More Magic Arms and Armor
Bouncing Ammunition
Weapon (any ammunition), common
If this ammunition hits a solid object, intentionally or due to a missed shot, will ricochet possibly hit a different target.
Select a target within the weapon's normal range and make a ranged attack roll against it with disadvantage. If the attack hits, roll for damage as normal.
False Plate
Armor (plate), uncommon
This armor has the same defensive properties as leather armor, with an AC of 11 + your Dexterity modifier. This armor otherwise behaves the same as plate armor, including its weight, Strength requirement and disadvantage on all Dexterity (Stealth) checks and required proficiency.
Curse. This plate armor is cursed, a fact that is revealed only when an identity spell is cast on the armor or you attune to it. Donning it curses you until you are targeted by the remove curse spell or similar magic. While cursed by this armor, you are unable to remove it.
Faraday Armor
Armor (medium or heavy, but not hide), legendary (requires attunement)
You have immunity to lightning damage while you wear this armor. Additionally, whenever you would take lightning damage, you can use your reaction to try and reach out and touch a creature. Make a melee attack roll using either Strength or Dexterity, on a hit, the target is subject to whatever damage you would have taken from the lightning damage.
Mithral Weapon
Weapon (any metal weapon), uncommon
Mithral is a light, flexible metal. If the weapon possessed the heavy property, the mithral version doesn't.
If the weapon did not possess the two-handed or light property, the mithral version has the light property.
If the weapon possessed the light property, the mithral version has the thrown property with a range of 20/60 feet, if it also possessed the thrown property, the mithral version's range is doubled.
If the weapon possessed the two-handed property, but not the heavy property, the mithral version's damage die is reduced by one step and loses the two-handed property, but gains the versatile property for its original damage.
Finally, if the weapon possessed the versatile property, the mithral version loses the versatile property, but also deals the weapons versatile damage instead of its usual damage.
Nightmare Weapon
Weapon (any), rare
This weapon deals an additional 1d6 points of psychic damage. Additionally, a creature that takes psychic damage from this weapon must pass a DC 13 Wisdom saving throw or become frightened of it for the next minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
While a creature is frightened of this weapon, all attacks made with this weapon against that creature are made with advantage and deal 2d6 psychic damage instead of 1d6. A creature that passes its save is immune to the frightening effect of this weapon for 24 hours.
Troll Leather Armor
Armor (light, or hide), very rare (requires attunement by a fighter, ranger, or witch knight)
While attuned to this armor, you regain a number of hit points at the beginning of your turn equal to your Constitution modifier (minimum of 1). This effect only works while you are conscious and below half of your maximum hit points.
If you are knocked to 0 hit points, you are automatically stabilized.
Returning Weapon
Weapon (thrown), common (requires attunement)
When this weapon is thrown as a ranged weapon attack, the weapon will return to the hand of the creature attuned to it, at the end of their turn. If the attuned creature has no empty hands, the weapon reappears by their feet.
Shrouding Armor
Armor (any), very rare (requires attunement)
While attuned to this armor, you can speak its command word as a bonus action to cause it to create magical darkness around it up to a distance of 30 feet. The darkness persists until you speak its command word again or are knocked to 0 hit points. You can see through the darkness this armor creates as if it wasn't there, as long as you are attuned to it.
Sniping Weapon
Weapon (ranged or thrown), common
This weapon's range is twice that of its non-magical version.
Credits
Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.
- Made with "GM Binder".
- Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.