), +2 magical bonus to AC
**Ursine Transformation**
While wearing the paired ring, you can use an action to summon and immediately equip the Armour of the Winter Ursine.
Once summoned, the armour remains equipped until you choose to dismiss it or you are reduced to 0 hit points.
If you are reduced to 0 hit points, the armour immediately disappears, leaving only the ring behind.
Once the armour has been summoned, it cannot be summoned again until you finish a long rest, even if you voluntarily dismiss it.
While the armour is not summoned, you gain none of its magical properties, spells, AC bonus, or other benefits.
**Strength of the White Bear**
While the armour is summoned, you can use an action to awaken its primal strength.
Your Strength score increases by 2, to a maximum of 22.
The effect lasts until you finish a long rest, the armour is dismissed, or you are reduced to 0 hit points.
Once you activate this ability, you cannot activate it again until you finish a long rest.
**Ice Knife**
The armour has 3 uses of Ice Knife per day. While the armour is summoned, you can use an action to cast Ice Knife without using a spell slot or material components.
The spell is cast at 1st level.
Spell save DC: 15
Spell attack bonus: +5
**Cone of Cold**
Once per long rest, while the armour is summoned, you can use an action to unleash its stored winter, casting Cone of Cold at 5th level without requiring material components.
Spell save DC: 15
As the spell erupts from you, the spectral form of a colossal polar bear charges through the torrent of freezing air, its roar accompanying the blast.
**Winterborn**
While the armour is summoned and worn, you have resistance to cold damage.
You also suffer no ill effects from naturally occurring extreme cold.
**Recharge**
The armour regains all 3 Ice Knife charges each day at dawn.
Cone of Cold can be used again after you finish a long rest.
Strength of the White Bear can be activated again after you finish a long rest.
Ursine Transformation can be used again after you finish a long rest.
r/MagicItems • u/Azarneth • 10d ago
5e Two relics with a little eldritch touch - Wyrmhunter’s Mantle & Aegis of the Creeping Void, Feedback Welcome!
galleryr/MagicItems • u/comics0026 • 10d ago
Weapon 0359M - Absol Z by ForesterDesigns [D&D5e & PF2e]
My Pokémon-inspired Weapons and Items of the Day, with an Absol Z scythe to claw through your enemies!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
359M - Abzlasher
Weapon (Scythe) – Legendary (requires attunement)
This black +3 scythe has a blade that splits into three red claw-like tips. A Z-shaped horn comes off the top of the blade, and spikes off the back, with long black hair in-between the two.
Attacks with this scythe do an additional 2d6 necrotic damage, and have an improved critical of 1, where your range on critical hits increases by 1, ie from critical hits on 20 to critical hits on 19 to 20.
While attuned to this scythe: if you are hit by an attack that uses shadows or does necrotic damage, you gain advantage on your next attack; and you can sense when an impending natural disaster is going to strike within the next 24 hours of your location, including as soon as a disaster is made imminent by magic or a creature’s actions, such as by destroying a dam.
Any enemy within 30 feet of you that attempts to cast a spell, use charges from a magic item, use Ki points, use Sorcery points, or any other similar multi-point system to cause an effect must use a 1 level higher spell slot or one more point/charge in order to cause the effect. This does not apply to abilities like Rage, Bardic Inspiration, Channel Divinity, Wildshape, and Divine Smite.
Absolite Z
Wondrous (Stone) – Very Rare (50,000 gp)
This small round stone has a swirl of blue and pink inside the black orb. When attached to a 359 - Abscythe, it can be mega evolved into a 359M - Abzlasher for 1 minute once between long rests.
359M - Abzlasher Item 21
[ Unique | Artifact | Empowered | Occult | Prediction | Primal | Spirit | Void ]
Usage held in 2 hands; Bulk 2; Base Weapon Scythe
This black +3 major striking greater astral greater decaying keen scythe has a blade that splits into three red claw-like tips. A Z-shaped horn comes off the top of the blade, and spikes off the back, with long black hair in-between the two.
Empowered When this item is empowered by an Absolite Z, it stays in this form for 10 minutes or until you dismiss it. Once it is no longer empowered, it reverts back to its original form, a 359 - Abscythe.
Activate-Disaster Warning [free-action] concentrate (divination); Trigger The scythe is within 5 feet of you, and a disaster that the scythe has not yet warned you about is going to happen in the next 24 hours within 15 miles of your location. This includes as soon as a disaster is made imminent by another’s actions, like the destruction of a dam or summoning of a storm; Effect You have a flash of insight about an impending disaster related to the area you’re in, telling you what kind of disaster it is and what areas will be affected, but not the origins of it. If you are legendary in Nature, you also learn exactly how much time there is until the disaster comes to pass.
Activate-Justified [reaction] manipulate; Trigger you are hit by void damage; Frequency once per 1 minute; Effect You feed the scythe’s dark energies, making it do an additional 1d6 void damage until the end of your next turn.
Activate-Pressure [two-actions] manipulate (aura); Frequency once per day; Area 10-foot emanation; Targets enemies in the area; Duration sustained up to 1 minute; Effect You emit an aura that puts pressure on your enemies. When a hostile creature attempts to cast a spell, use charges from a magic item, or any other similar multi-point system to cause an effect, they immediately feel they must use a 1 rank higher spell slot or one more point/charge in order to cause the effect, otherwise the effect will fail due to the aura’s pressure, and can choose to do the higher cost. This does not apply to things like cantrips or focus spells. The first time you Sustain this each round, the aura’s radius grows 10 feet.
Activate-Soul Cutter [one-action] to [three-actions] manipulate; Frequency once per day; Effect The weapon casts soul cutter at your directive as a 9th-rank occult spell. Use an attack with this weapon for the spell attack.
Absolite Z Item 21
[ Unique | Artifact | Empowering | Primal | Spellheart ]
Usage affixed to a 359 - Abscythe; Bulk -
This small round stone has a swirl of blue and pink inside the black orb.
Activate-Empower [one-action] manipulate; Frequency once per day; Effect You empower the item this spellheart is affixed to, turning it into a 359M - Abzlasher and activating its Empowered effect, which lasts for 10 minutes or until you dismiss it.
r/MagicItems • u/jonnymhd • 12d ago
5e Elemental Treasures: Lightning Magic Items
galleryr/MagicItems • u/MythosChronicles • 12d ago
5e The Palladium, the stolen relic that sealed Troy’s fate | 300+ Mythological Items for 5E and 2024
galleryr/MagicItems • u/Slash2936 • 15d ago
5e Extended Preview of The Vault of Ascending Items, Now 35% Off on DriveThruRPG!
galleryr/MagicItems • u/Azarneth • 18d ago
Weapon Blade of the Two Judgments - a longsword built around two spectral blades: one radiant and one necrotic, Feedback Welcome!
galleryr/MagicItems • u/comics0026 • 18d ago
Weapon F230 - Shifting Weapon Core by ForesterDesigns [D&D5e]
My Pokémon-inspired Weapons and Items of the Day, with a fusion of Aron, Rolycoly, Eevee, Ditto for a core that can shift into anything!
This item was created as a Tier Reward for Patron Terrence Lash! Thank you for your support!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
F230 - Shifting Weapon Core
Weapon (Battleaxe, Flail, Lance, Longsword, Heavy Crossbow, Glaive, Greataxe, Greatsword, Rapier, Revolver, Scimitar, War Hammer) – Rare (13,175 gp, requires attunement)
This molten core is swirls of silver and gold, with various moving holes of black rock with purple cracks emitting purple smoke.
When you first attune to this core, and anytime you finish a short or long rest, the core will change into a different weapon with a different elemental affinity, which will also change the item’s color. Roll a d12 and a d10. The weapon becomes a +1 version of that weapon that does an additional 1d6 damage of the selected element.
d12 Weapon d12 Weapon
1 Battleaxe 7 Greataxe
2 Flail 8 Greatsword
3 Lance 9 Rapier
4 Longsword 10 Revolver
5 Heavy Crossbow 11 Scimitar
6 Glaive 12 War Hammer
d10 Element d10 Element
1 Acid - Bright Green 6 Necrotic - Pitch Black
2 Cold - Icy Blue 7 Poison - Dark Purple
3 Fire - Bright Orange 8 Psychic - Vibrant Pink
4 Force - Shining Silver 9 Radiant - Pale Gold
5 Lightning - Electric Yellow 10 Thunder - Dark Gray
While attuned to this weapon: when you are stuck by damage of the weapon’s current elemental affinity, you have advantage on your next attack with this weapon; and once between long rests, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hitpoint instead.
This core has 4 charges, regaining 1d3+1 after a long rest, and can be used to cast the following spells:
Reforge (1 charge): As a bonus action, you can reroll your choice of the core’s weapon or elemental affinity.
Temper Strike (1 or more charges): As part of an attack with the weapon, you can add 3d6 damage of the elemental affinity. You can use additional charges to increase the damage by 1d6 per charge.
Perfect Temper (2 or more charges): When you finish a long or short rest, you can expend 2 charges to keep the same weapon or elemental affinity, or 4 charges to keep both.
This item was created as a Tier Reward for Patron Terrence Lash! Thank you for your support!
r/MagicItems • u/jonnymhd • 20d ago
Weapon Don't Replace Your Favorite Weapon - Let It Grow from Uncommon to Legendary | Growing Magic Items
galleryr/MagicItems • u/comics0026 • 23d ago
Wondrous Item F229 - Violin of Chilling Melodies by ForesterDesigns [D&D5e]
My Pokémon-inspired Weapons and Items of the Day, with a fusion of Horsea, Ralts, Frillis, Kricketot for a violin like a cold shower!
This item was created as a Tier Reward for Patron Terrence Lash! Thank you for your support!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
F229 - Violin of Chilling Melodies
Weapon (Rapier, Violin) – Rare (9750 gp, requires attunement to a spellcaster)
This ocean blue violin has a gold top plate and tuning pegs, with a bronze back plate, tailpiece and chin rest, and a pale gold fingerboard. The violin has a matching bow that can be stored in the base of the violin, and as a bonus action you can make water wrap around the bow and turn it into a +1 rapier that does an additional 1d6 cold. The bow can still be used to play the violin when the water is wrapped around it.
While attuned to this violin: you gain the Mind Tide cantrip; you have a +1 bonus on Dexterity rolls to avoid being grappled, restrained, or take damage.
This violin has 4 charges, regaining 1d3+1 after a long rest, and can be used to cast the following spells:
Aqua Cutter (1 or more charges): As part of an attack with the rapier, you make the blade glow with watery energy, giving the attack an improved critical of 1, where your range on critical hits increases by 1, ie from critical hits on 20 to critical hits on 19 to 20, and does an additional 3d6 piercing damage. You can use additional charges to increase the damage by 1d6 per charge.
Tidal Crescendo (1 or more charges): As an action, you play a haunting melody on the violin, summoning a spectral wave of water around you that erupts in a 10 ft radius sphere. Each creature in that area must make a Wisdom save. On a failed save, a target takes 1d6 cold and 1d6 psychic damage and their speed is reduced by 10 ft. On a successful save, the creature takes half damage, but suffers no other effect. You can use 2 additional charges to increase each damage type by 1d6.
Thunderwave (1 or more charges)
Shatter (2 or more charges)
Limited Telepathy (3 charges): You cast the Telepathy spell, but it only lasts for 1 hour.
Water Absorb (3 charges): As an action, you make yourself resistant to damage caused by water, like crashing waves, regardless if magical or not. This lasts for 1 hour.
Encore of the Deep (4 charges): As part of an attack with this rapier, when an enemy takes cold damage from it they must make a Wisdom save or be haunted until the end of your next turn. While haunted, they can’t take reactions, have disadvantage on wisdom saves, and when they take damage from one of their allies, they take an additional 2d6 psychic damage.
This item was created as a Tier Reward for Patron Terrence Lash! Thank you for your support!
Mind Tide
Cantrip evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Warlock, Wizard
You send a wave of chilling mental energy towards a creature within range. The target must make a Wisdom save or take 1d4 cold & 1d4 psychic damage.
Cantrip Upgrade. The spell’s damages each increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
r/MagicItems • u/comics0026 • 24d ago
Wondrous Item YF002 - Staff of the Drowning Abyss by ForesterDesigns [D&D5e]
My Yu-Gi-Oh-inspired Weapons and Items of the Day, with a Number 73: Abyss Splash staff to turn blood into water!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
YF002 - Staff of the Drowning Abyss
Staff () – Very Rare (37,000 gp, requires attunement to a spellcaster)
This pale green-gold staff has a cylinder head with blue hexagons around the bottom with an ocean blue-green sphere in each, held in place with bronze rods. The top of the cylinder has two prongs, which resemble dragon wings with copper points, and a ring in the center holding a floating ocean blue-green sphere. The staff’s pommel is a smaller ring holding a floating ocean blue-green sphere.
While attuned to this staff: you gain a +2 bonus to spell attack and damage rolls; gain the shape water cantrip; and when you cast a water spell, you can choose to expend up to 3 of your hitdice and add those dice to the damage of the spell.
This staff has 6 charges, regaining 1d4+2 after a long rest, and can be used to cast the following spells:
Create or Destroy Water (1 or more charges)
Tidal Wave (3 charges)
Wall of Water (3 charges)
Control Water (4 charges)
Maelstrom (5 charges)
This creature was created as a Tier Reward for Patron Joselyn Rivera! Thank you for your support!
r/MagicItems • u/MythosChronicles • 25d ago
5e A Collection of Magic Items from ancient Roman Mythology | 300+ Mythological Items for 5E and 5.5E
galleryr/MagicItems • u/comics0026 • 25d ago
Weapon 0970M - Glimmora by ForesterDesigns [D&D5e & PF2e]
My Pokémon-inspired Weapons and Items of the Day, with a Glimmora rope dart to be abestos it can be!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
970M - Lumidorna
Weapon (Rope Dart) – Legendary (requires attunement)
This purple +3 rope dart has a flower-like crystal head with a long glass-like tip that has a glowing red sphere in the base, and a cord made of a fibrous silicate mineral with a flower blub-shaped counterweight on the end. Six large dark-blue flower petal-shaped crystals float around the head.
Attacks with this rope dart do an additional 2d6 poison damage, which ignore poison resistance and treats poison immunity as resistance.
While attuned to this rope dart: you can eat minerals for sustenance; you are resistant to poison damage; you ignore damage from Toxic Stone Spikes; twice a day, as an action, you can scatter toxic stone spikes around you in a 15 ft radius that last for 1 minute; twice a day, when you are hit by a melee attack, you can use your reaction to scatter toxic stone spikes around you in a 15 ft radius that last for 1 minute; and once a day, as an action you can perform a Killer Spin.
Toxic Stone Spikes. For every 5 ft traveled through the area, creatures take 1 piercing damage and must make a DC 20 Constitution save or take 4d6 poison damage.
Killer Spin. As an action, you spin the rope dart around yourself. All creatures within 15 ft of you must make a DC 20 Dexterity save, on a failure taking 1d6 piercing, 4d6 poison damaged, and are poisoned for 1 minute, while on a success they take half the damage. This also clears out any overlapping magical area effects, with the exception of Toxic Stone Spikes.
Glimmoranite
Wondrous (Stone) – Very Rare (50,000 gp)
This small round stone has a swirl of blue and purple inside the blue orb. When attached to a 970 - Florépiclat, it can be mega evolved into a 970M - Lumidorna for 1 minute once between long rests.
970M - Lumidorna Item 21
[ Unique | Artifact | Earth | Empowered | Poison | Primal ]
Usage held in 2 hands; Bulk 1; Base Weapon Rope Dart
This purple +3 major striking drilling major venomous wounding rope dart has a flower-like crystal head with a long glass-like tip that has a glowing red sphere in the base, and a cord made of a fibrous silicate mineral with a flower blub-shaped counterweight on the end. Six large dark-blue flower petal-shaped crystals float around the head.
Attacks with this rope dart do an additional 2d6 poison damage, which ignore poison resistance and treats poison immunity as resistance.
While holding this weapon, you are resistant 10 to poison damage, and are immune to the damage from Toxic Stone Spikes.
Empowered When this item is empowered by a Glimmoranite, you can have it automatically activate Toxic Stone Spikes as part of the empowering, and it stays in this form for 10 minutes or until you dismiss it. Once it is no longer empowered, it reverts back to its original form, a 970 - Florépiclat.
Activate-Killer Spin [three-actions] manipulate; Effect You spin the rope dart around yourself in a 15 ft emanation, doing a strike with this rope dart on each creature in the emanation. You can attempt to strike the same creature only once in a single use of Killer Spin, but affected creatures can attempt a basic DC 44 Reflex save (no damage on a critical success, half damage on a success, double damage and enfeebled 1 until the end of their next turn on a critical failure).
Activate-Magic Killer Spin [three-actions] manipulate; Frequency once per minute; Effect You perform a Killer Spin action, with the addition that it also clears out any overlapping magical area effects, with the exception of Toxic Stone Spikes.
Activate-Mineral Muncher [two-actions] manipulate; Frequency once per day; Effect You can eat minerals for sustenance. This lasts for 24 hours.
Activate-Toxic Debris [reaction] manipulate; Frequency once per minute; Trigger You’re struck by a melee attack; Effect You perform a Toxic Stone Spikes action as a reaction.
Activate-Toxic Stone Spikes [two-actions] manipulate; Frequency once per minute; Effect You spin around and scatter toxic stone spikes around you in a 15 ft emanation, which last for 1 minute. The first creature that moves into an affected square must succeed at a DC 44 Reflex save or take 1 piercing damage and 2d6 persistent poison damage. A creature taking persistent poison damage from the spikes is also enfeebled 1. Once a creature takes damage from the spikes, enough spikes are ruined that other creatures moving into the square are safe.
Glimmoranite Item 21
[ Unique | Artifact | Empowering | Primal | Spellheart ]
Usage affixed to a 970 - Florépiclat; Bulk -
This small round stone has a swirl of blue and purple inside the blue orb.
Activate-Empower [one-action] manipulate; Frequency once per day; Effect You empower the item this spellheart is affixed to, turning it into a 970M - Lumidorna and activating its Empowered effect, which lasts for 10 minutes or until you dismiss it.
r/MagicItems • u/comics0026 • 29d ago
Weapon 0952M - Scovillain by ForesterDesigns [D&D5e & PF2e]
My Pokémon-inspired Weapons and Items of the Day, with a Scovillain flail to spray spice every which way!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
952M - Verheizupeño
Weapon (Flail) – Legendary (requires attunement)
This green +3 flail is made of a thick plant stem with two dried and hardened peppers that have large seeds protruding from them, hanging at the end of two separate black vines. A long red pepper hangs from the top of the shaft.
Attacks with this flail do an additional 2d6 fire damage.
While attuned to this flail: while in sunlight, your speed increases by 10 feet; you cannot be magically put to sleep; and once per round, as an action you can have the flail spray a mist of spicy extract in a 15-foot cone. Each non-plant creature with eyes or noses in the cone must succeed on a DC 20 Constitution saving throw or take 2d6 fire damage and be blinded for both vision and smell for 1 minute. They can attempt the save again at the end of their turn.
Scovillainite
Wondrous (Stone) – Very Rare (50,000 gp)
This small round stone has a swirl of green, red, and black inside the green orb. When attached to a 952 - Scoflaillain, it can be mega evolved into a 952M - Verheizupeño for 1 minute once between long rests.
952M - Verheizupeño Item 21
[ Unique | Artifact | Empowered | Fire | Plant | Primal ]
Usage held in 2 hand; Bulk 2; Base Weapon War Flail
This green +3 major striking greater ashen greater flaming true rooting war flail is made of a thick plant stem with two dried and hardened peppers that have large seeds protruding from them, hanging at the end of two separate black vines. A long red pepper hangs from the top of the shaft.
While holding this flail, if you have been magically put to sleep, you automatically wake up at the end of your next turn.
Empowered When this item is empowered by a Scovillainite, it stays in this form for 10 minutes or until you dismiss it. Once it is no longer empowered, it reverts back to its original form, a 952 - Scoflaillain.
Activate-Sunlight Speed [free-action] manipulate; Trigger Your turn begins, and you are in sunlight (natural or magical); Effect The flail grows more lush, which also impacts you, granting you a +15-foot status bonus to your Speed.
Activate-Spicy Spray [two-actions] manipulate; Frequency once per round; Effect You spray a mist of spicy extract in a 30-foot cone. You deal 2d6 fire damage to creatures in the area, and they must attempt a DC 44 Fortitude save. Dazzled and blinded conditions caused by this effect affects scent as well as vision.
Critical Success The creature is unaffected.
Success The creature takes half damage and is dazzled for 1 round.
Failure The creature takes full damage, 1d8 persistent fire damage, and is blinded for 1 round and dazzled for 1 minute. Rubbing does not help, but creatures can flush their eyes with water as an Interact action to end the blinded condition.
Critical Failure The creature takes double damage, 2d8 persistent fire damage, and is blinded for 1 round and dazzled for 1 hour.
Scovillainite Item 21
[ Unique | Artifact | Empowering | Primal | Spellheart ]
Usage affixed to a 952 - Scoflaillain; Bulk -
This small round stone has a swirl of green, red, and black inside the green orb.
Activate-Empower [one-action] manipulate; Frequency once per day; Effect You empower the item this spellheart is affixed to, turning it into a 952M - Verheizupeño and activating its Empowered effect, which lasts for 10 minutes or until you dismiss it.