Interesting Magical Items A Curated Collection of Quality Magic Items By Subjectivesloth and Other Redditors

Magic Item Compendium Here's a set of magic items I've compiled for my own use. These are things that I've saved while lurking /r/UnearthedArcana, as well as ideas I've heard from others elsewhere, and some I even made up myself. Hopefully you like them and will enjoy using them. I've given credit wherever I can, as some of these items are my own reconstruction of a post I saw and didn't save, or were posted in an imgur album without a name, etc. Arcanist's Dagger (/u/Dance_Magic) Weapon(dagger), rare (requires attunement from an arcane trickster) A short dagger with a pair of glowing channels running down the length of its blade. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, you can spend a spell slot as part of your attack action in order to add an extra bonus to attack and damage rolls equal to the level of the spell slot spent. This bonus lasts until the beginning of your next turn. Blade of Ice and Fire (/u/IrishBandit) Weapon (Any Weapon), rare This weapon is wreathed in a conflicting combination of hot and cold energy. When you make a successful attack with this weapon, roll 2d6, one for fire damage and one for ice. The two damage types cancel each other out, so take the difference of these two dice, with the higher dealing its damage type in extra damage to the target. Weapon (dagger), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. The eye of a blink dog is embedded in the pommel of this lightweight dagger. This dagger has 3 charges. You can expend a charge to throw the dagger at a target within 60 feet who you can see, making the roll with advantage as the dagger vanishes from existence and reappears just before hitting its target. The dagger remains wherever it lands until the end of your next turn, when it reappears in your hand, or its scabbard. When all three charges have been expended, the eye closes. The dagger regains 1d4-1 (minimum of 1) charges at dawn each day. B Flat (/u/FlameWarrior260) Weapon (light hammer), very rare (requires attunement from a bard)

A glorious adamantine hammer; exblazoned on its head is the musical symbol for a flat. You have +2 to attack and damage rolls with this magical light hammer. When you deal damage with B Flat, the target must succeed a DC 15 Constitution saving throw or take an additional 1d10 thunder damage, taking half damage on a success. Spells. B flat has 5 charges, you can use an action whilst holding it and expend 1 or more of its charges to cast one of the following spells, using your bard spell save DC where appropriate: thunderous smite (1 charge), thunderwave (1 charge), or shatter (2 charges). You can expend additional charges on these spells to increase their level by 1 for each addition charge you expend. A number of charges equal to your Charisma modifier are regained at dawn each day, to a maximum of 5. Inspiring Rhythm. You weapon attacks with B Flat create beautiful resonating tones that help you inspire your allies. When you hit a creature or object with B Flat, all allied creatures that can hear you within 90 feet gain temporary hit points equal to half the thunder damage dealt. Boneflux Bow (/u/FlameWarrior260) Weapon (longbow), rare (requires attunement) A longbow finely carved from the bones of a long dead green dragon; its string made of the dragon's sinew. There are ancient Draconic characters along the limbs of the bow that read 'Strike them down and name yourself a champion'. You have +1 to all attack and damage rolls with this magical longbow. Boneflux has 3 charges; on your turn you can expend 1 charge when you make an attack roll. On a hit, the target must succeed a DC 15 Constitution saving throw or take 2d10 poison damage, taking half damage on a successful save. Boneflux regains all expended charges daily at dawn. Chaos Bow (BeskarTom) Weapon (shortbow), uncommon The invention of some crafty elves in need of more firepower, this ornate bow was designed to nock two arrows at a time. You can use a single attack to fire both arrows at a single target, or at two targets within 10 ft. of each other. Each arrow from this bow deals 1d6 piercing damage Coin of Dusk and Dawn (/u/Kindulas) Wondrous Item, Uncommon This gold coin depicts a sun on one side, and a moon on the other. Once each hour, a creature can spend its action to flip the coin. Flip a coin - on Heads, the Coin casts Daylight, targeting itself. Otherwise, it casts Darkness targeting itself. Coin of Rotten Luck Wondrous Item, rare This seemingly innocent coin looks almost identical to a gold piece, but has its faces decorated with the visage of a reaper, rather than a king. Coins like these were once created to thwart pickpockets. When a person holds one of these coins on their person, including in a coin pouch, they suffer a -1 on all attack rolls, saving throws and ability checks. Curse Once you acquire this coin, you cannot spend it or otherwise be rid of it until another creature steals it from you. This curse can be removed by a remove curse spell, or similar magic.

C Sharp (/u/FlameWarrior260) Weapon (shortsword), very rare (requires attunement from a bard) A blue swortsword with a fancy hand guard in the shape of a treble clef and viola strings running down the blade; it comes with its own, equally fancy bow. It has 3 charges and regains a number of charges equal to half your charisma modifier daily at sunrise to a maximum of 3 charges. You have +1 to attacks and damage rolls made with this magical shortsword. On your turn, you can expend 1 charge as an action to play one of the following pieces, you use your bard spell save DC for the effects of each piece if it requires one. 1. Prelude of Healing. Choose a target within 30ft, that target can regains 2d4 + your Charisma modifier hit points. 2. Hymn of Valour. All targets within 30ft of you gain +1 to attack rolls and have advantage on saving throws against becoming freightened for 1 minute. 3. Serenade of Charming. You cast the charm person spell without using any components or spell slots. 4. Minuet of Haste. Choose a creature within 30ft, that creature gains 5ft of movement and adds your Charisma modifier to their Dexterity (Acrobatics) for 1 minute. 5. Nocturne of Despair. Choose a creature within 30ft, that creature must succeed on a Wisdom saving throw or feel an unrelenting sense of despair; causing them to have disadvantage on attack rolls until the end of your next turn. 6. Lullaby of Lethargy. You cast the sleep spell without using any components or spell slots. You can also, as an action, spend 1 or more charges to make a crescendo. When used, 2 (+ 1 per charge used) enemies of your choice within 60ft of you must make Wisdom saving throws (against your spell DC) or be stunned until the end of your next turn; once again this feature has no effect on targets who are deafened. C Sharp Drop Sword (/u/tanketom) Weapon (Any Sword), uncommon (requires attunement) When not gripped by its master, this sword falls into its own little pocket dimension. With a bonus action, the user can retrieve it again from thin air. If its keeper is incapacitated or unconscious, the sword unattunes itself and falls in an adjacent unoccupied space. Mimic Shield (/u/Regulus22) Armor (shield), Uncommon A trained Mimic whose typical form is that of a regular shield. If a creature unsuccessfully attacks you with a melee attack roll equal to your AC - 2 or higher, its attack strikes your shield and it is effected by the Mimic's adhesive nature. The attacker is considered grappled by you (escape DC 13). Mischief and Malice (/u/KingOfLonelyHearts) Weapon (paired daggers), legendary (requires attunement) These paired daggers have complementary shapes, fitting together perfectly when held in the same hand. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you use both daggers for two-weapon fighting, and successfully hit a single target with both attacks on your turn, roll on the Mischief and Malice table for an extra effect. 1d6 Effect 1 Target must make a DC 15 WIS saving throw or be frightened of you for 1 minute. The target can repeat the saving throw at the end of its turn. 2 Target must make a DC 18 CON saving throw or take 3d12 poison damage and is poisoned for the round. 3 Target must make a DC 15 CON saving throw or be stunned for the round. 4 Target must make a DC 14 CON saving throw or be paralyzed for 1 minute. Target may repeat the saving throw at the end of its turn. 5 Target must make a DC 16 CON saving throw or suffer 3d6 necrotic damage. The wielder gains temporary hit points equal to the damage. 6 For the next round, rolls of 19 or 20 count at critical hits on this target. Drop Sword Blinkstrike Dagger



Potara Earrings (/u/Regulus22) (Rewrite by /u/SubjectiveSloth) Wondrous item, legendary This pair of plain earrings do nothing if worn as a set. If two creatures each wear one within 30ft. of each other, they must make an opposed Constitution contest as their bodies are pulled together and merge into one. Either creature can choose to fail this contest if they wish for the other to succeed. The creature that wins this contest controls their shared body, which has some of the visual characteristics of both participants. As an action on their turn, the creatures can repeat the contest for control in order to take over the body. This combined form lasts for a maximum of 1 hour, and either creature can cause the form to split as a bonus action on its turn. This combined form has the abilities, features, equipment, proficiencies, and magic of both characters, and the ability scores, AC, current hit points, walking speed, and initiative of the creature which won the contest. If both creatures share a proficiency in a skill, they add their proficiency bonuses together for that skill when combined. When this combined body takes damage, the full damage is taken by both characters. If the creature in control of the body falls to 0 hit points, the combined form is compromised and both creatures are thrown from the form and land in any space within 10ft. of where the combined form stood. Both creatures can communicate at all times within their shared mind. The creature which lost the contest can choose to take the help action whenever the combined form makes an ability check. If the losing creature falls to 0 hit points it can no longer communicate within the shared mind of the combined form, cannot take the help action, and makes its death saving throws on the combined form's turn. If this creature dies while in the combined form, the form splits as if the one controlling the body had fallen to 0 hit points, and the creature controlling the body takes 6d10 psychic damage. When the two characters split for any reason, the mental and physical fatigue of combining their bodies and minds sets in, and both gain one level of exhaustion. Once used, the Potara Earrings cannot be used again until a full day has passed. Ring of the Grammarian Wondrous item (ring), Legendary (requires attunement by a creature who can cast any spell of 1st level or higher) Made ages ago by a powerful mage with a penchant for language in magic, this small gold ring allows its user to bend magic to fit their needs. While a creature is wearing this ring as it casts a spell of 1st level or higher, it gains the ability to change one letter in the spell's name to any other letter, or remove it entirely. The DM determines the new effect of this spell based on its name. The new spell is then cast using the spell level of the original spell, expending slots as normal. If the new spell name is not a real word, the spell fails and its spell slot is wasted. Shield of Heroic Memories (The Adventure Zone Podcast) Armor (Shield), very rare This perfectly round silver shield initially has a mirror finish. As a hero takes it into battle it remembers the enemies encountered, gaining a +1 to AC on any subsequent battle with creatures of that type. The events of the battle are intricately engraved onto the shield’s surface (which has a seemingly endless capacity for detail). The bearer of the shield may also attempt to recount past battles (real or imagined) to the shield. Upon a DC 10 charisma check or DC 15 bluff check, the shield confers a +1 AC against the creatures described in the tall tales. 3 failed attempts at recounting stories cause the shield to be cleared of all of its memories. The engravings disappear. It reverts to its mirror finish. All bonuses are lost. Toad of Holding & Golden Fly (/u/_Patrious) Wondrous Item, uncommon This toad initially seems nonmagical, but it has been enchanted to contain a small pocket dimension within its mouth. The toad is unaware of the enchantment, and acts as a normal toad would. When presented with its golden fly, a small figurine of a fly made from pure gold, the toad will open its mouth, which then functions identically to a bag of holding. If the toad is not placed within a pond, or similar watery environment at least once every 7 days, it will begin to get sick and release a random item from its mouth each day, and will not accept the golden fly.

My Personal Item Stash Items I created myself. Ampshell Armor (plate), very rare (requires attunement) This shining set of plate armor is decorated with magical runes on the chest, shoulders, and arms. While wearing this armor, you can to attempt to amplify a spell cast by your allies by channeling it through your armor. As a reaction when an ally casts a successful spell requiring a ranged spell attack, and you are in range of the spell, you can call the spell toward yourself instead of its target. You cause the spell to act as if it was cast from your position for the purposes of range and cover, and you also add 1d12 + your Constitution modifier to the spell's damage, using its damage type. you then choose a new target for the spell, using the caster's ranged spell attack roll. When you do this, energy surges through you, and you suffer 2d4 force damage, plus an additional 1d4 per the spell's level above first. Braazenmaw Weapon (maul), rare (requires attunement) This weapon resembles a volcanic rock with a sturdy handle plunged through it. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, standard attacks with this weapon deal an extra 1d4 fire damage on a successful hit. As an action, you can slam the head into the earth, magically summoning up from the ground a molten rock. This may then be struck like a baseball as a ranged attack. The rock has a range of 30/60, and deals 1d8 fire damage on a successful hit. You can also force the target to make a Strength saving throw (DC14) or be pushed back up to 10 ft. Cloak of Warmth Wondrous item, rare This Large cloak emanates a comforting warmth, and can change its shape to fit the size of the wearer. With supports to hold it up, the cloak can grow to the size of a tent that fits up to 5 medium creatures. Demonblade Weapon (any sword), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. As a bonus action, this sword can be plunged into the user’s own body to activate its terrible power. When the user pierces themselves with the blade and it is coated with their blood, it emerges as a bright red blade of pure energy that is significantly longer. The sword has one charge that is regained at dawn each day, and can remain in its transformed state for up to one minute, or until it is reverted back to its original form as a bonus action by the user. The act of transforming the blade injures the user for one half of their current health, and the transformed blade gains the reach property and inflicts an additional 3d8 necrotic damage. Druid’s Tree Branch Wondrous item, very rare A small dark-colored branch that glows a faint green inbetween cracks in its bark. While holding this branch, one can use an action to break it in two, destroying the item and transforming the user into a random creature from the druid's tree branch table for up to 8 hours. Otherwise, this transformation functions identically to a druid's wild shape feature. Druid's Tree Branch 1d20 Creature 1 Flumph (MM135) 2 Silver Wyrmling (MM118) 3 Jackalwere (MM193) 4 Black Bear (MM318) 5 Giant Poison Snake (MM327) 6 Sabre Tooth Tiger (MM336) 7 Rhino (MM336) 8 Pegasus (MM250) 9 Gryphon (MM174) 10 Centaur (MM38) 11 Faerie Dragon (MM133) 12 Dryad (MM122) 13 Harpy (MM181) 14 Death Dog (MM321) 15 Displacer Beast (MM82) 16 Will-o-Wisp (MM301) 17 Owlbear (MM250) 18 Quaggoth (MM256) 19 Ogre (MM237) 20 Triceratops (MM81) Eye of the Beholder Wondrous item, legendary (requires attunement) The eye of a living true beholder can halt the use of magic with only its gaze. This portion of the iris of a once massive eye has been removed, but magically preserved in order to allow that same effect to function. This small orb looks to be about the size of a human eye, and its gaze darts around wildly. As an action, You can choose to speak the command word for its enchantment to force its gaze toward a direction you specify and activate its antimagic abilities. subsequently, you can change the direction of the cone as a free action at the start of your turn. This power functions identically to that of a true beholder's antimagic cone feature, but only affects a range of 30ft.

Gnomio’s Merciless Blights Wondrous item, very rare (requires attunement from a spellcaster) This set of five small crystal orbs each glow a different, vibrant color. When attuned by a spellcaster, these orbs exert a telekinetic force and slowly float around one of their hands in a circular formation, following any movements quickly and neatly. These orbs can be thrust forward from the user by this same force towards a target up to 30 ft. away with a ranged spell attack, inflicting 1d8 damage of a type dependent on the color of the orb before returning (Red(Fire), Blue(Cold), Green(Poison), Yellow(Lightning), Purple(Necrotic)). These spheres gain +3 to attack and damage rolls. Iron Bean Wondrous item, uncommon This small, black, bean-shaped item is heavier than one might expect. Whenever the bean is held in one's mouth, their body weighs 1000lbs. If the bean is swallowed, this effect persists for 1d4+1 days before the bean is digested and the effect is nullified. Additionally, while this effect is active, the user has advantage on Strength saving throws to resist being pushed, knocked prone, or otherwise moved against their will. Robe of the Holy Savior Wondrous item (robe), very rare (requires attunement) This long white robe is adorned with intricate patterns of vines and flowers, which end in three small yellow gems. As an action on your turn, you can crush one of the gems in your hand to restore 1d8 hit points to all creatures within a 15 ft. radius of you. at dawn each day, 1d4-1 gems rematerialize as part of the robe. Shackles of Immovability Wondrous item, rare (optional attunement) These thick shackles resemble a pair of immovable rods that were twisted, either magically of physically, into two locking rings, and chained together. When a creature speaks their command word while touching the shackles, they become fixed in place, identically to the immovable rod. Attunement: If you are attuned to these shackles, only you can ever activate and deactivate their effect, and you can do so telepathically while within 30ft. of the shackles, you can also lock or unlock them from the same range. If you fall to 0 hit points while the shackles are activated, they become deactivated. Shadow Dagger Weapon (dagger), very rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. This dagger is entirely invisible to all but those currently touching it. The dagger can be seen by a detect magic spell, or similar magic. Surrogate Stone Wondrous item, rarity varies (requires attunement) A stone tablet the size of a small parchment, with the outcroppings of a face protruding outwards on one side. This tablet holds the soul or essence of a dead creature, but their remains are strong enough to commune with magic. When you are attuned to this item, other magical items can be attuned to it, and are treated as if they were attuned to you. Depending on the creature that was used to create the stone, they can be made in three forms. Only one Surrogate Stone can be attuned to a creature at a time, and Surrogate Stones cannot be attuned to other Surrogate Stones. Surrogate Strength Rarity Attunement Slots Minimum Caster Level Lesser Rare 2 5th Greater Very Rare 3 13th Deific Legendary 4 20th Creating Surrogate Stones: A note before beginning these rituals: Soul-binding magic is often extremely taboo, and especially so with regard to the rituals for greater and deific stones. Tearing a long-dead soul away from its slumber may draw the ire of those powerful beings who conduct death and govern lost souls. Creating a Surrogate Stone varies in its difficulty, and only those with a deep understanding of the rituals should ever attempt them. In order to conduct these rituals, any spellcaster would have to be of a certain minimum level of power as well, as listed in the table. The relatively simple procedures for lesser stones require an 8-hour long uninterrupted sacrificial ritual, during which a creature of CR7 or higher must be killed and drained of blood. A more powerful creature, however, must have been dead for more than twenty years before its corpse may be used to create a Surrogate Stone. Creatures of CR16 or more can be bonded to a greater stone using their bones. With these bones, a creature could call the essence of this long dead being back to the material plane and trap it. This process requires a ritual spanning multiple days, up to a week, where the caster must participate for at least 10 hours each day, after which they cannot use magic again until they finish a long rest. A deific Surrogate Stone can only be crafted from the remains of a god or demigod who died more than three-hundred years before. Their bones must be gathered similarly to those of the greater creature, but the ritual involved is much more extreme. Each day for a month, the spellcaster must conduct an uninterrupted 10-hour ritual in which they must make a DC28 saving throw with their spellcasting ability, disabling their spellcasting for the rest of the day until they finish a long rest. If the caster succeeds on every save during the month, they create a successful deific Surrogate Stone. On a single failed save, the ritual is broken as the subject overpowers the caster. Normally this results in the deity punishing the caster somehow, either by warping their physical or astral being in weird and horrible ways, sending a squad of their most powerful guards or allies to hunt the caster, or destabilizing the caster's ritual and immediately opening a 1-mile wide portal to the astral plane, or any other punishment appropriate for the deity.

Weapon of Legacy One special item I designed to be guarded by a sphinx in a far off land. Truly something of great worth. This item refers heavily to the lore of my current campaign, and as such should be altered for inclusion in other worlds. The War King's Sword The dagger of the great Robert Langarin was present when he called down from the sky thunderbolts as thick as castle towers and winds that could fell a tarrasque. The dagger he used was one coated in magical Gorgonstone, which fused into it and morphed horribly when he was incinerated by the great storm of his own creation. The dagger carried him through the elemental chaos when he was banished to an eternal imprisonment by the gods themselves. The dagger sunk itself deep into beings of otherworldly power and carved his path through the floating shards of chaotic land. The dagger was no longer just a dagger when Robert Langarin died. It had become so much more. Endurance of One Hundred Chaos Planes This once mundane dagger became impacted by the most powerful magic known to both gods and men, was plunged into the depths of slaads of all shapes, was warped forever by the atmosphere of chaos between the elemental planes, and was finally granted the last drop of its master's life force as he took his own life with it. The magic that contacted this blade over several millenia changed it forever, creating a powerful artefact of chaos. The Hilt of One Hundred Blades Weapon (+1 dagger), legendary (requires attunement by a chaotic alignment creature) The Hilt of One Hundred Blades is a weapon of legacy with abilities that can be unlocked as its wielder completes certain tasks. This weapon has a minor legacy , a lesser legacy , and a greater legacy . The minor legacy must be completed before the lesser, and the lesser before the greater if the wielder is to unlock its full potential. Minor Legacy: Langarin was known as the man who ended the world, creating a storm that quite literally split the earth. The hilt longs for such wanton chaos. If this dagger is used directly to incite an incident of mass chaos, it feeds on that energy to regain its power. The hilt gains the ability to shapeshift as a bonus action into any other nonmagical melee weapon, gaining its statistics, but retaining a familiar appearance in its hilt. The weapon retains the hilt's + 1 property. The weapon reverts back to its true form when it is unattuned or its user falls unconscious. Lesser Legacy The hilt spent millenia in the elemental chaos between planes, and in this limbo, the slaad were Langarin's merciless cell mates. Many slaad were slain with this weapon, and it remembers the sensation of their coursing insides. If this weapon is used to kill a death slaad, or any other slaad of CR10 or greater, it quenches its thirst for their chaotic life-force, and gains power. Three times each day, when this weapon strikes a target, you can choose to roll on the sorceror's wild magic table. If the result of this roll is an effect that targets you, you can choose to have it affect your target instead. Greater Legacy When Robert Langarin finally died, he had experienced the full extent of chaotic power. This weapon can only be truly awakened within the home of this power. If the blade is taken to a chaotic plane, such as the elemental chaos, and used to slay a creature of the chaotic alignment with a CR of 18 or more, it regains its true power. Once per day, you may release from the blade 20d10 magic missiles, which distribute among targets as you dictate. All missiles deal the same amount of force damage, equal to 1d4.