homebrew wondrous items 5e

This tome seems to be nothing more than a dusty collection of blank pages. Once the arrow impacts something, it implodes and leaves nothing behind. Weapon (greatsword), Legendary (requires attunement). Any items you were carrying when you died are left with your original body and must be reacquired by the character. A vial will coat three bullets before it needs to be replaced. Creatures other than the creature attuned to Winter's Heart treat this area as difficult terrain. This majestic weapon has been passed down for generations within the ruling houses of the realm as a sign of power and authority within the kingdom. 5e Wondrous Items - D&D Wiki 5e Wondrous Items Back to Main Page 5e Homebrew Equipment Please leave the " (5e Equipment)" identifier in the page title when creating your new equipment! Click here to toggle editing of individual sections of the page (if possible). When you do so the attack uses your Intelligence modifier for the attack and damage rolls and ignores armor and other non magical AC bonuses, treating a creatures AC as 10 + their Dexterity modifier. This light comforts and emboldens your allies, wiping away weariness and exhaustion. Once this property of the scimitar has been used, it can't be used again until the next dawn. Its curves, its construction, its true name and purpose. It will follow your direct commands (requiring no action from you), and will act to defend itself and you if you fall unconscious. While wearing this suit of armor a creature has resistance to all damage except psychic, and the mimic takes the same amount of damage. While in dim light or darkness you can spend one hit die to heal yourself as a bonus action. The homebrew content for fifth edition Dungeons & Dragons found at D&D Beyond includes tens of thousands of entries and browsing them is a regular habit of mine. Each charge increases the damage die size for the bludgeoning and necrotic damage by one category; from 1d4 to 1d6 to 1d8 to 1d10 to 1d12 at four charges. Combat Prowess: When you miss with a melee weapon attack with Valor, you can choose to hit instead. Curse. Weapons rising to the top. Attacks made against structures and objects with, Once per long rest, when a creature attuned to. May 28, 2022 - Explore Poet's board "Items - Homebrew", followed by 385 people on Pinterest. At the start of the creatures turn they take 1d4 necrotic damage as the dart siphons out some of the creatures blood or other biological fluids. This padded armor is a billowing assemblage of earth-colored cloth that seems to flow with the wind as if made of sand itself. As a bonus action the creature can bring forth one stored weapon in each hand, or return one weapon in each hand to the demi plane. Glory has three states; dormant, awakened, and ascended. Don't lie or cheat. The scroll then vanishes in a plume of vapor, and it destroyed. It uses the Flying Sword stat-block with the following changes; it's to-hit modifier equals the attuned creatures, it deals 1d12 bludgeoning and 1d12 necrotic damage on a hit, it gains the Multiattack feature allowing it to attack twice on its turn, it has 18 AC and 32 (9d6) hit points, and it does not have the Antimagic Susceptibility feature. The weapon remains in this form until you use a bonus action to transform it back into its cane form or until you drop or sheath it. close menu Language. The creature attuned to this weapon must consume twice as much food as normal to sustain themselves. Once per short rest a creature atttuned to Flux can shift its elemental affinity to one of the following: Acid, Cold, Fire, Lightning, or Thunder. Weapon (+1 longsword), rare (requires attunement). Additionally, before you make a ranged attack roll, you may use a bonus action to infuse the arrow with your life essence. Leather. Any charges accumulated are lost if a round of combat ends without Hate hitting a creature or if any creature other than the one that had previously been hit is hit with an attack. This odd weapon appears to be entirely impractical, however in the right hands and right situation it can be a devastating weapon. Perhaps due to this series nearing an end with only wondrous items left to explore a number of thoughts arose while looking at these 20 items collectively across the three lists. The crossbow has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are proficient with light or heavy crossbows, you are proficient with the Dragonbolt Blaster. Motherlode! Rend. Creatures attuned to Ebb gain a +1 bonus to their AC when they dual wield Ebb and one other weapon. If it will assuage your fears, view this as a simple transaction of business in which your preparation was matched against my wit, with the only outcome likely in such a scenario having come to pass. While attuned to Oathkeeper you gain a +2 bonus to your Charisma score. You can take an action to give three spins to the clockwork key, making the nutcracker become Medium in size and use the Animated Armor stat block for 1 minute, before going back to its original state and size. When the coin is turned with the lit candle side up, it produces light as by the "Light" cantrip. Its impeccable elven make lets it be swung nimbly, despite its size. Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License Creatures affected by this gas can repeat the saving throw at the end of their turn, ending the effect on a success. Sentience. Fate's Bond. Weapon (war pick), very rare (requires attunement). On a hit, for each charge you spend, the target takes an additional 1d12 force damage and is pushed 5 feet away from you. This pistol counts as a +1 pistol for attack and damage rolls, and a creature attuned to this pistol can reload it as a bonus action or an action. Even if the material component is not normally consumed by the spell, a spell cast with Sorcerer's Sand consumes the Sand. The sash has 5 charges and regains 1d4 + 1 expended charges daily at dawn. Any creature within the 15 ft. cone must make a Dexterity Saving Throw or take 2d8 bludgeoning damage and be knocked prone. Each raven has AC 12, 1 hit point, and can fly up to 40 feet as part of this bonus action without provoking opportunity attacks. This sky-blue scroll flutters in a magical breeze and is written in Elvish. Can use it's action to expel a 15 ft. cone of lightning requiring a DC 14 Dexterity saving throw, dealing 4d6 lightning damage, and recharging on a 6 on a d6 roll made at the start of their turn. The interior of this coat functions as a Bag of Holding. You can add half your proficiency bonus (rounded down) to any Intelligence, Wisdom, or Charisma saving throw you make that doesn't already include your proficiency bonus. The bag weighs 1/2 pound. Ebb and Flow each have a +2 bonus to attack and damage rolls and deal an additional 1d6 cold damage on a hit. A charge can be expended to cast one of the following spells; Cause Fear (1 charge), Fear (3 charges), Hold Person (2 charges). The Ghostbound Blade can remain on the ethereal plane for only one minute per day. Forests Fury's additional elemental damage increases to 1d6. A restrained creature can use their action to attempt a DC 14 Strength check to break free. Weapon (longsword), Artifact (requires attunement by a Paladin). At the end of its turn, the Dragonborn can roll a d6, on a roll of 6 the Dragonborn regains its breath weapon. This small, green, magical bead can easily fit in your pocket. If you want to discuss contents of this page - this is the easiest way to do it. "Wondrous items include worn items such as boots, belts, capes, gloves, and various pieces of jewelry and decoration, such as amulets, brooches, and circlets. Once per short rest, a creature attuned to this dagger can use their action to cast the Blink spell, requiring no components. While you hold this weapon, you have resistance to damage dealt by beasts. As she ran her fingers along her sash, Oscar felt a unique flow of magic running through his veins. It regains the ability to return to the ethereal plane at dawn. He missed the man's self-satisfied smile as he turned the corner. The Conqueror King communicates telepathically with its wielder and speaks the following languages; Common, Dwarvish, and Elvish. Additionally, a creature attuned to this amulet can use their action to expend and roll a single hit die to heal a creature within 5 feet that is at 0 HP for the amount rolled plus the attuned creatures Constitution modifier. The bag weighs nothing. Shift - The single edged blade of this dagger does not cast a reflection as would be expected, instead it seems to reflect the environment as if it were being held in a location approximately 30 feet away in a random direction. While attuned to Blackfyre you can't be charmed or frightened. Additionally, when an attack misses you or you succeed on a Dexterity saving throw, you can use your reaction to immediately move up to 10 feet without provoking opportunity attacks. You can repeat this process until you miss, only targeting creatures that have not yet been targeted. While attuned to Ice you have resistance to cold damage and are unaffected by difficulty terrain due to cold conditions or environments. Then roll another d20. Finally you can use your action to cast the Arms of Hadar, Hunger of Hadar, Dimension Door, Evard's Black Tentacles, and Plane Shift spells once each per long rest. While holding this glaive you gain 15 feet of darkvision if you do not already have darkvision. If all the ravens are reduced to 0 hit points, you reappear early in the same space as the last one that died. You have a +2 bonus to attack and damage rolls made with this magic weapon. You can use the Shape Water cantrip to draw forth the moisture out of this weapon and encase the dagger with it, transforming the dagger into a greatsword, longsword, scimitar, or shortsword. Dungeons and Dragons (D&D) Fifth Edition (5e) Homebrew Backgrounds, Homebrew Magic Items, Homebrew Monsters, and Homebrew Spells Wondrous item, rare (requires attunement). When found, the circlet has 2 gemstones. Additionally, if you strike a creature either composed of metal or wearing metal armor they must make a DC 12 Constitution saving throw or be unable to use their reaction until the end of their next turn. Magic Item (whip), very rare (requires attunement). The Beacon of Dawn Save DC increases to 16. When the object lands, it transforms into a creature you . 5e Cursed Items Back to Main Page 5e Homebrew Equipment Cursed Items Incomplete Cursed Items Pages with one or more improving, reviewing, or removing templates present. (It's got nothing to do with firearms in 5E D&D though.) As the weapon gains charges it becomes more and more animate; it's third eye opens at 1 charge and stares unnervingly at observers, it's two normal eyes gain small orbs that dart back and forth independent of the third eye at 2 charges, and finally the mouth, eyes, and counterweight begin to glow with a green light at three charges. A creature attuned to Kyzzierth's Renown has their Charisma and Strength score increased by 2, up to a maximum of 22. You gain a +2 bonus to attack and damage rolls while wielding this weapon. A memory can be stored on a page in this book, directly from a creatures mind. When you deal damage to a non-undead and non-construct creature with an attack made with this weapon it gains one charge for every 10 points of damage dealt. This coating last until a creature is hit with an attack by Venom. Your movement doesn't provoke opportunity attacks. He seeks to rebalance the flow and seasons of nature, eager to destroy anything that threatens to change the natural ecosystems of the world. Wondrous Item, very rare (requires attunement) This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. This wand has 4 charges. Wondrous Item, very rare (requires attunement by a spellcaster). The wearer of these bracers can store a weapon in each stud, at which point an engraving of the weapon appears on the surface of the stud. Magic items for exploration rising to the top. Click here to edit contents of this page. Additionally, creatures that hit you with melee attacks take 1d4 piercing damage. 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