Drict Magic Item Mega-Document

by TheTranMan

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Badge of the Battle Master

Wondrous Item, Uncommon (+1), Rare (+2), or Very Rare (+3) (Requires Attunement by a Fighter)


This fine badge is scathed from an untold number of battles. While wearing it, you gain a bonus to the saving throw DCs of your Battlemaster Maneuvers. In addition, you gain another superiority die equal to the bonus. The bonus is determined by the badge's rarity.

Belt of Battle

Wondrous Item, Rare (Requires Attunement by a Fighter)


While you are wearing this belt, you can use your Action Surge feature without expending one of the feature's uses. However, you can only use the Action Surge feature once on the same turn. Once this property is used, it can't be used again until the next dawn.

Buckle of the Brute

Wondrous Item, Rare (Requires Attunement by a Barbarian)


While you are wearing this buckle, the additional damage provided by your Rage Damage bonus becomes d4s times the Rage Damage Bonus. For example, a 1st-Level Barbarian with a +2 Rage Damage bonus becomes a +2d4 Rage Damage bonus, and so on.

Bullyhug Plush

Wondrous item, Uncommon


These 2-foot wide and long plushes of stuffed swamp cotton and bullywug hide resemble bullywugs sitting cross-legged with arms crossed and weighs 0.5 pound. You can use an action to speak the command word and throw the plush at a Medium or smaller creature you can see within 20 feet of you. As the plush moves through the air, it opens its arms and legs like a leaping frog.

Make a ranged attack roll with an attack bonus equal to your Strength or Dexterity modifier plus your proficiency bonus. On a hit, the target is blinded and grappled by the plush (DC 15) until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the plush to return to its original pose.

Once the plush is used, it can't be used again until the next dawn after a creature uses them as a pillow during a rest.

Cape of the Rogues

Wondrous Item, Very Rare (Requires Attunement by a Rogue)


While you are wearing this cape, no attack roll can have advantage against you unless you are incapacitated. In addition, while you are wearing light or no armor and wielding no shield, your AC increases by your Intelligence modifier.

Thief's Glide. You can extend the cape out like a parachute, allowing you to slow your fall or glide. When you fall and are not incapacitated, you can move up to 10 feet horizontally for every 1 foot you descend. When you would take damage from a fall, you can use your reaction to reduce the fall's damage to 0.

Spectacles of Surveillance

Wondrous Item, Rare (Requires Attunement)


This pair of glasses acts differently than most attunable magic items. You can use its feature even without needing to have the glasses worn, carried, or kept somewhere on your person.

While you are attuned to the spectacle of surveillance, you can use an action to see through the spectacles, which has darkvision out to a range of 60 feet. You can only see through the spectacles while it is on the same plane of existence as you are. While peering through the spectacles, you are deaf and blind with regard to your own senses.

A single eyed version of the spectacles of surveillance is the monocle of monitoring, which allows you to keep your own senses instead of leaving you deaf and blind.

Magician's Lockpicks

Wondrous Item, Rare


This set of platinum thieves' tools carries an enchantment that allows it to make short work of even magically enchanted locks.

This item has 3 charges. When it interacts with a locking mechanism under the effects of the arcane lock spell, you can spend 1 charge to suppress the effects of that spell for 10 minutes.

Alternatively, you can spend 2 charges to cast the knock spell, targeting a mundane lock within range.

Additionally, you can spend 3 of its charges to cast dispel magic (targeting the arcane lock instead). If an ability check is required to dispel the lock in this way, it uses your bonus to Thieves' Tools check, rather than your Intelligence (Arcana) bonus to the roll.

Mask of Misleading

Wondrous Item, Rare


While wearing this mask, you can use an action to cast the mislead spell with it. The mask can't be used this way again until the next dawn.

Poisoner's Kerchief

Wondrous Item, Rare


This matte-black kerchief has veins of deep green and dark purple running through it. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

Pouch of Smokebombs

Wondrous Item, Uncommon


Inside this cloth pouch are 2d4 2-inch diameter smokebombs. The pouch weighs 1/8 pound plus 1/4 pound for each smokebomb it contains.

As an action, you can hurl a smoke bomb up to 20 feet away. The bomb explodes on impact, creating a cloud of black smoke that fills a 10-foot radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of your next turn.

Ring of Zeal

Wondrous Item, Very Rare (Requires Attunement)


While you wear this ring, you have resistance to fire damage.

You can use an action to cast the haste spell on yourself without needing concentration. Once you have done so, you cannot cast the spell again until the next dawn.

 

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