Mordenkainen's Magical Menagerie v1

by HeckGuy

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Mordenkainen's Magical Item Menagerie

This is my second time making one of these homebrew packs. This pack contains:


-4 new feats for the players!


-11 New magic items for the DMs!


Note: some of these may be fairly unbalanced since I am still pretty new to homebrewing things. Most of these are also from older editions of dungeons and dragons and some are even converted from pathfinder. Enjoy, and be sure to give some feedback.


Chapter 1: Feats

Gluttonous

Prerequisite: Constitution 18 or higher

You have more body fat than the average human. When you first take this feat, you may add your proficiency bonus to your Hit Dice amount.


Monster Hater

Prerequisite: Wisdom 11 or higher

There is nothing that you hate more than one type of creature. You may choose one monster type that you hate. Any attack roll made to hit any monster with this typing may add advantage to your roll.


Martial Master

Prerequisite: Any martial class

You have mastered a type of non-magical weapon. When you choose this feat, you can add your proficiency bonus to a weapon type of your choosing. You will add your proficiency bonus to your attack roll whenever you try to hit a monster with a weapon of this typing.


Prideful

Prerequisite: Charisma 15 or higher

You take pride in what you do as an adventurer. You can add your proficiency bonus of any stealth, performance and intimidation checks. However, you gain disadvantage on deception checks as you try and sneak pride into your deception.

Chapter 2: Magic Items

These magic items are listed in rarity from the common magic items to the legendary magic items. (Common - Legendary).


Ring of Detecting Pulse

ring, common (requires attunement)


This silver ring with a gem on the center designed to look like a humanoid heart is able to detect who lives and who dies.


As a bonus action, you are able to make this ring detect a beating heart within a radius of a 30 feet circle. A creature can try to mask it's pulse by breathing slower, performing a DC 13 constitution save. A success allows the creature to stealthfully hide it's pulse by covering it's heart with thick items such as an arm or a piece of metal, while a failure makes the creature accidentally hurt itself by stop breathing, but after 1 round being hidden, the creature will gasp and take 1d6 bludgeoning damage from the suffocation.

Volatile Vaporizer

potion, uncommon


This lime green pill is inedible but turns a potion into a cloud of mist that can be shared by multiple creatures. When placed inside a potion flask, the potion bubbles and froths itself into a pungent 10-foot-radius cloud. Any creature within the cloud when it appears gains the full effect of the potion. The cloud has no effect on creatures that cannot breathe. A creature may automatically resist the effects of the potion cloud by momentarily holding its breath. Using the pill destroys it and the potion. Each pill can only be used on potions of a particular spell level; using it on a potion of a different spell level has no effect (neither the potion nor the pill are consumed).

Catapulting Wand

wand, uncommon

This wooden wand is 1 foot long and is fairly heavy, weighing about 20 pounds. As an action, you can activate this wand to perform the catapult spell onto itself. The wand will immediately catapult to the nearest target, using your spell attack modifier to hit. The wand deals 5d6 bludgeoning damage on impact, and does double damage against objects. The wand is immediately destroyed after landing. However, every time it goes an additional 10 feet, 1d6 bludgeoning damage is added to the total hit.

Potion of Telepathy

potion, uncommon


After drinking this potion, you are able to telepathically communicate to a creature of your choice within 120 feet. Any and all obstruction will be ignored when you communicate to this creature.

Giantdodger Armor

Armor (any medium or higher), Rare (requires attunement)


As a reaction, you can shift 10 feet when a creature of a size category larger than you misses you with a melee attack.

Robe of Dragonkind

Wondrous Item, rare (requires attunement)


While wearing this robe, you gain the following benefits:


Your Armor Class increase by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with dragons of any kind.


In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing scales if you're capable of growing them, or a much more visible scales if you already have one.


If you aren't a dragonborn, you gain the following additional benefits while wearing the belt:

  • You have advantage on saving throws against attacks made by draconic creatures, and you have resistance against fire, thunder, poison, cold or acid damage. (your choice)
  • You can speak, read, and write Draconic.
  • Your blood becomes filled with determination, making you gain advantage on persuasion, intimidation and performance skill checks.

Aroma of Curdled Death

potion, rare


One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute.


You are immune to the cloud’s effects, but every other creature in the area that is CR 1 or fewer immediately dies (no save).


A creature that is CR 2-10 must succeed on a DC 17 constitution save or else each round it remains in the area takes 4d8 necrotic damage. A creature that is CR 11 or more takes 1d6 points of necrotic damage if they fail a DC 17 constitution save per round of exposure.


If you open the bottle but do not immediately apply the liquid, the cloud of gas spreads to fill a 5-foot-radius area, centered on the opened bottle or the place where the liquid was poured out. This cloud persists for 1 minute. The effects above apply to here as well.

Armor of Blocking

armor (any medium armor), very rare (requires attunement by a creature with a constituion of 16 and above)


When you are attuned to this armor, non-magical bludgeoning, piercing or slashing weapons will be turned away (The type of damage blocked is determined by the DM), instantly missing. A dispel magic spell can remove this effect for two rounds before the effect returns. However, any non-magical physical interaction cannot be affect you, such as regular bandaging or eating. The DM will decide what counts as non-magical physical interaction

Robe of Needles

wondrous item, uncommon

This dark, hooded robe has six long, silvery, razor-sharp needles protruding from the bottom of its loose sleeves, three on each side.


As an action, the wearer can throw one of his or her sharp daggers. The needle counts as a thrown weapon with a range increment of 10 feet. If the needle hits, it embeds itself in the target’s flesh, dealing 4 point of piercing damage and causes them to bleed. A bleeding creature takes 2+your strength modifier damage to the target at the start of each of their turns. A creature can pull out the needle as a full-round action, which ends the bleed effect. The needle is destroyed if an attack with it misses or when it is removed from a creature it was embedded in. The robe regrows all spent needles at the dawn of the next day.

Horn of Ferocity

wondrous item, rare (requires attunement by a creature with a wisdom of 17 or above)


This curved and wooden horn has engravings on it that depicts a lone barbarian dueling 7 headed hydra. As a bonus action, you are able to make creatures within 60 ft. of you become feral and attack any creature that they are able to reach. They must perform a DC 13 wisdom save or be affected by this horn. However, the holder must perform a DC 13 wisdom save themself to not become enraged by the music. When enranged, the holder will attack the nearest ally, if the ally asks abut why they are doing this, the enraged holder will explian about something insignificant, or something that could make the targeted ally guilty such as a family member murder.

Rubber Ball of Laughter

wondrous item, very rare


As an action, you can throw this rubber ball onto the ground. Each creature besides you must perform a DC 15 wisdom saving throw or see the ball turn into something that they think is really funny. Once a creature sees this, they fall over and start to laugh hysterically, becoming prone and stunned before the illusion disappears after 1d4 rounds. The illusion can be removed earlier with a dispel magic spell. The ball is consumed upon being used. Any creature with an intelligence of 5 or lower will automatically succeed the wisdom saving throw.


Art Sources

All pieces of art depicted here were all made by Wizards of the Coast.

 

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