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William Brandes Stoddard
William Brandes Stoddard

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Eight New Magic Items from My Campaigns

I haven’t created a new collection of magic items in a bit, so what if I just share with you a bunch of things I’ve created for my Aurikesh and Dragon Heist (now long post-Heist – we just continued the campaign with them doing their own thing) campaigns?

Cloak of the Winter Wolf

Wondrous item, rare (requires attunement)

This cloak is made from the pelt of a winter wolf. While you wear it, you have resistance to cold damage, and if you have the Wild Shape feature, you gain one additional use of it, and regain that use when you finish a short rest.

Crimson Choker

Wondrous item, rare (requires attunement)

This choker is made of fine bones and red silk. As a reaction when you are wearing the choker and you are hit by an attack that deals piercing or slashing damage, spend 1 charge to gain resistance against piercing and slashing damage until the beginning of your next turn. The choker has 4 charges; regains 1d4 charges at dusk, and 1 charge when you deal a critical hit with a piercing or slashing weapon.

Emerald Eye of Rivenda

Wondrous item, uncommon

The emerald eye is a sphere of emerald, four inches in diameter. As a bonus action while holding it in hand, you can gain truesight for 1 minute. During this time you are magically silenced and unable to write coherently. Characters able to speak sign language can still sign effectively. You can use this property once, and regain the use of it after 1 hour.

Greensong Amulet

Wondrous item, uncommon

While you wear this amulet, you know the spells entangle, heal beast*, and protection from poison. You can cast one of these spells without expending a spell slot. Once used, the amulet regains the ability to cast a spell this way at dawn.

Mask of the Warrior Goddess (Mask of Sioctana)

Wondrous item, rare (requires attunement by a cleric or paladin)

While you wear this bronze mask, you gain an additional use of Channel Divinity if you have any uses of the Channel Divinity feature. You regain this use of Channel Divinity when you finish a long rest.

When a creature you can see is hit by an attack or fails a Dexterity saving throw, you can use Channel Divinity as a reaction to teleport to a space within 5 feet of them. They take half damage from the attack or failed saving throw.

Necklace of Golden Fortune

Wondrous item, rare (requires attunement)

This necklace has three large gold coins on a golden chain. While you wear it, when you roll an 18 or 19 on an attack roll, you can expend a charge from the necklace to make the attack a critical hit. The necklace has 3 charges and regains all expended charges each day at dawn.

Ring of Icy Doom

Ring, legendary (requires attunement)

This ring is made of necromantically-infused ice taken from Thanatos, the 333rd layer (some sources say 113th layer) of the Abyss, ruled by Orcus (and, previously, by Kiaransalee). While you wear this ring, you gain:

·       +1 bonus to AC and saving throws

·       Resistance to cold damage

·       As a bonus action, you can deal 2d6 cold damage to yourself and creatures within 10 feet of you.

·       Your weapon attacks and unarmed attacks that hit deal an additional 1d6 cold damage.

·       You learn each of the following spells: cone of cold, flesh to stone (transforms a creature into ice rather than stone), Otiluke’s freezing sphere. You can cast each spell once without expending a spell slot (spell save DC 18), and regain the ability to do so at dawn.

·       You can cast plane shift to travel from the Material Plane to Thanatos, or from Thanatos to the Material Plane. You can use this property once, and regain the use of it at dawn.

·       You can cast storm of vengeance (spell save DC 18) without expending a spell slot. All damage you deal with this spell is cold. You can use this property once, and regain the use of it once a month when the moon enters its new phase.

·       Cursed: When you put this ring on your finger, you become attuned to it. If you don’t have any open attunement slots, you become unattuned from one random item so that you can attune to this ring. You can’t end your attunement to this ring except through your own death.

Rod of Soulsight

Rod, uncommon

While you hold this rod, you know the spells heart's desire*, sinister extraction*, and soul delve*. You can cast one of these spells without expending a spell slot. Once used, the rod regains the ability to cast a spell this way at midnight.

Design Notes

One of the design goals you’ll notice here is creating magic items that make sense and fit the power level while not requiring attunement. I don’t hate the attunement rules to speak of (though I’m not wild about how they work for two-weapon fighters and weapon-and-shield fighters). Have I stretched that power level? Maybe.

The ring of icy doom is absolutely not intended for PCs to actually use. It’s a ridiculously powerful item that a bunch of NPCs are seeking and fighting over in (my version of) Castle Never, in Neverwinter. It’s me messing around in the whys and wherefores of a Realmslore deep cut.

Comments

Thank you!

William Brandes Stoddard

I love the flavor of these.

Tim Baker


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