Endless Elemental Magic Items

by SuperHippie008

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Endless Element Magic Items

The DM's Guide contains the exceptional magic item, "The Decanter of Endless Water". The question remains, if the decanter of endless water is so successful, why hasn't anyone made any other kinds of similar items? Today we fix that problem.

Torch of Endless Fire

Wondrous Item, uncommon

This torch appears to have been used up long ago. The end is always hot to the touch, as if it was recently aflame.
You can use an action to speak one of three command word, whereupon the head of the torch bursts into flames. Fire produced by the first two command words burn in place on the torch until another command word is spoken. Fire produced by the third command word fizzles away at the beginning of your next turn. Choose from the following options:

  • "Candle" produces a small flame comparable to a candle. It sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • "Torch" produces a flame comparable to a torch. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
  • "Blaze" produces a large gout of flame, that blasts forwards in a line 30 feet long and one foot wide. As a bonus action while holding the torch, you can aim the blaze at a creature you can see within 30 feet. The target must succeed on a DC 13 dexterity saving throw or take 1d4 fire damage and begin burning. Until someone takes an action to douse the creature, that creature takes 1d4 fire damage at the start of each of its turns.

  • The torch does not function if the head is submerged in water.

    Low-level items

    As far as balancing goes, the decanter of endless water is of uncommon rarity and is intended for low level players. These items are intended to be very similar, and as such, none of the effects are intended to be incredibly powerful. While some of the combat effects may seem powerful, do keep in mind they require both an action and a bonus action to activate.

    Bag of Endless Air

    Wondrous Item, uncommon

    This small fibrous drawstring bag almost seems to move on its own, as if it contained a powerful rush of wind. The bag weighs 2 pounds.
    You can use an action to open the bag and speak one of three command word, whereupon an amount of wind rushes out of the bag. Wind produced by the first two command words rushed out of the bag until another command word is spoken, or use a bonus action to close the bag. Wind from the third command word stops rushing out at the start of your next turn. Choose from the following options:

  • "Breeze" produces a light rush of wind strong enough to extinguish a candle or ruffle someone's hair. The wind races out 10 feet and dissipates.
  • "Gust" produces a moderate rush of wind strong enough to extinguish a torch or push a small object that is not being worn or carried up to 10 feet away from you. The wind races out 20 feet and dissipates.
  • "Gale" produces a powerful rush of wind that bursts forwards in a line 30 feet long and one foot wide, strong enough to push a medium creature or object. As a bonus action while holding the decanter, you can aim the wind at one medium or smaller creature or object that is not being worn or carried within 30 feet. That creature must succeed on a DC 13 strength saving throw or be pushed up to 15 feet away from you. Objects automatically fail this saving throw.

  • Bucket of Endless Earth

    Wondrous Item, uncommon

    This small, lidded bucket is quite dense, as if it contained raw earth. The bucket weighs 5 pounds.
    You can use an action to remove the lid and speak one of three command word, whereupon an amount of soil pours out of the bucket. The soil stops pouring out at the start of your next turn. Choose from the following options:

  • "Deposit" produces 1 pound of dirt.
  • "Shovel" produces 5 pounds of dirt.
  • "Bury" produces 20 pounds of dirt that tumble forwards in a line 10 feet long and one foot wide. As a bonus action while holding the bucket, you can aim the line at a creature you can see within 10 feet. The target must succeed on a DC 13 strength saving throw or take 1d4 bludgeoning damage and have their walking movement speed reduced to 0 until the end of their next turn.
  • Lantern of Endless Light

    Wondrous Item, uncommon

    This hooded lantern glows faintly when shaken, and is always warm to the touch, as if it contained bright light. The lantern weighs 2 pounds.
    You can use an action to raise the hood and speak one of three command word, whereupon an amount of light floods out of the lantern. Light produced by the first two command words continues to flood out of the lantern until another command word is spoken, or you use a bonus action to lower the hood back down. Light produced by the third command word exists for only a moment before dissipating. Choose one of the following options:

  • "Lamp" produces bright light in a 15-foot radius and dim light for an additional 30 feet.
  • "Lanturn" produces bright light in a 60 foot cone and dim light for an additional 60 feet.
  • "Shine" produces a blinding light. As a bonus action while holding the decanter, you can shine the light at a creature you can see within 5 feet. That creature must succeed on a DC 13 constitution saving throw or become blinded until the end of your next turn.

  • Light produced by this lantern is cancelled out by magical darkness equal to or greater in power than a 3rd level spell.

    Lantern of Endless Darkness

    Wondrous Item, uncommon

    This hooded lantern seems to suck in nearby light when shaken, and is always cool to the touch, as if it contained concentrated darkness. The lantern weighs 2 pounds.
    You can use an action to raise the hood and speak one of three command word, whereupon an amount of darkness radiates out of the lantern. Darkness produced by the first two command words continues to radiate out of the lantern until another command word is spoken, or you use a bonus action to lower the hood back down. Darkness produced by the third command word exists until the start of your next turn. Choose from the following options:

  • "Dim" produces an aura of dark in a 15 foot radius around you, reducing all bright light to dim light and all dim light to darkness. This aura moves with the lantern, and lasts until you speak another command word.
  • "Murk" produces a wave of dark that reduces all bright light to dim light and dim light to darkness in a cone 30 feet in front of you. This cone moves with the lantern, and lasts until you speak another command word.
  • "Gloom" produces a dense shroud of darkness that can’t be seen through. As a bonus action while you are holding the lantern, you can aim the shroud at a creature you can see within 5 feet of you, including yourself. The creature must succeed on a DC 13 dexterity saving throw, or become shrouded in darkness until the end of your next turn. The creature can choose to automatically fail the saving throw. All attack rolls made against a creature shrouded in darkness has disadvantage.

  • Darkness produced by this lantern is cancelled out by magical light equal to or greater in power than a 3rd level spell.
     

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