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# Common Magic Items #### Blades of Attack *Wondrous, common* --- While wearing these brass knuckles, whenever you make an unarmed strike attack, you may deal slashing damage instead of bludgeoning damage. --- *The damage of these small, concealable blades should not be underestimated.*
#### Fluffy Hat *Wondrous, common (requires attunement)* --- While attuned to this magical hat, your hit point maximum is increased by 1. --- *Fine and functional foppery for the fashion-forward fighter.*
#### Gauntlets of Strength *Wondrous, common* --- Your carrying capacity is increased by 3 times your Strength score while you wear these gloves. --- *Studded leather gloves that add brute strength.*
#### Mantle of Intelligence *Wondrous, common (requires attunement)* --- Your Intelligence score is 11 while you wear this mantle. It has no effect on you if your Intelligence is 11 or higher without it. --- *A beautiful sapphire mantle worn by generations of queens.*
#### Mithral Hammer *Weapon (any heavy), common* --- Mithral is a light metal. A weapon made from mithral weighs one tenth its normal weight and can't be considered a heavy weapon. --- *A hammer forged of pure mithral.*
\columnbreak #### Sage's Mask *Wondrous, common (requires attunement)* --- While attuned to this mask, you can use it as your spellcasting focus. --- *A mask commonly used by mages and warlocks for various rituals.*
#### Staff of Wizardry *Staff, common* --- While holding the staff you appear more wizardly. As an action you can make an illusion of: a long, gray beard; a tall, pointy, blue hat; or faintly glowing stars on your clothes. You can only have one illusion going at a time. You can dismiss any of the illusions as an action. --- *A staff of magical powers passed down from the eldest mages.*
___ > ##### Credits > > Created by u/KelsierHathsin > > All images are from Dota 2, ©Valve \pagebreakNum I know that this is all a mess, I'm still working on designing the rest of the items and it's a pain to rearrange the pictures every time I change something. \pagebreakNum #### Divine Rapier *Weapon (rapier), artifact (requires attunement)*
***Divine Weapon.*** You have a +3 bonus to attack and damage rolls made with this magic weapon. Additionally, This Divine Rapier can't roll a 1 for damage. If you would roll a 1 on a damage die for this weapon or a smite spell cast from it, instead reroll that die until it's not a 1.
***Eager Power.*** You can attune to this rapier as a bonus action instead of over a short or long rest. Unattuning from it is unaffected. A creature attuned to this weapon is proficient with it.
***No Help Needed.*** The Divine Rapier dilutes magic potions within 10 feet of it, rendering them nonmagical.
***Fearless.*** While attuned to this rapier, you are immune to being frightened. Additionally, whenever you unsheathe this blade, there is no running until the battle is won. While you can see a creature that is hostile to you, you feel compelled to defeat it. If you attempt to run away before all hostile creatures are defeated (dead, or incapacitated), you must first succeed on a DC 20 Wisdom saving throw, or else you feel compelled to continue the battle until you win. If you unsheathe this blade and there are no foes to slay, you must succeed on a DC 20 Wisdom saving throw or attack the nearest creature to you. If a creature's saving throw is successful, that creature is immune to the rapier's Fearless influence for the next hour.
***Spells.*** The rapier has 20 charges and regains 2d8 + 8 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rapier retains its +3 bonus to attack and damage rolls but loses all other properties. On a 20, the rapier regains 1d8 + 4 charges. While holding this rapier, you can use a bonus action to expend 1 or more of its charges to cast one of the following spells from it, using your Charisma modifier for the spell save DC and spell attack bonus: *searing smite* (1 charge), *thunderous smite* (1 charge), *wrathful smite* (1 charge), *branding smite* (2 charges), *blinding smite* (3 charge), *staggering smite* (4 charges), *banishing smite* (5 charges).
***Sentience.*** The Divine Rapier is a sentient neutral good weapon with an Intelligence of 15, a Wisdom of 8, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet. The weapon can speak speak, read and understand Common, and can communicate with its wielder telepathically. Its voice is inquiring and clear. While you are attuned it to, The Divine Rapier also understands every language you know.
***Personality.*** The Divine Rapier can be incredibly persuasive but it never directly commands you to never back down from a fight. The Divine Rapier was originally created by a wish spell cast by a Djinni summoned by Dagult Neverember. Neverember wished for "a tool to defeat my enemies", but the rapier doesn't know who Dagult's enemies are, so whoever the wielder is fighting at the time may as well be his enemies. The Divine Rapier can be very simple and one track minded at times. \pagebreakNum # Chapter 4: Items There's no shortage of items in Dota! I plan on adding as many items as I possibly can, though I'm nowhere near as familiar with the neutral items or the other new ones from last year, so we'll see if I come up with anything for those.
#### Abyssal Blade *Weapon (greatsword), rare (requires attunement)* --- You gain a +1 bonus to attack and damage rolls made with this magic sword. --- This sword can pierce a creature down to its soul. When you hit a creature with this weapon, as a bonus action, you can force that creature to make a DC 16 Constitution saving throw. On a failed save, that creature is stunned until the end of your next turn. The sword can't be used this way again until the next dawn. --- *The lost blade of the Commander of the Abyss, this edge cuts into an enemy's soul.*
#### Aegis of the Immortal *Wondrous, artifact (requires attunement)* --- --- --- *The Immortal was said to own a shield that protected him from death itself.*
#### Aeon Disk *Wondrous item, very rare (requires attunement)* --- When you take damage from a hostile creature, if your hit points would go below half your hit point maximum (rounded down), you can use your reaction to make the Aeon Disk trigger and you cast *Otiluke's Resilient Sphere* targeted on yourself. Once the Aeon Disk has been used, it cannot be used again until the next dawn. --- *A powerful artifact long ago smuggled out of the Ivory Incubarium. Or so many believe.*
\columnbreak #### Aether Lens *Wondrous item, uncommon (requires attunement by a spellcaster)* --- While attuned, when you cast a spell that has a range of 5 feet or greater, that spell's range is extended by 30ft. When you cast a spell with a range of touch, it instead has a range of 10ft. --- *Polished with the incantation of his final breath, the gift of a dying mage to his sickly son.*
\pagebreakNum #### Armlet of Mordiggian *Wondrous item, rare (requires attunement)* --- While attuned, you can activate the Armlet of Mordiggian as a bonus action on your turn. While active, your Strength score increases by 4 (to a maximum of 24) and your AC increases by 1. At the end of each of your turns, you take 2d4 necrotic damage. This damage cannot be reduced or prevented, but you can't be reduced below 1 hit point this way. You can deactivate the Armlet as an action on a subsequent turn. --- *Weapon of choice among brutes, the bearer sacrifices his life energy to gain immense strength and power.*
#### Assault Cuirass *Armor (heavy), rare* --- While you wear the Assault Cuirass, when you make an initiative roll, you and any number of creatures you choose within 30ft. of you make that roll with advantage. This ability recharges at dawn. --- *Forged in the depths of the nether reaches, this hellish mail provides an army with increased fervor during battle.*
\columnbreak #### Battlefury #### Blight Stone \pagebreakNum #### Blademail *Armor (medium or heavy), rare* --- This armor has 4 charges. When you are hit with a melee weapon attack while you are attuned to this magical armor, you can use your reaction to expend 1 of its charges and cause the attacker to take damage equal to the damage you took from the attack. --- The armor regains 1d4 expended charges daily at dawn. If you expend the armor's last charge, roll a d20. On a 1, the blades on the armor twist and bend and are destroyed. --- *A razor-sharp coat of mail, it is the choice of selfless martyrs in combat.*
\columnbreak #### Dragon Lance *Weapon (lance), rare* --- You gain a +1 bonus to attack and damage rolls made with this magic weapon. --- This magical lance seems to reach farther than would be possible. As a bonus action on your turn, you can focus on a creature you can see within 20 ft. The Dragon Lance's reach becomes 20ft. against that creature until end of turn. Recharges at dawn. --- *The forward charge of the wyvern host grants no quarter.*
### ### #### Enchanted Mango *Wondrous item, common, consumable* --- When eaten as an action by a creature that could cast a 1st level spell, this magical mango restores a 1st level spell slot. --- *The bittersweet flavors of Jidi Isle are irresistible to amphibians.*
\pagebreakNum # #### Glimmer Cape *Wondrous item, rare* --- You may activate this magical cloak by using an action to speak the magic word. Once activated, you will become invisible until the end of your next turn. Recharges at dawn. --- *The stolen cape of a master illusionist.*
### ### --- #### Phase Boots *Wondrous item, uncommon* --- While you wear these boots, you can activate them as a bonus action. While the boots are active, your walking speed increases by 5ft. and you may walk through any creature (this movement can still provoke opportunity attacks) . If you end your turn inside another creature, you take 1d10 psychic damage. Lasts for 1 minute. Recharges at dawn. --- *Boots that allow the wearer to travel between the aether.*
\columnbreak #### Wind Lace *Wondrous item, uncommon* --- While your boots are laced up with these magical shoelaces, your walking speed is increased by 5ft.. --- *Hasten to battle on wind-touched heels.*
> ##### Credits > > Created by u/KelsierHathsin > > All images are from Dota 2, ©Valve \pagebreakNum \columnbreak #### Crystalys *Weapon (any sword), rare (requires attunement)* --- You have a +1 bonus to attack and damage rolls made with this magic weapon. Weapon attacks made with this weapon score a critical hit on a roll of 19 or 20. --- *A blade forged from rare crystals, it seeks weak points in enemy armor..*
### ### #### Faerie Fire *Wondrous item, uncommon, consumable* --- You can throw this small glowing flower at an area with 60ft. of you to cast the *Faerie Fire* spell (save DC 13) at that location. --- *The ethereal flames from the ever-burning ruins of Kindertree ignite across realities.*
\pagebreakNum # #### Ghost Scepter *Staff, rare (requires attunement)* --- While attuned to this magical staff, when you are hit by a melee weapon attack, you can expend your reaction to cast the *etherealness* spell, but the spell ends at the end of your next turn. (You still take damage from the first hit). Recharges at dawn. --- *Imbues the wielder with a ghostly presence, allowing them to evade physical damage.*
### ### #### Rod of Atos *Wand, uncommon* --- As an action, you can target a creature you can see within 60ft. of you. That creature makes a DC 15 Constitution saving throw. On a failed save, that creature's speed is reduced to 0 until the end of their next turn. Recharges at dawn. --- *Atos, the Lord of Blight, has his essence stored in this deceptively simple wand.*
\columnbreak #### Soul Ring *Wondrous, rare (requires attunement by a Spellcaster)* --- While attuned, as an action, you can roll and expend any number of your unused hit dice, and lose HP equal to the total rolled. You regain one expended spell slot level equal to the hit dice expended, up to 5th level. --- *A ring that feeds on the souls of those who wear it.*
\pagebreakNum #### Kaya *Weapon (shortsword), very rare (requires attunement by a spellcaster)* --- You have a +1 bonus to attack and damage rolls made with this magic weapon. --- While you are attuned to this magic weapon, you can expend a spell slot as a bonus action. For the next 10 minutes, when you attack with this weapon, you can use your spellcasting modifier, instead of Strength or Dexerity, for the attack and damage rolls. --- *Rumored to have been commissioned and owned by a wizard of ages past.*
### ### #### Dust of Appearance *Wondrous item, rare* --- This bag of magical dust will reveal any invisible creatures or objects within a 30ft. radius when you use it. Once a creature or object has been revealed this way, they remain revealed for the next 5 minutes. --- *Dust of Appearance* usually come in small pouches containing 1d4 + 1 uses of the powder. --- *One may hide visage, but never volume.*
### ### \columnbreak #### Orchid Malevolence *Wand, rare (requires attunement by a spellcaster)* --- This wand has 5 charges. While holding it, you can use an action to expend 1 of its charges to cast the silence spell centered on a creature from it. This silence spell only affects the creature you targeted, and only lasts for 1 minute. --- The wand regains 1d4 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. --- *A garnet rod constructed from the essence of a fire demon.*
### ### #### Quelling Blade *Weapon (handaxe), common* --- A handaxe (1d6) that allows you to chop trees down twice as fast. --- *The axe of a fallen gnome, it allows you to effectively maneuver the forest.*
### ### \pagebreakNum #### Sange the Backseeker *Weapon (shortsword), rare (requires attunement)* --- You gain a +1 bonus to attack and damage rolls made with this magic sword. --- When you deal damage to a creature with Sange, you may have that creature make a DC 13 Constitution saving throw. On a failed save, that creature gets one level of exhaustion. --- *Sange is one of the two legendary Moonblades. It's said if you wield both, they will unveil additional power.*
### ### #### Yasha the Quickblade *Weapon (shortsword), rare (requires attunement)* --- You gain a +1 bonus to attack and damage rolls made with this magic sword. --- While attuned, you can activate Yasha. While active, your walking speed increases by 10ft. Lasts 10 minutes. Recharges at dawn. --- *As the one of the legendary Moonblades, Yasha is regarded as the swiftest weapon ever created.*
### ### \pagebreakNum # #### Blight Stone *Wondrous, uncommon (requires attunement)* --- While attuned to this magical stone, when you hit a creature with a weapon attack, you can force them to make a DC 14 Constitution saving throw. On a failed save, that creature's AC is reduced by 1 for the next hour. Recharges at dawn. --- *An unnerving stone unearthed beneath the Fields of Endless Carnage.*
#### Eul's Scepter of Divinity *Staff, rare (requires attunement)* --- The staff has 5 charges and regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into dust and is destroyed. While holding this staff, you can use an action to expend a charge from the staff to choose a Large or smaller creature within 60ft. of you. That creature makes a DC 14 Strength saving throw. On a failed save, that target is caught in a 5ft. tall mini cyclone until the end of your next turn. While in the cyclone, the creature's speed is reduced to 0 and attacks made by the creature and against the creature have disadvantage. --- *A mysterious scepter passed down through the ages, its disruptive winds can be used for good or evil.*
#### Infused Raindrop *Wondrous, uncommon* --- This raindrop shaped gem has 6 charges. When you take damage from a magical effect or spell, a charge is automatically expended, preventing 5 of that damage. When all the charges are expended, the Raindrop becomes a nonmagical gem. --- *Elemental protection from magical assaults.*
#### Orb of Venom *Wondrous, uncommon* --- This small orb is filled with a pale green venom with enough to coat three slashing or piercing weapon or up to nine pieces of ammunition. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Every dawn, the orb is replenished with more venom. --- *Envenoms your veapon with the venom of a venomous viper.*
\columnbreak #### Skull Basher *Weapon (maul), very rare (requires attunement)* --- You have a +1 bonus to attack and damage rolls made with this magic weapon. When you score a critical hit with this magical weapon, the target must make a DC 14 Constitution saving throw. On a failed save, the target is stunned until the end of your next turn. --- *A feared weapon in the right hands, this maul's ability to shatter the defenses of its opponents should not be underestimated.*
#### Shadow Amulet *Wondrous, rare (requires attunement)* --- While attuned to this magical amulet, you can use an action to turn yourself invisible. For as long as you don't move, attack, or cast a spell, you and anything you are wearing or carrying become invisible. --- *A small talisman that clouds the senses of one's enemies when held perfectly still.*
#### Tranquil Boots *Wondrous, uncommon* --- During a short rest, when you expend a hit die to regain hit points, you can reroll that die if it's a 1 or a 2. You must use the new roll. --- *While they increase the longevity of the wearer, this boot is not particularly reliable.*