Miscellaneous Magic Items

by Waldorf

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Miscellaneous Magic Items

Armors

Ghost Walker's Garb

Armor (Studded Leather), Very Rare

This old coat always looks a bit dusty and the tips of it looks spectral in nature.

You have a +1 bonus to AC while wearing this armor.

The armor has 6 charges and it regains all expended charges at dawn. The charges can be used for following abilities.

  • Pass Through. You can expend 3 charges to cast the passwall spell. When you cast the spell using this ability, only you can pass through the spell
  • Ghostly Escape. When you take damage, you can expend 2 charges to gain resistance to the triggering attack and move up to your move speed. You gain resistance to bludgeoning, slashing an piercing damage during that movement.
  • Ghostchase. When a creature within 60 ft. of you moves or makes an attack, you can use your reaction and expend 1 charge to move up to your movement speed towards that creature. You gain resistance to bludgeoning, slashing an piercing damage during that movement.

Vigilant Protector

Armor (Plate), Legendary (requires attunement)

You have a +2 bonus to AC while wearing this armor.

When you restore hit points to a creature, you gain temporary hit points equal to the amount healed.

When you attune to the armor, chose one damage type among poison, acid, fire, cold, lightning or thunder. You can change this damage type at the end of a long rest. While you wear this armor, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura gains resistance to the chosen damage type. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

Shielded Armor

Armor (Plate), Very Rare

You have a +2 bonus to AC while wearing this armor.

This armor has a quick retractable shield system attached to it. It allows you to don or doff your shield as a bonus action or object interaction.

You can attach a shield to the armor, or change the attached shield during a short rest. If the attached shield does not grant + bonus to AC, or the bonus is lower than the ac bonus of this armor, it gains + to your ac equal to the bonus of the armor.

Additionally, at the start of your turn, you can automatically retract the shield (no action required) which automatically is put back on at the end of tour turn.

Accessories

Rocket Boots

Wondrous Item, Rare

As a bonus action, you can jump up to your move speed. When you land, creatures within 10 ft. radius must succeed on a DC: 13 Dex save or take 2d6 fire and 2d6 force damage. You regain the use of this ability at dawn. After using this ability once, you can attempt to use it a second time before the ability recharges. If you do, there is a %50 chance of failure, which causes the boots to deal 2d6 fire and 2d6 force damage to you and not jump any distance.

Once this special ability is used, it can't be used again until the next dawn.

Lightning Runes

Wondrous Item, Rare

You can apply these runes to the soles of your boots or to the soles of your feet. It takes 10 minutes to apply or take off.

As an action, you can turn into a streak of lightning an move towards any direction up to twice your movement speed. During this movement, all opportunity attacks against you have disadvantage and you can pass through other creatures as if moving through difficult terrain. Creatures you pass through must succeed on a DC:13 dexterity save or take 6d6 lightning damage, or take half damage on a successful one.

Once this special ability is used, it can't be used again until the next dawn.

Darkskin

Wondrous Item, Very Rare (requires attunement)

This vial of dark crimson liquid with swirling streaks of orange pulses with a strange inner fire from time to time. In order to attune to this item, you need to drink it and meditate for a short rest. During the attunement process, the liquid burns your body from inside out, turning your skin a darker color with crimson cracks through it. When you unattune from the item, the liquid lowly pours out from your body and crystallizes in the middle of your chest. The crystal slowly turns back into a liquid after 24 hours. During which your skin slowly turns back to its normal color. Any amount of magical healing can remove the cracks left on your skin.

When you are attuned to this item, you gain a +2 bonus to AC if you are wearing no armor and using no shield. You also gain resistance to fire damage and immunity to petrified condition.

Barbaric Bracers

Wondrous Item, Rare

When you roll initiative, if your current hit points are below half of your hit point maximum, you can use your reaction to enter rage without consuming a charge.

Magebane Wrist Cuffs

Wondrous Item, rare

These Adamantine rigid wrist cuffs that are fitted with a 1 inch spherical crystal in the middle, can be used to bind a Small or Medium creature.

You can use an action to put it on a creature and cause the cuffs to automatically locks itself. A conscious character can try to avoid being cuffed by making a successful athletics or acrobatics check contested against your athletics check. If you are within range of the power relay, you can use the command word, targeting the Wrist Cuffs to activate them.

While active, the wearer can not cast any spells, use magic items, or use any magical abilities. The creature is also preventing from changing its shape.

Magebane Wrist Cuffs can be opened by a successful DC:30 thieves tools check. If you make this check on a wrist cuff that is currently binding you, you make the check with disadvantage. The Wrist Cuffs can also be forced open with a successful DC:40 athletics check to break the locking mechanism. If the check fails, any further attempts to break it automatically fail until 24 hours have elapsed as the mechanism locks itself completely. During this 24 hour period, the wrist cuffs can not be unlocked.

Magebane Wrist Cuffs Power Relay

Wondrous Item, rare, very rare or legendary (requires attunement)

This pillar made from a strange alloy is fitted with a spherical crystal at top which always pulses with a greenish blue light.

There are 3 major models of Magebane Wrist Cuffs Power Relay. size, the distance it can affect, the number of manacles it can power, the maximum number of people that can attune to it and the save DC increases by rarity.

  • Rare: 10 ft height, 500 ft radius, 100 manacles, 5 attunement slots, save DC: 18,
  • Very Rare: 50 ft height, 1000 ft radius, 1000 manacles, 50 attunement slots, save DC: 24,
  • Legendary: 150 ft height, 1 mile, 10000 manacles, 500 attunement slots, save DC: 30

Anyone who is attuned to the Power Relay can use its following command words.

Activate. Activates target Magebane Wrist Cuffs within 15 ft. to start its magic blocking capabilities.

Deactivate. Deactivates target Magebane Wrist Cuffs within 15 ft. to stop its magic blocking capabilities.

Unlock. Opens target Magebane Wrist Cuffs within 15 ft. to free the shackled target.

Stop. While the attune person is within the range of the relay, they can use an action to force any number of creatures bound by Magebane Wrist Cuffs within 60 ft. you can see to make a constitution saving throw which its difficulty is determined by its rarity. Any creatures who failed the save are paralyzed for 1 hour. Any creature who makes the save are immune to this effect for the next hour.

Pik-Nik's Picnic Kit

A cast iron stove 5 inches high and 3 inches in diameter. The heater is cool to the touch in this form. When the command word is said, the heater grows to the size of a regular cylindrical heater (2.5 ft. high, 1.5. ft diameter) and keeps a 20 feet cube area centered around itself at a comfortable room temperature. The top surface is hot and can be used to cook or heat meals, or brew tea etc. The side surfaces are not hot and can be touched without harm. While the heater is in its extended form, you can see a 1 ft. square lid with a handle on its side. Inside of the heater is an extra dimensional space that can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The contents are always kept cold and any substance placed inside is instantly cooled when the lid is closed. When the command word is said again the heater shrinks to its original size and the temperature protection effect expires.

Shadow Cloak

Wondrous Item, uncommon

While you wear this cloak with its hood up, you have advantage on Dexterity (Stealth) checks made to hide as long as you are in dim light or darkness. Pulling the hood up or down requires an action.

Amulet of Greater Misty Step

Wondrous Item, uncommon

When you cast Misty Step spell, you can chose one of the following effects. Once you use this property of the amulet, you cannot do so again until the next dawn.

  • Hidden Step. You turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw.
  • Joined Step. You can bring one willing creature within 5 feet of you when you cast this spell.
  • Offensive Step. You have advantage on your next attack roll you make before the end of your next turn.
  • Defensive Step. You gain temporary hit points equal to your level plus your proficiency bonus plus your spellcasting modifier. These temporary hit points disappear at the beginning of your next turn.