Request Items 1

by PolluxIX

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Item Requests #1

Version 1.0
By Morgan's Brews (Tumblr)


Here are some magic items made by request from my blog. Thank you to everyone who sent one in, I hope you enjoy them!

Chadresain Compass

Wonderous Item, Rare
Requested by @homebrewlesbian


These compasses are relics of the sunken continent of Chadresai, which was lost in a war between divine beings. Chadresai had a close connection to nature and the sea, which led the development of interesting nautical devices.

A Chadresain compass features a globe of clear glass, encasing some water with a small shelled mollusk inside. The mollusk's shell is pointed, and will point towards the magnetic north pole by default. Tapping on the glass will change the mollusk's behavior, depending on how many times you tap it.

Weather Prediction, One Tap: The mollusk turns a deep blue color then retreats into its shell, as the water of the glass changes to reflect the weather of the upcoming 24 hours. The water will become brilliantly bright if the weather is clear, the glass will fog up if the weather is cloudy, the water will swirl and crackle with electricity if the water is stormy, and so on.

Find Port, Two Taps: The mollusk turns a bright yellow color, and will point you to a port you specify. The port does not need to be a literal port, just a place that your ship can reasonably dock. You must be familiar with this place already. The mollusk will attempt to navigate you around stationary obstacles, such as landmasses that are in the way. The navigation will last for 24 hours.

Hydrokinesis, Three Taps: The mollusk turns red, and you can cast the spell control water at 4th level. You must concentrate on the spell as normal, and the spell save DC is 16. Once used, this mode can not be used until the next dawn.

If the glass of the compass is shattered, the mollusk will die quickly unless submerged in a similar solution to the compass.

Crown of the Ash Emperor

Wonderous Item, Very Rare (requires attunement)
Requested by @yump0


This magical crown was once the possession of an ambitious tactician, who murdered their ruler and attempted to unite the land themselves. After an unfortunate disagreement with one of their closest confidants, the tactician met their end in a city of burnt corpses and cindered buildings.

While attuned to this crown, you gain a +2 bonus to Dexterity saving throws and a +2 bonus to your AC, as your form seems to flicker and fade like a gas. You also have immunity to damage from gaseous sources, cannot be afflicted with conditions from those sources, and can hold your breath indefinitely while conscious.


The crown has the following additional properties:

Cautious Form: You cannot be surprised while you are conscious. Any attack or effect that would surprise you will be dampened as your body instinctively morphs into smoke.

Envelop: When you damage a creature within 30 feet of you, you can expend your reaction to attempt to smother them with smoke while their guard is down. They must succeed on a DC 16 Dexterity saving throw or be blinded until the end of their next turn.

True Smokeform: You can cast gaseous form at 3rd level, using the crown as the material component. You can do this two times a day, and all expended uses are restored at dawn.

Curse. This crown is cursed, a fact that is revealed only when an identify spell is cast on the crown or you attune to it. Attuning to the crown curses you until you are targeted by the remove curse spell or similar magic; removing the crown fails to end the curse. Whenever you finish a long rest while cursed, you have a 20 percent chance of becoming extremely paranoid, feverishly convinced that someone close to you (determined by the DM) wishes to do you harm for the next 24 hours. Only removing the curse can end this condition early.

Hydra Staff of Talra

Staff, Uncommon (Requires attunement)
Requested by @nasucole


Known as the "Horror of Talra," this green hydra terrorized travelers and traders who traveled down to sell their wares in the city of Freeblade. This hydra was extremely strong and well fed, after years and years of preying on this road. Many a hero came to slay it, but after numerous battles, the hydra had grown so many heads that it was near unstoppable.

One day, the hydra spotted a lone woman traveling on her own. She seemed to be reading a book and taking notes, not paying much attention to the road, so the hydra deemed her easy prey. As it descended the valley, the traveler shifted, and chuckled quietly to herself. The last thing the Horror of Talra saw was brilliant lightning coursing through the woman's body and a confident smirk.

Sentience. The Hydra Staff is a sentient chaotic neutral weapon with an Intelligence of 4, a Wisdom of 10, and a Charisma of 6 (an overall average between the heads). It has hearing and normal vision out to a range of 60 feet. The weapon can speak, read, and understand Common and Abyssal.

Personality. The Hydra Staff consists of 5 snakelike heads, each with its own personality. Each head embodies a crude, animalistic view of the "5 Stages of Grief". The heads are extremely food oriented, and will argue among each other over petty things. As long as they are well fed and taken care of, the heads will cooperate with any creature who attunes to their staff. Otherwise they might take an opportunity to bite their wielder. Lastly, all the heads of this staff are deathly afraid of lighting, and might refuse to cooperate if they are exposed to it.

This item functions as a normal quarterstaff, and has 5 charges, one for each head. These charges represent the extra capabilities the heads can provide, and performing these capabilities tire the heads out.

You can expend charges for the following effects:

  • When you hit an attack with the staff, you can expend 1 of more charges to deal an additional 1d4 piercing damage per charge expended (maximum 3 charge at once).
  • You can expend 1 charge at any time to extend the reach of this weapon by 5 feet until the start of your next turn.
  • As an action, you can expend 1 or more charge to attempt to restrain a target within 5 feet. The target must make a Strength saving throw, with a DC of 10, plus 2 for every charge expended (maximum 3 charges at once). On a failure, the target is restrained, and can make the saving throw again at the end of each of their turns.

At the start of each of your turns, the staff regains 1d4 charges. If the staff ever runs out of charges, it can not regain charges until you finish a long rest, which brings it back to 5.

Necklace of Rapid Exhalation

Wonderous Item, Uncommon (requires attunement by a dragonborn)
Requested by @sightlessodyssey


Dragons are known for their immensely destructive breath attacks, which can devastate entire cities. However, using breath attacks takes a greater toll on dragonborn, preventing them from using it excessively. Some researchers have attempted to create magical devices that allow dragonborn to use their breath weapons more effectively.

While attuned to this necklace, you gain the following benefits:

  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to use your Breath Weapon feature. The creature whose movement provoked the attack must be included in the area of effect.
  • In addition, whenever you take damage of the type associated with your draconic ancestry, you can use your reaction to attempt to absorb that energy. Make a Constitution saving throw with DC equal to 12 OR the amount of damage, whichever is higher. On a success, you regain hit points equal to your level, and you regain use of your Breath Weapon if you have already expended it.

Regardless if you succeed or fail, you can't use this feature again for another hour.

Ninth Nimbus: Dreamscape

Shortsword, Very Rare (requires attunement)
Requested by @vainlesbian


The Nibuses are a series of weapons created by a forgotten smith, Dreamscape being the ninth and final weapon. Stranded on a small island in the Elemental Plane of Air with nothing but a derelict forge and a mine full of strange ores, the smith created a series of strange weapons out of boredom. These weapons are occasionally found falling from clouds or drifting through the currents on the plane.

Dreamscape is a unnaturally heavy sword for its appearance. A creature who attempts to pick it up without being attuned to it will feel groggy, and will magically fall asleep if they do not release it in 10 seconds. This sleep lasts for 1 hour, and they can't be woken up early by anything other than a wish spell.

This sword has a +2 bonus to attack and damage rolls. While attuned to it, you gain the following benefits:

  • You have a flying speed of 30 feet, as the sword allows you to hover steadily in air.
  • You can not be unwillingly put to sleep by spells and effects other than the magic of this sword.
  • When you hit with Dreamscape, you can invoke its magic to deal additional psychic damage equal to your Constitution modifier + 1 (minimum 2). You then gain temporary hit points equal to your Constitution modifier + 1 (minimum 2). 1 minute after you use this feature, Dreamscape will magically put you to sleep, regardless of how many times you've used it since then. Nothing outside of a wish spell can wake you from this unconscious state.

Times Used Effect
3 or less You are put to sleep for 1 minute.
8 or less You are put to sleep for 1 hour.
10 or less You are put to sleep for 24 hours.
15 or more You are put to sleep forever.

Patch of Truesight

Wonderous Item, Rare (Requires Attunement)
Requested by @curios-curiousities


This item was developed by a young prodigal wizard who specialized in transmutation. While this blind wizard had other ways of navigating, they wished to give other people who lacked sight a chance to see again. The eyepatch gives the eye it is covering the ability to see, even if that eye can't normally see. In addition, it also allows a person to see through illusions and other magics.

The attuned creature has truesight out to 60 feet using the covered eye. Even if the creature is blinded, this item allows them to see normally using the covered eye only.

Spellfencer's Glove

Wonderous Item, Uncommon (requires attunement)
Requested by @fuckyoukatherineheigl


Spellfencing is an art distinct from the common spellsword (or atleast that's what spellfencers claim). This graceful but showy style combines precise strikes with elegant spellcasting, and is practiced by well-off nobles with too much time on their hands.

However, traditional spellfencing is a time honored art that has its roots in ancient Aammos. It is a very effective fighting style that mixes two distinct methods of attack together into one.

While attuned to these gloves, you can use them as a spellcasting focus for your spells. In addition, whenever you cast a cantrip or spell that deals damage, you can cause a martial weapon in the gloved hand to glow with magical energy. The next time you hit with that weapon before the end of your next turn, that attack will deal an additional 1d6 damage. The type of damage is the same as the type of damage dealt by the spell.


Staff of Changing Seasons

Staff, Rare (required attunement by an Eladrin Circle of Dreams Druid)
Requested by @howeverhere


The staff appears as cold, dead wood until attuned to. Then, it takes an appearance corresponding with the season of the attuned person's season.

This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you have a +1 bonus to spell attack rolls. You can instead choose for the staff to deal a different type of damage depending on your season: radiant for spring, fire for summer, necrotic for autumn, or cold for winter.

The staff has 4 charges. You can expend one charge when using your Balms of the Summer Court feature to bolster the target of your healing. You can only have a single effect maintained at a time. The benefit depends on your current season, and any effect that requires a saving throw uses your Druid spell save DC.

  • Spring: Flowers bloom all over the target and the area around them. For the next minute, that creature has advantage on either Intelligence, Wisdom, or Charisma saving throws (you choose when you use it).
  • Summer: The target has advantage on its next weapon attack made within the next minute, as scorching rays of heat direct the weapon towards its mark. If the attack hits, it deals an additional 4d6 fire damage to the recipient of the attack and any other creatures within 5 feet of them.
  • Autumn: A beautiful cloak of fall-colored leaves swirl around the target, making enemies wary to attack them. The next attack made on the target has disadvantage, and the attacker must make a Wisdom Saving throw. On a failure, the target charms that creature for 1 minute or until you or your allies damage it.
  • Winter: The ground around your target freezes up, magically protecting them from assailants. The ground in a radius of 10 feet from the target is considered difficult terrain for everyone but them, and any creature who starts their turn in that radius other than the target must make a Constitution saving throw. On a failure, that creature can not take reactions until the start of their next turn.

It regains 1d4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

Credits

Please leave any comments or critique for me at morgansbrews.tumblr.com. Thank you!

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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