Malnore's Magical Menagerie

by Malnore

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Malnore's Magical Managerie

Armor

The Immovable Object

Shield, Legendary (Requires attunement by a creature with a Strength score of 18 or higher)

This solid iron tower shield is decorated very simply with ridged rectangles decreasing in size towards the center

  • The Immovable Object grants you a +3 bonus to your AC
  • As an action, any medium sized creature or smaller wielding this shield may hide behind the shield to gain ¾ cover. Large creatures gain half cover instead, and any creature huge sized or bigger gain no cover.
  • A button on the grip makes this shield weightless, allowing it to be carried like normal; the same button returns it to its original weight. None of this shield’s other magical features may be used when it is weightless. If it is unequipped, it immediately returns to its original weight.
  • This shield has 25 charges. For 3 charges, you may cast Shield, or Mage Armor on any creature within 45 feet. For 8 charges, Otiluke’s Resilient Sphere or Fire Shield may be cast, both with a range of 45 feet. For 17 charges, Globe of Invulnerability may be cast, with a range of 20 feet. This shield regains 2d6 +3 charges each day at dawn
  • While attuned to the Immovable Object, you cannot be lifted, pushed, pulled, or otherwise moved by any non-magical means unless the other creature passes a DC 25 strength check. Any magical effect that would cause you to move automatically fails unless the caster’s spell save DC is higher than your AC

Invisible Armor

Any Armor, Rare

Armor that has been enchanted with some form of invisibility. This invisibility is permanent, and does not fade naturally under any circumstances.

  • This armor is invisible
  • If this armor loses its magic properties, such as if it entered a field of antimagic, it will become invisible again in 1d4 hours.

Mirror Shield

Shield, Rare (Requires attunement)

A mithril kite shield with the majority of the front being covered in polished, reflective silver plating.

  • The Mirror Shield has nine charges. When the wielder would be hit with an attack spell, they can use their reaction make a Dex save of DC11 + spell level. On a success, they may expend a number of charges equal to the spell's level to reflect half the damage back to the source.
  • The Mirror Shield recovers 1d6 charges each day at dawn

Returner's Defiance

Half or Full Plate Armor, Very Rare (Requires attunement by a creature that has died and is not undead)

This beautiful steel armor is finely decorated with gold trimming and the image of a strong tree on the front and back plates

  • Once per long rest, when your hit points fall below 10% of their maximum, rounded up, the armor fills you with strength for 30 seconds, granting you advantage on all saving throws, resistance to all damage, as well as a +10 bonus to your strength, dexterity, and constitution scores.

Weapons

Barbaric Blade

Any bladed weapon, Rare (Requires attunement by a barbarian)

Typically a gnarled, chipped, blood-stained cutter, Barbaric Blades have seen more intense, destructive battles than an ordinary sword

  • When you roll for initiative, you can immediately enter a rage
  • While raging, you gain +2 to all attack and damage rolls, and a +1 to your armor class

Barry's Cleavers

Cleavers, Rare (Requires attunement) [Cursed]

These two larger than average meat cleavers seem to be very old, but they maintain as sharp an edge as ever

  • Barry's Cleavers must be used together, are considered +1 magical weapons that have the Light and Finesse properties, and deal 1d6 slashing damage each. Any attack made with them gains the benefits of the Two-Weapon Fighting style and the Dual Wielder feat.
  • When in combat, at the beginning of each of the wielders turns, they must make a DC16 wisdom saving throw. If they fail, they must use their action and bonus action to attack the nearest creature with Barry's Cleavers

Dragon Bone Weapons

Any weapon or ammunition, Rare-Legendary

Any weapon or ammunition can be a dragon bone variant and to be considered a Dragon Bone Weapon, the blade or damaging part of the weapon must be made of the bone. The weapons inflict extra damage, the type and amount depending on the kind of dragon the bones came from (determined by the DM). The player has no way to know what kind of damage it will do until using it for the first time.

  • Young Dragon Bones (Rare) give the weapon +1 to all attack and damage rolls +1d6 damage
  • Adult Dragon Bones (Very Rare) give the weapon +2 to all attack and damage rolls +2d6 damage
  • Ancient Dragon Bones (Legendary) give the weapon +3 to all attack and damage rolls +3d6 damage

Khyber Blade

Any bladed weapon, Very Rare

This geometrically ornate steel sword hilt/handle contains a Khyber Dragonshard

  • When the hilt or handle is activated a blade of pure magical energy forms where the standard blade would be. Regardless of the weapon type, on a hit, a Khyber Blade deals 1d12 slashing damage and an additional 1d6 lightning damage.
  • On a crit, you may sever a limb from a creature of medium size or smaller. If the creature has less than a quarter of their hit points left, you may sever the head, killing the creature immediately unless it can survive without a head.

Rubber Mallet

Warhammer, Rare

This warhammer has a strong wooden handle and a barrel shaped head of solid iron

  • When wielding this hammer, the user’s body becomes unusually pliable and capable of stretching given enough force
  • The wielder’s melee range is increased by 5 feet, and gains resistance to lightning damage and non-magical bludgeoning damage

Whip of Object Animation

Whip, Rare

A rather unassuming whip except for a glyph on the bottom of the grip that flashes when the command word is said

  • This whip holds 10 charges, and regains 1d4+1 charges each day at dawn.
  • While wielding this whip, when you hit an object with an attack, you can choose to deal no damage and instead expend charges to mark the object. This mark lasts for one hour or until the command word is spoken. A tiny or small object takes 1 charge to mark, a medium takes 2, a large takes 4, and a huge takes 8. You cannot mark an object larger than huge.
  • As an action, you may speak the command word to cast Animate Objects through the whip, animating every marked object within 120 feet of you. You may control these objects and they follow all the rules of the Animate Objects spell, including concentration

Wondrous Items

Atlas Helm

Wondrous Item, Very Rare (Requires attunement)

A Roman style war helm with deep blue and green plumage/brush on top. The helm itself is bright steel with deep black trim

  • While wearing the helm, your Strength is increased to 24
  • The wearer counts as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • The wearer exudes an aura of absolute strength, giving them advantage on intimidation checks

Bag of Winds

Wondrous Item, Uncommon

A medium sized, light brown cloth bag, seemingly empty, but closed with red string woven into/around the mouth

  • The Bag of Winds holds 5 charges. When the bag is opened, 1 charge is expended, casting the Gust of Wind (DC 14) spell from the mouth of the bag. The creature holding the bag must make a DC 10 strength save or the bag flies into the air, propelled by the spell, after which it magically closes itself and lands 60 feet away from its starting position in a random direction determined by rolling 1d8..
  • Each minute the bag is open expends 1 more charge and casts the spell again.
  • The bag regains 1d4 charges at the dawn of each day
  • If the fifth charge is expended, the power of the spell is tripled, and whoever is holding the bag must make a DC 17 strength save, or the bag flies into the air, propelled by the spell, after which it magically closes itself and lands 180 feet away from its starting position in a random direction determined by rolling 1d8.

Bracelet of Returning

Wondrous Item, Rare (Requires attunement)

A simple silver clasp that adjusts to the size of the wearer.

  • Any item thrown by the wearer can be telekinetically retrieved as a bonus action by the wearer by extending out the hand that has the clasp on it and willing the item to return. On return, the thrown item has a movement speed of 60 feet
  • Only one item can be linked to the bracelet at one time. If a second item is thrown before the first is returned, the wearer cannot retrieve the first thrown item with the bracelet

Circlet of Limitation

Wondrous Item, Uncommon

A silver circlet with five small diamonds embedded in it.

  • Any creature that dons this item, willfully or not, has all of their ability scores reduced by 5, to a minimum of 8. Any ability score lower than an 8 is unaffected
  • This item cannot be removed unless affected by a Remove Curse or Dispel Magic.

Flashy Diamond

Wondrous Item, Uncommon (Cursed)

This perfectly cut diamond always gleams, no matter how much or little light is shining on it, catching the eye of anyone near it

  • When wearing a Flashy Diamond anywhere on one's body, they have an unnatural urge to show off and be the center of attention. Everything they do is in an exaggerated and flashy manner
  • The wearer has disadvantage on Stealth checks and advantage on performance checks
  • The Flashy Diamond cannot be removed unless targeted by a Remove Curse or Dispel Magic

Honest Hat

Wondrous Item, Uncommon

A hat that seems to shimmer and flicker between many different forms and styles of headwear, like it can’t decide on a version it likes (or just a hat, depending on when it was last worn)

  • The hat has nine different forms, one for each alignment. Once per day, when a creature wears the hat, the form changes to match said creature’s true alignment
Lawful Neutral Chaotic
Good Hardee Hat Coonskin Sombrero
Neutral Beret Deerstalker Cavalier Hat
Evil Campaign Hat Fedora Bicorn
  • If the hat has not been worn for three days, it will lose it’s form and return to shimmering and flickering. Until then it will maintain the form it had upon the last head it was worn

Lightning's Successor

Wondrous Item, Rare (Requires attunement)

This opal earring looks as if there is lightning trapped inside the stone

  • The wielder gains immunity to Thunder damage, and resistance to Lightning damage
  • This earring holds one charge. When the wielder scores a critical hit, one charge is expended and a third level Thunderwave is cast, centered on the point of impact of the attack.
  • This item regains one charge each day at dawn

Panic Button

Wondrous Item, Very Rare (Requires attunement)

A small brass button, able to be affixed to any article of clothing

  • This item can hold an infinite number of charges
  • While attuned to a creature, this item gains one charge each day at dawn
  • The attuned creature may press The Panic Button to spend all stored charges, releasing a shockwave with a 20 foot radius, centered on you. All creatures within the radius, including you, must make a DC21 CON save or take 1d10 force damage, plus an additional 1d4 per charge beyond the first, or half as much on a successful save, and all creatures except you are pushed 5 feet per 2 charges spent. You take half damage on a failed save or zero on a successful one.
  • This item loses all charges when your attunement to it ends

Pendant of Changing

Wondrous Item, Very rare [Cursed]

A gold-chained pendant holding one large oval shaped emerald and gradually diminishing, similarly cut onyx stones on either side of the emerald

  • Once worn, the pendant begins to change the wearer into a race of the DMs choice (either by choosing, or rolling on the race change table of the Reincarnation spell). This process takes 1d12 days
  • Removing the pendant will stop the change, but will not reverse any change that has already occurred
  • One Pendant of Changing cannot effect the same creature more than once
  • This change does not alter any physical or mental stats or abilities, outside of racial bonuses and features.
  • Whether the changes to the racial features are gradual over time or only take place once the transformation is complete is up to the DM
  • Once worn, a Pendant of Changing cannot be removed unless affected by a 6th level Dispel Magic spell or Remove Curse

Perpetuum Stone

Wondrous Item, Very Rare

An extremely rare mineral with innate magical powers. This refined form of the stone is a smooth oval shape that lightly glows pure sky blue

  • When this stone is on your person, your spell save DC is increased by 2. You cannot receive this benefit from more than one Perpetuum Stone at once
  • When casting a spell of 4th level or lower that has a duration longer than instantaneous, you may destroy this item to amplify the spell, allowing you to change the duration to "until dispelled" and or remove the concentration requirement, if possible
  • When casting a spell of 5th level or higher that has a duration longer than instantaneous, you may destroy this item to amplify the spell, allowing you to double the duration, and or remove the concentration requirement, if possible
  • The affected spell must come from the caster, not another magical item
  • The affected spell/spell effect cannot be targeted by dispel magic or any similar spell, and will even persist for 1 minute in an antimagic field, but it can be cancelled by a counterspell.
  • If a creature attempts to counterspell a spell that has been amplified, they must always roll, no matter the level they cast counterspell at, and that roll must be made with disadvantage

Portal Rings

Wondrous Items, Very Rare

Portal Rings always come in a pair, two thin, 8-inch metal discs with a 6 inch hole through the middle of both. Typically one is marked as 1 and the other as 2.

  • Both discs have their own command word. When holding one of the discs against a flat surface, you may use your bonus action to say the command word to activate the disc and affix it to the surface, or to deactivate it.
  • While activated, the hole of the first disc fills in with a blue portal, and the second fills with an orange portal. While both are activated on the same plane of existence, they are extradimensionally linked, and anything that fits in the hole can be passed directly through one disc and out the other. If only one disc is activated, it does nothing but glow, and anything that is attempted to be put through the hole simply hits the surface behind it.

Prismatic Focus

Wondrous Item, Rare

This clear gem functions both as a magical focus, and as a regular prism

  • When casting an attack spell using a Prismatic Focus the wielder can roll 1d10 to randomize the damage type, rolling multiple times if the spell deals multiple types of damage
1d10 Damage Type
1 Fire
2 Cold
3 Lightning
4 Thunder
5 Poison
6 Acid
7 Psychic
8 Radiant
9 Necrotic
10 Force

Ring of Holding

Wondrous Item, Very Rare

A platinum ring with ornate carvings all over it

  • As a bonus action, the wearer can focus on the ring and access a small pocket dimension akin to that of a Bag of Holding.
  • This space follows all the rules of the Bag of Holding
  • A Bag of Holding and a Ring of Holding can be linked to the same space as long as both of the items are empty at the time of linking. This process takes 1 hour of concentration.

Ring of Immolation

Wondrous Item, Very Rare

A ruby disc circled in steel with an aperture on one side. The ring is typically found with a connected focusing bracelet, used to alter the aperture of the ring.

  • The ring can be used once per day to create a blast of fire with a DC 15 DEX save, the shape and lethality determined by the aperture setting.
  • At the lowest aperture, the blast is a 25 foot sphere, dealing 8d6 fire damage to all creatures inside, or half as much on a successful save.
  • At medium aperture, the blast is a 45 foot cone, dealing 6d6 fire damage, or half as much on a successful save
  • At the highest aperture, the blast is a 75 foot line, dealing 16d6 fire damage. If a creature that is medium or small succeeds on the save, they take no damage. Any creature larger than medium takes half damage on a successful save. This line stops after hitting a creature or object unless the creature or object dies or is destroyed, in which case the line continues, dealing damage equal to the original 16d6 roll minus the damage dealt to the previous objects or creatures hit.

Unbiased Snitch

Wondrous Item, Uncommon

A dull red orb approximately two inches in diameter

  • Once per day, when activated, an Unbiased Snitch with glow bright red when anyone within 15 feet knowingly tells a lie. This effect lasts 10 minutes

Screye

Wondrous Item, Very Rare

A small, eyeball sized glass sphere that faintly swirls with deep, pure colors

  • The user of a Screye may cast the Scrying spell once per day from the eye, and any target of a Scrying spell cast from it automatically fails their Wisdom save

  • In order to use a Screye, one must replace one of their own eyes with it.

Legacy Items / Vestiges

Hal’vas, the Soulcaller

Studded Leather Armor, Legendary (Requires attunement)

This dark studded leather armor was crafted in Dolurrh itself by the Smith of Souls, who infused bits and pieces of the souls of only the greatest of mortals into it.

Dormant

You gain a +1 to your AC, and you gain the following ability

Soul Shield: This armor has 5 charges . As a reaction, when you would take nonmagical bludgeoning, piercing, or slashing damage, or necrotic damage, you can use your reaction to give yourself resistance to that instance of damage. The armor regains 1d4 + 1 charges each day at dawn

Additionally, once per day you can cast Speak With Dead without any material components

Awakened

The armor’s bonus to your AC becomes +2, you gain resistance to necrotic damage and your Soul Shield ability is replaced with the following

Improved Soul Shield: This armor has 5 charges . As a reaction, when you would take bludgeoning, piercing, or slashing damage, you can use your reaction to spend one charge to give yourself resistance to that damage type until the start of your next turn. The armor regains 1d4 + 1 charges each day at dawn

Exalted

The armor’s bonus to your AC becomes +3, you gain the Soul Call ability, detailed below, and immunity to necrotic damage. In addition, your Improved Soul Shield ability is replaced with the following

Perfected Soul Shield: This armor has 8 charges . As a reaction, when you would take damage, you can use your reaction to spend one charge to give yourself resistance to that damage type until the start of your next turn. Further, as an action, you can spend three charges to force soul energy out from the armor and fire it either in a 100 foot line that is 5 feet wide, or in a 30 foot cone. Either way, all creatures in the area of effect must make a Constitution saving throw (DC 19) or take 8d6 necrotic damage. The armor regains 1d8 charges each day at dawn

Soul Call: When you kill a creature, you can use your reaction to call its soul to your armor, fueling you with its energy. You gain temporary hit points equal to the number of hit dice the creature had.

Ignition, The Phoenix Blade

Longsword, Legendary (requires attunement)

This magnificent seemingly ivory longsword was actually carved out from a single feather of a massive phoenix, and some of the phoenix’s power is still contained within the blade.

Dormant

This sword has a +1 to all attack and damage rolls, as well as dealing an additional 1d4 fire damage on every hit. Being carved of a feather, it is also abnormally light; this sword has the Finesse property. Additionally, you gain the following trait

Phoenix Rise: Once per long rest when you would be reduced to 0 hit points but not killed outright, you instead drop to 1 hit point

Awakened

The sword’s bonus to attack and damage rolls becomes +2, the additional fire damage on a hit increases to 1d8, all fire damage you deal with this sword ignores resistances, and your Phoenix Rise trait is replaced with the following trait

Phoenix Burst: Once per long rest when you would be reduced to 0 hit points but not killed outright, you instead drop to 1 hit point. When this happens, your body emits a burst of flames. Every creature within 15 feet of you must make a Dexterity saving throw (DC 15) or take 4d10 fire damage, or half as much on a successful save.

Exalted

The sword’s bonus to attack and damage rolls becomes +3, the additional fire damage on a hit further increases to 2d6, and when the sword in unsheathed, semi-solid flames extend from it, assuming the form of the feather it was carved from, giving the sword the Reach property and making it shed bright light in a 60 foot radius, and dim light for an additional 60 feet. You also gain the following traits

Fire Form: Once per day, as an action, you can channel the power of the Phoenix into yourself. Your body becomes like fire for one minute, allowing you to move through spaces as narrow as 1 inch wide without squeezing. Any creature that hits you with a melee attack while within 5 feet of you takes 1d10 fire damage. In addition, you can pass through spaces occupied by other creatures for no extra movement, dealing 1d10 fire damage to any creature you pass through. All fire damage you deal with this trait ignores resistances

Phoenix Flight: Once per day, you may use your bonus action to call upon the power of the Phoenix, sprouting feathery wings of fire from your back. You gain a flying speed of 60 feet for one hour.

Omnis, the Thronehelm

Wondrous Item, Legendary (Requires attunement)

This angelic helm is said to have been donned for centuries by one of the highest beings in the Azure Sky, his knowledge seeping into the metal itself.

Dormant

Your Intelligence score becomes 21 and you gain proficiency in the history skill. If you are already proficient, you gain expertise

Awakened

Your Intelligence score becomes 23 and you gain proficiency in the religion and arcana skills. If you are already proficient in one or both of those skills, you gain expertise. In addition, you are able to read, write, and speak Celestial and Primordial

Exalted

Your Intelligence score becomes 25 and you gain proficiency in the investigation and nature skills. If you are already proficient in one or both of those skills, you gain expertise. In addition, you are able to read, write, and speak all languages

None of these items are official, all were created and are owned by Malnore

Ragnar, the Allbreaker

War Pick, Legendary (Requires attunement)

This unusually large warpick is especially impressive because it seems to be entirely made of Adamantine. The excellent craftsmanship led to legends that Onatar himself forged this pick

Dormant

This pick has a +1 to all attack and damage rolls, you can deal Bludgeoning or Piercing damage whenever you deal damage with this weapon, and Ragnus has the Siege property. In addition, you become proficient with Smith’s Tools. If you are already proficient, you gain expertise.

Awakened

The pick’s bonus to attack and damage rolls becomes +2, its damage die increases to 1d10, and it gains the following ability

Sundering: Whenever you hit a creature that is wearing nonmagical armor with this weapon, you can choose to forgo your strength modifier on the damage roll to roll a strength check. If the strength check exceeds the targets Armor Class, you sunder their armor, reducing their AC by 1. You can use this feature no more than twice on a single target, whether it succeeds or fails.

In addition, attacks with the pick ignore spells that increase the target’s AC, such as the Mage Armor and Shield spells.

Exalted

The pick’s bonus to attack and damage rolls becomes +3, and its Sundering ability is replaced with the following

Absolute Sundering: Whenever you hit a creature that is wearing armor or a shield or has natural armor with this weapon, you can choose to forgo your strength modifier on the damage roll to to roll a strength check. If the strength check exceeds the target’s Armor Class, you sunder their armor, reducing their AC by 1. If the target’s armor is magic, it becomes nonmagical until the start of your next turn. You can use this feature no more than twice on a single target, ignoring failures.

In addition, any damage you deal with this weapon to objects and structures, including your sundering, cannot be repaired except by magical means.

Further, you can attack magical barriers, such as those created by the Wall of Force and Otiluke’s Resilient Sphere spells. If your attack roll is equal to or higher than the caster’s spell save DC, the barrier is destroyed and the spell ends.

Changelog

  1. Reworked Hal'vas' Soul Shield ability to function with charges, and added Speak With Dead to the dormant stage

  2. Removed the Light property from Ignition, and increased the Phoenix Burst range to 15 feet, and changed the damage to 4d10 to line up with the actual Phoenix ability. Also made its fire damage ignore resistances, and replaced True Phoenix Burst with Fire Form.

  3. Lowered Omnis' Intelligence boost by one at each stage

  4. Changed the wording on the sundering abilities, and added additional features to the Awakened and Exalted stages

 

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