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# Collected 5e Magic Items from the 2e PHBR series ## Bracelet of Charms **Uncommon item, 8 charges. Recovers 2d4 charges whenever the wearer takes a long rest**. This appears as a nicely crafted bracelet of gold links, the kind to which small charms and mementos are attached. If you slide the bracelet around the blade or haft of a weapon and speak the command word engraved on the bracelets clasp the weapon disappears and a gold charm matching the weapon appears on the bracelet. Thereafter when the wearer spends a charge and speaks the command word and the name of the weapon that weapon magically appears in the hand on whose wrist the bracelet rested, and the bracelet disappears (its inside the weapon). Saying the command word again and spending another charge turns the weapon back into the charm bracelet. Weapons can be released from the bracelet while it is not worn by spending a charge, naming the weapon and saying the command word backwards. The bracelet of Charms cannot be used on the same weapon as *Rings of Readiness*. ## Cage of Shelter **Uncommon item. Requires attunement** This appears as a neatly folded collapsible bird cage, approximately as big as a shield. It is activated when the owner places it on the ground and claps two or three times. If the user claps twice the cage grows to become a sturdy metal framed tent which can house 8 people. If the user claps three times the cage grows into a strong 10’ by 10’ cell. The door to the cell is locked by the *Arcane Lock* spell and only opens for the cages owner, but the cage itself can be broken open just as any heavy iron cage. To return the cage to its collapsed form the owner claps again, twice to collapse the tent or three times to collapse the cage. If creatures are inside – the tent opens and folds around them collapsing and leaving them unharmed. The cage does not fold around its occupants, collapsing into them and dealing 4d6 damage before shattering and being broken forever. ## Rings of Readiness **Uncommon item** This item appears as two plain iron rings, one finger sized, the other approximately 2’’ in diameter. The large ring is to be placed on an item. It can be sewn or bolted onto armour, or placed upon the pommel of a weapon (which it will shrink to fit). It can be attached to any item of personal gear that weighs less than 100lbs. If the wearer of the small ring says the command word as a bonus action, if the other ring is within 10 miles it will instantly transport its item to the user- weapons appear in the hand, armour/clothes appear worn, or next to the character if they are already wearing armour \columnbreak ## Saddle of the Spirit Horse **Rare item. Requires attunement** This item appears as an old, worn but otherwise ordinary leather saddle of good quality. Once you have attuned to the saddle it remains dormant until it has been worn by a horse for a whole day. Once primed nothing remarkable happens, unless the horse dies while wearing the saddle. If it does the spirit of the horse stays with the saddle for 24 hours. The round after the horse died the spirit of the horse will “awaken” and climb to its unseen feet, ready to carry its master wherever they need to go. The horses ghost continues to wear the saddle, and can be ridden as normal. The spirit horse has no unusual abilities – it has the same statistics as it did in life, except it is immune to exhaustion and can run at its old max speed for the entirety of its existence without penalty. The horse can be heard but not seen, although the saddle remains visible- floating oddly in the air atop the unseen horse. Ordinary horses do not like the spirit horse, becoming frightened if within 10’ of it (DC 10 Wis save to resist). At the end of its 24hrs, the horse’s owner may delay its journey to the afterlife by expending a hit dice, bolstering the spirit horse with their master’s life energy. Doing so keeps the horse on this plane for a further 24 hrs. the master can do this daily to keep the horse around indefinitely, but if the horse spirit is ever allowed to go to its final rest the saddle can not call it back again. ## Shield of the Medusae **Uncommon item** Perfectly mirror reflective from the outside and crystal clear from the inside, if the wearer of this Shield holds it in front of their face they are magically immune to gaze attacks. Further if targeted by a gaze attack the wearer may use their reaction to reflect that attack back onto its source- the creature must attempt whatever saving throw the gaze attack would have caused and suffers the effects of their gaze if failed as if they were the intended target. ## Amulet of Dramatic Death **Uncommon item. Requires attunement- 1 charge** As a reaction to being targeted by an attack that would deal enough damage to knock you unconscious or dead, or an effect that petrifies you, you may spend a charge and activate this amulet. You ignore the damage/effects of the triggering attack and become *Invisible* as the spell. In addition an Illusion of you appears in your place, appearing to take the damage and dying painfully. The Illusionary corpse lasts until the invisibility runs out/is broken. \pagebreak ## Boots of Balance **Uncommon item. Requires attunement** the wearer of these boots can not be knocked prone, and can move at full speed along tightropes or other slippery/uneven or unsafe surfaces without need for an ability check. ## Mantle of the Mundane **Uncommon item** This mottled grey/brown cloak makes its wearer seem bland and forgettable. Anyone who sees the wearer must make an Intelligence Saving throw (DC 20) to remember anything at all about the wearers appearance, including (but not limited to) race, height, sex, and any gear they were carrying beyond the shabby cloak itself. ## Shadowcloak **Rare item. Requires attunement. 8 charges, recovers 1 charge for every hour it is left within total darkness**. This inky black cloak gives advantage to Dexterity (Stealth) checks to Hide in shadows or other dark areas. It also makes the wearer invisible to darkvision. The wearer may spend 1 charge to cast the darkness spell or use 4 charges to polymorph themselves into a *Shadow* for up to an hour. ## Boxes of Delightful Transports **Rare item** Comes in a variety of shapes/sizes, but always as a matching pair. 3 times a day you can place something in one box and it is immediately teleported to the other box, unless that box is not on the same plane of existence. ## Lens of Remote Viewing **Uncommon item. Requires attunement** this clear crystal is about as large as a human eye (the name lens is a misnomer) once attuned the owner can see out of it, switching his viewpoint from his own eyes to the lens’s for up to 1 minute as an action. This works regardless of how far away the lens is as long as it remains on the same plane as its attuned user. ## Scabbard of Poison **Rare item** a weapon stored in a scabbard of poison deals +1d6 poison damage to the first successful hit it deals after being drawn. This enchantment fades 5 rounds after being drawn. \columnbreak ## Angler’s Crossbow **Uncommon Item. 4 charges. recharge 1d4 charges at high tide** this light crossbow has a thick leather wrist strap (granting the user advantage on checks to resist being disarmed) as a bonus action the user can spend a charge to enchant the next bolt fired before the end of their next turn. That bolt is trailed by a pencil thin line of snaking blue light. When it hits the bolt magically embeds within the target, dealing damage as normal and leaving only the blue light tethering the target to the crossbow. This line lasts for up to 1 minute. While it exists the user can spend an action or bonus action reeling the line in, pulling the target towards them up to 60 ft. The target can resist this with a DC 18 Strength saving throw. If the target resists, or is an object weighing more than 1000 pounds then the wielder is pulled towards it by the amount the distance they tried to reel in unless they also succeed on the Strength saving throw. Grappled creatures have advantage on this saving throw. The line can be destroyed prematurely by dealing it 10 points of damage. ## Potion of Elasticity **Common Item** Drink a dose and you can stretch your legs, arms, neck, or other appendages to up to twice your Con score in feet. Lasts for 1d4 minutes. Whenever you stretch an appendage you need to pass a Constitution Saving Throw (DC 10) or take 1 point of damage from the stress. ## Candle of Everburning **Uncommon item** Once lit this candle can not be extinguished except by use of the command word spoken by whomever lit it. It burns underwater, in the highest winds, even in alternate planes of existence regardless of their physical laws. Not even Dispel Magic or similar put it out. Its only got 24hrs worth of wax though. ## Medallion of Steadiness **Rare item** A silver medallion with a horse carved into it. The wearer can not be thrown from his mount involuntarily, regardless of what kind of creature his mount may be. ## Dragon Slippers **Common item** A pair of fine green silk slippers, when the wearer says the command word their appearance is replaced by the illusion of a 20’ dragon with bright yellow scales a barbed tail and long green fangs. Which lasts for an hour if not ended earlier. \pagebreak ## Singing Skull **Uncommon item. Requires attunement** a 3’’ piece of ivory carved to resemble a human skull. Once per long rest the owner can command it to sing. Its eerie and depressing tunes make all creatures except the owner who can hear it within 60’ make a wisdom saving throw (DC 15) or become frightened of it and must flee. It continues to sing for a whole minute, during which any creature that enters its area of effect or starts its turn within it must attempt the save. ## Airboat **Rare item** A 12’ long stone canoe that can be rowed through the air at a flying speed of 40 if there are two rowers manning the stone oars or 20 if there is only 1 rower. The direction of the canoes movement is decided by the “commander” who is sitting in its front spot and thusly can not also row. If stopped while in midair (say by killing or unseating the commander) the canoe floats in place for 1 minute and then slowly begins to sink to the ground at a rate 10. Strangely the stone canoe floats fine on water without using its magic and can be operated as a normal canoe in such circumstances. ## Ring of Resistance to Breath Weapons **Rare item** The wearer has resistance to damage from all forms of breath weapon and advantage on saving throws against Breath weapons, ## Collapsing Spell Book **Common Item** This book can be folded in on itself until it’s a 1’’ cube, for ease of carrying/storing/hiding. ## Pen of Excellence **Uncommon Item** Using this quill you can- write at double speed, draw perfectly accurate images of anything you can see, and flawlessly forge someone’s handwriting given a small sample to look at. ## Bracelet of Scaly Command **Rare item. Requires attunement. 1d4 charges, recovers 1 charge per hour left immersed in the sea** A coral bracelet that lets you command water dwelling creatures of animal intelligence or lower (so mostly fish). The creature needs to be within a ½ mile of you and can command multiple creatures at once as long as they are within 30’ of each other. You control 1d10HD worth of creatures in the area, starting with the lowest HD creature. These creatures are controlled as per the *Dominate Monster* spell for the next 2d6 rounds. \columnbreak ## Helm of Valor **Rare item. Requires attunement** Whenever the wearer of the Helm of valor is targeted by a ranged weapon attack they must roll a wisdom saving throw. If their total is higher than the attackers the attack misses. If the Attackers total is higher their attack is considered a Critical hit regardless of what was rolled. ## Arrow of Extended Range **Common item** This arrow has quadruple the range of an ordinary arrow. ## Arrow of Seeking **Rare item** An arrow with a permanent Seeking effect and a +2 damage. ## Wooden Arrow **Uncommon item** This arrow passes straight through inorganic matter (like metal armor). It lets you ignore the AC bonus of metal armor, or rocky cover, or any penalty to your attack roll predicated on an inorganic obstacle. ## Case of Compression **Uncommon item** Appears as an instrument case. When pressed to an instrument it changes to be a case shaped for that instrument, and once the instrument is placed inside and the lid closed it shrinks into the size of a 1 inch cube weighing only 1 pound, growing back to full size (with the instrument unharmed) whenever the lid is opened. ## Gourd of Travel **Rare item 1d10 charges** A musical Shaker made from a gourd, when crafted it contains ten seeds. When shaken as an action the user is affected as if they had just cast *Teleport* and one of the seeds disappears. If all the seeds are gone the gourd ceases to be magical. If there is some method to cause the gourd to grow new seeds (ie recover charges) that knowledge has been lost. ## Harp of Healing **Uncommon item. Requires attunement** If used by a bard to play their *Song of Rest* affected targets gain 2 bonus dice instead of 1. \pagebreak ## Horn of Amplification **Rare item. Requires Attunement** Not a hollow horn for music, but a solid horn, like a rhinos. Attuning to this item involves pressing it to the centre of the forehead, where it permanently grafts itself. The users voice is amplified by up to 10x. The range of all effects caused by the users voice is doubled, and they gain the ability to Shout as a melee spell attack (based off Strength) dealing 1d10 thunder damage. The horn itself can be used as a natural weapon that does 1d4 piercing damage, but the user is not automatically proficient in it. ## Horn of Baubles **Uncommon item** Blowing on this horn as an action causes a 5’ cube pile of worthless baubles to appear in any square within 20’. A creature already in that space has disadvantage on Dexterity saves until they either move out of that square or use their item interaction scattering the baubles from around them. ## Periapt of Proof Against Sound **Rare item. Requires attunement** The wearer has resistance to thunder damage and advantage on saving throws against sound based effects. ## Pick of Strumming **Rare item** When using the pick the holder is automatically proficient in any stringed instrument as if their proficiency mod was +6. ## Recorder of Recording **Uncommon item. Requires attunement** This item has 2 abilities. If commanded it replays the last song/music played on it in its entirety, exactly as the player had played it. Alternately if told to record before it is played, its playback will instead be all sounds made in its vicinity except its own for the duration of its last song. ## Zither of Speed **Rare item. 4 charges, recovers 1 charge at sunset or 1d4 charges if it has travelled over the horizon from where it last recovered charges** By playing the Zither as an action its user can expend 1 charge to cast either *Haste* or *Slow*.