Magic Items

WELL LOOKIE HERE, A FUCKLOAD OF magical items for you to use in your games. All of these have been retooled from the official Dungeons and Dragons board game by Parker. There may be some items here that share the same name as items already listed in official Wizards of the Coast publications, but I'm not going to go through and compare all of them.

Types of Items

The items here are listed as Weapons, Special Weapons, Artifacts, and Special Artifacts.

Weapons and Artifacts both have levels to them, which is a very rough indicator of their respective power level. Think of it as a analogue to rarity.

Special items are considered to be plot items in the board game, and are given out at specific points in the game story - this means that they do not have a level associated with them. With that in mind, some special items will appear to be more powerful than others and you should use your own judgement on when and where to present them.

Magic Items A-Z

Magic items are presented in alphabetical order. A magic item's description gives the item's name, its category, its level, and its magical properties. Many properties will be converted from the original card into something more appropriate for Dungeons and Dragons, Fifth Edition.

Ascender

Weapon (heavy crossbow), level 2

This crossbow is typically found with 1d4 grapple bolts and 50 feet of hempen rope pre-coiled around a mechanical drum beneath the stock. A rope can be fastened to the tail of a grapple bolt to turn it into a grappling hook. When fired at a surface within the crossbow's range, a grapple bolt creates a secure tether. Removing the bolt from the surface requires a DC 15 Strength check. After firing a grapple bolt with rope attached, you can use an action to say, as a command phrase, "And thus we ascend." The crossbow drum then retracts the rope at a rate of 5 feet per round. The weight limit of the rope is dependant on the type of rope used. If the target of a ranged attack made with a grapple bolt is a creature, you gain a +2 bonus to the damage roll. A creature of similar or smaller size than you hit by a grapple bolt is tethered to the crossbow, and must make a succeed on a DC 13 Strength saving throw if the command phrase is spoken, else be knocked prone and dragged 5 feet towards the crossbow per round. The saving throw may be repeated at the start of the creature's turn. A creature larger than you in size hit by a grapple bolt becomes a secure tether.

Auger of Torment

Weapon (dagger), level 2 (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magical weapon. When you hit a creature with this weapon, you may use a bonus action to twist the blade. The creature must succeed on a DC 13 Constitution saving throw or bleed for 1d4 damage at the start their turn for 3 rounds.

Band of Betrayal

Artifact, level 3 (requires attunement)

While wearing this circlet on your head, as an action you can cast charm person or charm monster, whichever is applicable, against a hostile target with a spell save DC of 17. The target does not gain advantage on the saving throw. Once used, roll a d20. On a 1, the band becomes a nonmagical circlet worth 150gp.

Barskin Cloak

Artifact, level 1 (requires attunement)

Once per day while wearing this cloak you may cast barkskin on yourself.

Blade of Cold Fire

Weapon (any sword), level 3

You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this sword, the creature takes an extra 2d6 cold damage. This damage ignores resistance to cold damage and treats immunity to cold damage as if it were resistance.

Blade of the Tortured

Weapon (any sword), level 1 (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon Curse. This sword is cursed, and becoming attuned to it extends the curse to you until you are targeted by the remove curse spell or other similar magic. While you are cursed, you are unwilling to part with the sword, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one. When you hit a creature with this sword, roll a d4. On a 1, half of the damage you inflict is also inflicted to you.

Bow of Fortune

Weapon (any bow), level 2