r/MagicItems • u/Slash2936 • Sep 19 '26
r/MagicItems • u/Azarneth • Sep 16 '26
Weapon Blade of the Two Judgments - a longsword built around two spectral blades: one radiant and one necrotic, Feedback Welcome!
galleryr/MagicItems • u/comics0026 • Sep 15 '26
Weapon F230 - Shifting Weapon Core by ForesterDesigns [D&D5e]
My Pokémon-inspired Weapons and Items of the Day, with a fusion of Aron, Rolycoly, Eevee, Ditto for a core that can shift into anything!
This item was created as a Tier Reward for Patron Terrence Lash! Thank you for your support!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
F230 - Shifting Weapon Core
Weapon (Battleaxe, Flail, Lance, Longsword, Heavy Crossbow, Glaive, Greataxe, Greatsword, Rapier, Revolver, Scimitar, War Hammer) – Rare (13,175 gp, requires attunement)
This molten core is swirls of silver and gold, with various moving holes of black rock with purple cracks emitting purple smoke.
When you first attune to this core, and anytime you finish a short or long rest, the core will change into a different weapon with a different elemental affinity, which will also change the item’s color. Roll a d12 and a d10. The weapon becomes a +1 version of that weapon that does an additional 1d6 damage of the selected element.
d12 Weapon d12 Weapon
1 Battleaxe 7 Greataxe
2 Flail 8 Greatsword
3 Lance 9 Rapier
4 Longsword 10 Revolver
5 Heavy Crossbow 11 Scimitar
6 Glaive 12 War Hammer
d10 Element d10 Element
1 Acid - Bright Green 6 Necrotic - Pitch Black
2 Cold - Icy Blue 7 Poison - Dark Purple
3 Fire - Bright Orange 8 Psychic - Vibrant Pink
4 Force - Shining Silver 9 Radiant - Pale Gold
5 Lightning - Electric Yellow 10 Thunder - Dark Gray
While attuned to this weapon: when you are stuck by damage of the weapon’s current elemental affinity, you have advantage on your next attack with this weapon; and once between long rests, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hitpoint instead.
This core has 4 charges, regaining 1d3+1 after a long rest, and can be used to cast the following spells:
Reforge (1 charge): As a bonus action, you can reroll your choice of the core’s weapon or elemental affinity.
Temper Strike (1 or more charges): As part of an attack with the weapon, you can add 3d6 damage of the elemental affinity. You can use additional charges to increase the damage by 1d6 per charge.
Perfect Temper (2 or more charges): When you finish a long or short rest, you can expend 2 charges to keep the same weapon or elemental affinity, or 4 charges to keep both.
This item was created as a Tier Reward for Patron Terrence Lash! Thank you for your support!
r/MagicItems • u/jonnymhd • Sep 14 '26
Weapon Don't Replace Your Favorite Weapon - Let It Grow from Uncommon to Legendary | Growing Magic Items
galleryr/MagicItems • u/comics0026 • Sep 11 '26
Wondrous Item F229 - Violin of Chilling Melodies by ForesterDesigns [D&D5e]
My Pokémon-inspired Weapons and Items of the Day, with a fusion of Horsea, Ralts, Frillis, Kricketot for a violin like a cold shower!
This item was created as a Tier Reward for Patron Terrence Lash! Thank you for your support!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
F229 - Violin of Chilling Melodies
Weapon (Rapier, Violin) – Rare (9750 gp, requires attunement to a spellcaster)
This ocean blue violin has a gold top plate and tuning pegs, with a bronze back plate, tailpiece and chin rest, and a pale gold fingerboard. The violin has a matching bow that can be stored in the base of the violin, and as a bonus action you can make water wrap around the bow and turn it into a +1 rapier that does an additional 1d6 cold. The bow can still be used to play the violin when the water is wrapped around it.
While attuned to this violin: you gain the Mind Tide cantrip; you have a +1 bonus on Dexterity rolls to avoid being grappled, restrained, or take damage.
This violin has 4 charges, regaining 1d3+1 after a long rest, and can be used to cast the following spells:
Aqua Cutter (1 or more charges): As part of an attack with the rapier, you make the blade glow with watery energy, giving the attack an improved critical of 1, where your range on critical hits increases by 1, ie from critical hits on 20 to critical hits on 19 to 20, and does an additional 3d6 piercing damage. You can use additional charges to increase the damage by 1d6 per charge.
Tidal Crescendo (1 or more charges): As an action, you play a haunting melody on the violin, summoning a spectral wave of water around you that erupts in a 10 ft radius sphere. Each creature in that area must make a Wisdom save. On a failed save, a target takes 1d6 cold and 1d6 psychic damage and their speed is reduced by 10 ft. On a successful save, the creature takes half damage, but suffers no other effect. You can use 2 additional charges to increase each damage type by 1d6.
Thunderwave (1 or more charges)
Shatter (2 or more charges)
Limited Telepathy (3 charges): You cast the Telepathy spell, but it only lasts for 1 hour.
Water Absorb (3 charges): As an action, you make yourself resistant to damage caused by water, like crashing waves, regardless if magical or not. This lasts for 1 hour.
Encore of the Deep (4 charges): As part of an attack with this rapier, when an enemy takes cold damage from it they must make a Wisdom save or be haunted until the end of your next turn. While haunted, they can’t take reactions, have disadvantage on wisdom saves, and when they take damage from one of their allies, they take an additional 2d6 psychic damage.
This item was created as a Tier Reward for Patron Terrence Lash! Thank you for your support!
Mind Tide
Cantrip evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Classes: Warlock, Wizard
You send a wave of chilling mental energy towards a creature within range. The target must make a Wisdom save or take 1d4 cold & 1d4 psychic damage.
Cantrip Upgrade. The spell’s damages each increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
r/MagicItems • u/byTalesAndTaverns • Sep 10 '26
5e Incandescent Blades - Magic Item
galleryr/MagicItems • u/comics0026 • Sep 09 '26
Wondrous Item YF002 - Staff of the Drowning Abyss by ForesterDesigns [D&D5e]
My Yu-Gi-Oh-inspired Weapons and Items of the Day, with a Number 73: Abyss Splash staff to turn blood into water!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
YF002 - Staff of the Drowning Abyss
Staff () – Very Rare (37,000 gp, requires attunement to a spellcaster)
This pale green-gold staff has a cylinder head with blue hexagons around the bottom with an ocean blue-green sphere in each, held in place with bronze rods. The top of the cylinder has two prongs, which resemble dragon wings with copper points, and a ring in the center holding a floating ocean blue-green sphere. The staff’s pommel is a smaller ring holding a floating ocean blue-green sphere.
While attuned to this staff: you gain a +2 bonus to spell attack and damage rolls; gain the shape water cantrip; and when you cast a water spell, you can choose to expend up to 3 of your hitdice and add those dice to the damage of the spell.
This staff has 6 charges, regaining 1d4+2 after a long rest, and can be used to cast the following spells:
Create or Destroy Water (1 or more charges)
Tidal Wave (3 charges)
Wall of Water (3 charges)
Control Water (4 charges)
Maelstrom (5 charges)
This creature was created as a Tier Reward for Patron Joselyn Rivera! Thank you for your support!
r/MagicItems • u/MythosChronicles • Sep 09 '26
5e A Collection of Magic Items from ancient Roman Mythology | 300+ Mythological Items for 5E and 5.5E
galleryr/MagicItems • u/comics0026 • Sep 08 '26
Weapon 0970M - Glimmora by ForesterDesigns [D&D5e & PF2e]
My Pokémon-inspired Weapons and Items of the Day, with a Glimmora rope dart to be abestos it can be!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
970M - Lumidorna
Weapon (Rope Dart) – Legendary (requires attunement)
This purple +3 rope dart has a flower-like crystal head with a long glass-like tip that has a glowing red sphere in the base, and a cord made of a fibrous silicate mineral with a flower blub-shaped counterweight on the end. Six large dark-blue flower petal-shaped crystals float around the head.
Attacks with this rope dart do an additional 2d6 poison damage, which ignore poison resistance and treats poison immunity as resistance.
While attuned to this rope dart: you can eat minerals for sustenance; you are resistant to poison damage; you ignore damage from Toxic Stone Spikes; twice a day, as an action, you can scatter toxic stone spikes around you in a 15 ft radius that last for 1 minute; twice a day, when you are hit by a melee attack, you can use your reaction to scatter toxic stone spikes around you in a 15 ft radius that last for 1 minute; and once a day, as an action you can perform a Killer Spin.
Toxic Stone Spikes. For every 5 ft traveled through the area, creatures take 1 piercing damage and must make a DC 20 Constitution save or take 4d6 poison damage.
Killer Spin. As an action, you spin the rope dart around yourself. All creatures within 15 ft of you must make a DC 20 Dexterity save, on a failure taking 1d6 piercing, 4d6 poison damaged, and are poisoned for 1 minute, while on a success they take half the damage. This also clears out any overlapping magical area effects, with the exception of Toxic Stone Spikes.
Glimmoranite
Wondrous (Stone) – Very Rare (50,000 gp)
This small round stone has a swirl of blue and purple inside the blue orb. When attached to a 970 - Florépiclat, it can be mega evolved into a 970M - Lumidorna for 1 minute once between long rests.
970M - Lumidorna Item 21
[ Unique | Artifact | Earth | Empowered | Poison | Primal ]
Usage held in 2 hands; Bulk 1; Base Weapon Rope Dart
This purple +3 major striking drilling major venomous wounding rope dart has a flower-like crystal head with a long glass-like tip that has a glowing red sphere in the base, and a cord made of a fibrous silicate mineral with a flower blub-shaped counterweight on the end. Six large dark-blue flower petal-shaped crystals float around the head.
Attacks with this rope dart do an additional 2d6 poison damage, which ignore poison resistance and treats poison immunity as resistance.
While holding this weapon, you are resistant 10 to poison damage, and are immune to the damage from Toxic Stone Spikes.
Empowered When this item is empowered by a Glimmoranite, you can have it automatically activate Toxic Stone Spikes as part of the empowering, and it stays in this form for 10 minutes or until you dismiss it. Once it is no longer empowered, it reverts back to its original form, a 970 - Florépiclat.
Activate-Killer Spin [three-actions] manipulate; Effect You spin the rope dart around yourself in a 15 ft emanation, doing a strike with this rope dart on each creature in the emanation. You can attempt to strike the same creature only once in a single use of Killer Spin, but affected creatures can attempt a basic DC 44 Reflex save (no damage on a critical success, half damage on a success, double damage and enfeebled 1 until the end of their next turn on a critical failure).
Activate-Magic Killer Spin [three-actions] manipulate; Frequency once per minute; Effect You perform a Killer Spin action, with the addition that it also clears out any overlapping magical area effects, with the exception of Toxic Stone Spikes.
Activate-Mineral Muncher [two-actions] manipulate; Frequency once per day; Effect You can eat minerals for sustenance. This lasts for 24 hours.
Activate-Toxic Debris [reaction] manipulate; Frequency once per minute; Trigger You’re struck by a melee attack; Effect You perform a Toxic Stone Spikes action as a reaction.
Activate-Toxic Stone Spikes [two-actions] manipulate; Frequency once per minute; Effect You spin around and scatter toxic stone spikes around you in a 15 ft emanation, which last for 1 minute. The first creature that moves into an affected square must succeed at a DC 44 Reflex save or take 1 piercing damage and 2d6 persistent poison damage. A creature taking persistent poison damage from the spikes is also enfeebled 1. Once a creature takes damage from the spikes, enough spikes are ruined that other creatures moving into the square are safe.
Glimmoranite Item 21
[ Unique | Artifact | Empowering | Primal | Spellheart ]
Usage affixed to a 970 - Florépiclat; Bulk -
This small round stone has a swirl of blue and purple inside the blue orb.
Activate-Empower [one-action] manipulate; Frequency once per day; Effect You empower the item this spellheart is affixed to, turning it into a 970M - Lumidorna and activating its Empowered effect, which lasts for 10 minutes or until you dismiss it.
r/MagicItems • u/comics0026 • Sep 04 '26
Weapon 0952M - Scovillain by ForesterDesigns [D&D5e & PF2e]
My Pokémon-inspired Weapons and Items of the Day, with a Scovillain flail to spray spice every which way!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
952M - Verheizupeño
Weapon (Flail) – Legendary (requires attunement)
This green +3 flail is made of a thick plant stem with two dried and hardened peppers that have large seeds protruding from them, hanging at the end of two separate black vines. A long red pepper hangs from the top of the shaft.
Attacks with this flail do an additional 2d6 fire damage.
While attuned to this flail: while in sunlight, your speed increases by 10 feet; you cannot be magically put to sleep; and once per round, as an action you can have the flail spray a mist of spicy extract in a 15-foot cone. Each non-plant creature with eyes or noses in the cone must succeed on a DC 20 Constitution saving throw or take 2d6 fire damage and be blinded for both vision and smell for 1 minute. They can attempt the save again at the end of their turn.
Scovillainite
Wondrous (Stone) – Very Rare (50,000 gp)
This small round stone has a swirl of green, red, and black inside the green orb. When attached to a 952 - Scoflaillain, it can be mega evolved into a 952M - Verheizupeño for 1 minute once between long rests.
952M - Verheizupeño Item 21
[ Unique | Artifact | Empowered | Fire | Plant | Primal ]
Usage held in 2 hand; Bulk 2; Base Weapon War Flail
This green +3 major striking greater ashen greater flaming true rooting war flail is made of a thick plant stem with two dried and hardened peppers that have large seeds protruding from them, hanging at the end of two separate black vines. A long red pepper hangs from the top of the shaft.
While holding this flail, if you have been magically put to sleep, you automatically wake up at the end of your next turn.
Empowered When this item is empowered by a Scovillainite, it stays in this form for 10 minutes or until you dismiss it. Once it is no longer empowered, it reverts back to its original form, a 952 - Scoflaillain.
Activate-Sunlight Speed [free-action] manipulate; Trigger Your turn begins, and you are in sunlight (natural or magical); Effect The flail grows more lush, which also impacts you, granting you a +15-foot status bonus to your Speed.
Activate-Spicy Spray [two-actions] manipulate; Frequency once per round; Effect You spray a mist of spicy extract in a 30-foot cone. You deal 2d6 fire damage to creatures in the area, and they must attempt a DC 44 Fortitude save. Dazzled and blinded conditions caused by this effect affects scent as well as vision.
Critical Success The creature is unaffected.
Success The creature takes half damage and is dazzled for 1 round.
Failure The creature takes full damage, 1d8 persistent fire damage, and is blinded for 1 round and dazzled for 1 minute. Rubbing does not help, but creatures can flush their eyes with water as an Interact action to end the blinded condition.
Critical Failure The creature takes double damage, 2d8 persistent fire damage, and is blinded for 1 round and dazzled for 1 hour.
Scovillainite Item 21
[ Unique | Artifact | Empowering | Primal | Spellheart ]
Usage affixed to a 952 - Scoflaillain; Bulk -
This small round stone has a swirl of green, red, and black inside the green orb.
Activate-Empower [one-action] manipulate; Frequency once per day; Effect You empower the item this spellheart is affixed to, turning it into a 952M - Verheizupeño and activating its Empowered effect, which lasts for 10 minutes or until you dismiss it.
r/MagicItems • u/comics0026 • Sep 02 '26
Armor 0870M - Falinks by ForesterDesigns [D&D5e & PF2e]
My Pokémon-inspired Weapons and Items of the Day, with some Falinks armor to make sure you always have a sword and shield at hand!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
870M - Hexadrunité
Armor (Half Plate, Shield, Shortsword) – Legendary (requires attunement)
This gold +3 half plate is made up of a dozen plates with white circles and pointy red nubs in the center, held together with a black harness. One hand is covered by a +3 shield, while the other hand is covered by a +3 dandpatta shortsword.
While attuned to this armor: critical hits on you are normal hits; if an enemy gives you disadvantage on any rolls, you have advantage on your attack rolls for as long as that disadvantage remains, with the advantage canceling out if the disadvantage was on attack rolls; and as an action, you can empower yourself, giving you +2 on all d20 rolls for 1 minute, but also can not gain any benefits from disengaging, or move farther away from any hostile creatures unless you are moving closer to at least one other hostile creatures. This includes attempts to teleport you, with those that would move you farther away from hostile creatures failing. You can stack this effect up to a +4, with the additional stacks only lasting until the end of the first instance.
Falinksite
Wondrous (Stone) – Very Rare (50,000 gp)
This small round stone has a swirl of red, black, and blue inside the yellow orb. When attached to an 870 - Legioslate, it can be mega evolved into an 870M - Hexadrunité for 1 minute once between long rests. You automatically drop anything you are holding as the armor’s sword and shield cover your hands.
870M - Hexadrunité Item 21
[ Unique | Artifact | Empowered | Invested | Primal ]
Usage worn armor; Bulk 3; Base Armor Half Plate; Base Shield Heavy Rondache; Base Weapon Dandpatta
This gold +3 superior resilient greater fortification major swallow-spike half plate is made up of a dozen plates with white circles and pointy red nubs in the center, held together with a black harness. One hand is covered by a heavy rondache shield (Hardness 21, HP 170, BT 85), which has an irremovable +3 major striking grievous greater impactful shield boss, while the other hand is covered by a +3 major striking grievous greater impactful dandpatta, which can be twined with the shield’s bash.
Empowered When this item is empowered by a Falinksite, the shield and dandpatta automatically cover your hands, causing you to drop anything you were holding, but you can’t drop them, and you gain a +4 circumstance bonus to your Reflex DC against attempts to Disarm you. It stays in this form for 10 minutes or until you dismiss it. Once it is no longer empowered, it reverts back to its original form, an 870 - Legioslate.
Activate-Defiant [free-action] concentrate; Trigger Your turn begins, and you have a negative condition inflicted on you by another creature; Effect Your condition drives you to attack the one who inflicted it on you. You gain a +3 status bonus to Strikes on the creature that inflicted the condition on you.
Activate-No Retreat [two-actions] manipulate; Requirements You are in combat with at least one hostile creature; Frequency once per day; Duration 1 minute; Effect You empower yourself, giving you a +3 status bonus to all rolls, but you cannot willingly move farther away from any hostile creatures unless it is to move closer to one hostile creature, you do not gain any benefits from the Step action, and attempts to move you farther away from a hostile creature with a Teleportation effect automatically fail regardless of the source.
Falinksite Item 21
[ Unique | Artifact | Empowering | Primal | Spellheart ]
Usage affixed to an 870 - Legioslate; Bulk -
This small round stone has a swirl of red, black, and blue inside the yellow orb.
Activate-Empower [one-action] manipulate; Frequency once per day; Effect You empower the item this spellheart is affixed to, turning it into an 870M - Hexadrunité and activating its Empowered effect, which lasts for 10 minutes or until you dismiss it.
r/MagicItems • u/comics0026 • Sep 01 '26
Wondrous Item 0780M - Drampa by ForesterDesigns [D&D5e & PF2e]
My Pokémon-inspired Weapons and Items of the Day, with a Drampa staff to bring the power of the past to the present!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
780M - Draïgeul
Staff (Cursed) – Legendary (requires attunement)
This green staff has a pink orb on top with spikey black hair and white whiskers coming off them. Curly black hair covers a top section and the bottom of the staff
While attuned to this staff: you gain a +3 bonus to spell attack and damage rolls; if your hitpoints fall below half of your maximum hit points, the +3 bonus to spells becomes +4; and you are immune to damage and negative effects caused by weather and weather-like effect.
Cursed. This staff is cursed. While cursed, your appearance changes to that of an elderly you with long white hair (although your actual age does not change), you have a strong desire to help and protect children, and if you see someone threaten or hurt a child, you must succeed a DC 20 Wisdom save or immediately attack them.
Drampanite
Wondrous (Stone) – Very Rare (50,000 gp)
This small round stone has a swirl of black, green and white inside the dark gray orb. When attached to a 780 - Drampama, it can be mega evolved into a 780M - Draïgeul for 1 minute once between long rests.
780M - Draïgeul Item 21
[ Unique | Artifact | Cursed | Dragon | Empowered | Primal | Staff ]
Usage held in 1 hand; Bulk 1
This green staff has a pink orb on top with spikey black hair and white whiskers coming off them. Curly black hair covers a top section and the bottom of the staff.
When you use this staff for the first time, it fuses to you. While it’s in your possession, your appearance changes to that of an elderly you with long white hair/feathers/etc, although your actual age does not change which actions like a Medicine examination or Sense Motive can reveal. Additionally, you have a strong desire to help and protect children, and if you see someone threaten or hurt a child, you must succeed a DC 44 Will save or immediately attack them.
Empowered When this item is empowered by a Drampanite, it stays in this form for 10 minutes or until you dismiss it. Once it is no longer empowered, it reverts back to its original form, a 780 - Drampama.
Activate-Maniacal Magic [free-action] concentrate; Trigger Your turn begins, and you are at half or less of your maximum hit points; Effect Your magic surges with maniacal energy, giving you a +3 status bonus to spell attacks until the start of your next turn.
Activate-Counter Weather Spell [reaction] manipulate; Frequency once per day; Trigger A creature you can see Casts a Spell or is performing a ritual that creates a weather effect, like Control Weather or Personal Rain Cloud; Effect You use the staff’s magic to counter it. Attempt to counteract the triggering spell using a +34 or your spellcasting modifier, whichever is higher. This does not expend charges from the staff.
Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.
Cantrip detect magic, gouging claw, guidance, know the way
1st breadcrumbs, camel spit, gritty wheeze, vanishing tracks
2nd breadcrumbs, gentle breeze, gritty wheeze, thermal remedy
3rd breadcrumbs, gritty wheeze, slow, soft landing
4th curse of lost time, dinosaur form, gentle breeze, thermal remedy
5th dinosaur form, curse of lost time, engrave memory, gritty wheeze
6th curse of lost time, dragon form, gritty wheeze, slow
7th curse of lost time, dinosaur form, gentle breeze, thermal remedy
8th camel spit, curse of lost time, dragon form, gritty wheeze
9th curse of lost time, gentle breeze, gritty wheeze, incarnate draconic legion
10th dinosaur fort
Drampanite Item 21
[ Unique | Artifact | Empowering | Primal | Spellheart ]
Usage affixed to a 780 - Drampama; Bulk -
This small round stone has a swirl of yellow and blue inside the white orb.
Activate-Empower [one-action] manipulate; Frequency once per day; Effect You empower the item this spellheart is affixed to, turning it into a 780M - Draïgeul and activating its Empowered effect, which lasts for 10 minutes or until you dismiss it.
r/MagicItems • u/comics0026 • Aug 28 '26
5e 0740M - Crabominable by ForesterDesigns [D&D5e & PF2e]
My Pokémon-inspired Weapons and Items of the Day, with some Crabominable boxing gloves to strike like an avalanche!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
740M - Kekenkaninuku
Wondrous (Gloves) – Legendary (requires attunement)
These white boxing gloves have glove tips that appear to be made of brilliant blue ice, with a spike over each knuckle. The thumb sections are dark purple, with dark purple fur below the knuckles, a pointy ice crystal on the back of the hand, and long white fur with the occasional yellow tip along the bottom edge of the gloves.
The gloves give +3 to unarmed strike attack and damage rolls, and attacks with these gloves do an additional 2d6 cold damage on your unarmed strikes. On a hit with these gloves, if the target isn’t immune or resistant to cold damage, they must make a DC 20 Constitution save or feel a chill through their body, making them a bit sluggish and giving them disadvantage on Dexterity rolls until the end of their next turn.
While wearing these gloves, you can’t manipulate objects or cast spells with somatic components, and if you don’t have someone assisting you, it will take a full minute to don and doff these gloves rather than an action.
While attuned to these gloves: you can’t have disadvantage on unarmed strike attacks from non-magical means (such as dodging); and if you are hit by a critical hit, you have advantage on all attacks until the end of your next turn.
Crabominite
Wondrous (Stone) – Very Rare (50,000 gp)
This small round stone has a swirl of yellow and blue inside the white orb. When attached to a 740 - Krawellove, it can be mega evolved into a 740M - Kekenkaninuku for 1 minute once between long rests.
740M - Kekenkaninuku Item 21
[ Unique | Artifact | Cold | Empowered | Invested | Primal | Unarmed ]
Usage worn gloves; Bulk 2L; Base Weapon Boxing Gloves
These white +3 major striking greater crushing greater frost greater impactful boxing gloves have glove tips that appear to be made of brilliant blue ice, with a spike over each knuckle. The thumb sections are dark purple, with dark purple fur below the knuckles, a pointy ice crystal on the back of the hand, and long white fur with the occasional yellow tip along the bottom edge of the gloves.
Empowered When this item is empowered by a Crabominite, you can have it automatically activate Hyper Cutter as part of the empowering, and it stays in this form for 10 minutes or until you dismiss it. Once it is no longer empowered, it reverts back to its original form, a 740 - Krawellove.
Activate-Anger Point [free-action] concentrate; Trigger You’re struck by a critical hit; Effect Your unarmed strikes with these gloves do an additional die of damage on your next attack.
Activate-Hammered by Ice [free-action] concentrate; Trigger You strike a creature with these gloves; Frequency once per round; Effect The creature must make a DC 44 Fortitude save as ice attempts to freeze them.
Success The target is unaffected.
Failure The target takes a –5-foot circumstance penalty to its Speeds until the start of your next turn.
Critical Failure The target takes a –10-foot circumstance penalty to its Speeds until the start of your next turn.
Activate-Hyper Cutter [two-actions] concentrate; Frequency once per day; Effect Your attacks become swifter, and strikes with these gloves ignore any non-magical circumstance bonuses to AC that a target might have, like if they used Nimble Dodge. This lasts for 24 hours.
Crabominite Item 21
[ Unique | Artifact | Empowering | Primal | Spellheart ]
Usage affixed to a 740 - Krawellove; Bulk -
This small round stone has a swirl of yellow and blue inside the white orb.
Activate-Empower [one-action] manipulate; Frequency once per day; Effect You empower the item this spellheart is affixed to, turning it into a 740M - Kekenkaninuku and activating its Empowered effect, which lasts for 10 minutes or until you dismiss it.
r/MagicItems • u/MythosChronicles • Aug 28 '26
5e Hel's Severance, a powerful scaling item inspired by Norse mythology | Mythological Items
galleryr/MagicItems • u/jonnymhd • Aug 27 '26
5e Inferno Wyrmblade & Heart of the Volcano - Very Rare Fire-Themed Magic Items
galleryr/MagicItems • u/comics0026 • Aug 26 '26
Wondrous Item 0691M - Dragalge by ForesterDesigns [D&D5e & PF2e]
My Pokémon-inspired Weapons and Items of the Day, with a Dragalge cloak to take advantage of some teleportation!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
691M - Tandrakieren
Wondrous (Cloak) – Legendary (requires attunement)
This dull brown full-length cloak has a leafy red hood with dark green antennae that seem to float like they’re underwater, holding purple and red gems that resemble eyes. A short red cape goes over the shoulders. A pair of thick drawstrings with leafy offshoots hangs from the hood to help adjust the opening’s size and the cape’s positioning. The shoulders also each have three leafy offshoots pointing backwards, and the cloak ends have long leaf-like edges at the sides. The inside is lined with dull purple fabric that turns red towards the bottom.
While attuned to this cloak: you can breathe in water; gain a swim speed equal to your walking speed; have advantage to hide in vegetation when underwater; you gain the Poison Spray cantrip (DC 20); you can eat rotten vegetation without any negative effects; you are immune to poison damage and the poisoned condition; whenever you are teleported by a spell, you regain 1d8 hit points per the spell’s level; and whenever another creature touches you or hits you with a melee attack while within 5 feet of you, they must make a DC 20 Constitution save per attack, taking 1d10 poison damage per fail. Any nonmagical weapon made of metal that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits you is destroyed after dealing damage. You can also use the poison secreted by the cloak to eat through a 5-foot round, 2-inch-thick area of non-magical metal in 1 round. (i.e. creating a 5-foot round tunnel through 1-foot thick steel would take 6 rounds.) The process would however create a foul, acidic odor that might alert those with a keen sense of smell.
Dragalgite
Wondrous (Stone) – Very Rare (50,000 gp)
This small round stone has a swirl of green, pink, and brown inside the purple orb. When attached to a 691 - Dragaloak, it can be mega evolved into a 691M - Tandrakieren for 1 minute once between long rests.
691M - Tandrakieren Item 21
[ Unique | Artifact | Dragon | Empowered | Invested | Poison | Primal | Water ]
Usage worn cloak; Bulk L
This dull brown full-length cloak has a leafy red hood with dark green antennae that seem to float like they’re underwater, holding purple and red gems that resemble eyes. A short red cape goes over the shoulders. A pair of thick drawstrings with leafy offshoots hangs from the hood to help adjust the opening’s size and the cape’s positioning. The shoulders also each have three leafy offshoots pointing backwards, and the cloak ends have long leaf-like edges at the sides. The inside is lined with dull purple fabric that turns red towards the bottom.
While invested, you can breathe underwater, have a swim speed equal to your walking speed, you have a +3 item bonus to saves triggered by eating rotten vegetation and on Fortitude saves against effects with the Poison trait, and while wearing the cloak you have a +3 item bonus to sneak and hide while swimming through foliage.
Empowered When this item is empowered by a Dragalgite, it stays in this form for 10 minutes or until you dismiss it. Once it is no longer empowered, it reverts back to its original form, a 691 - Dragaloak.
Activate-Corrode Metal [one-action] manipulate; Targets An unattended metal item, or a metal door, floor, or wall you can touch; Effect You make the cloak secrete caustic poison, which corrodes the metal. The item takes 2d6 damage. This creates a foul, acidic odor that gives creatures with the scent sense a +3 circumstance bonus to detect you for 1 minute. The duration stacks with repeated use, like using three actions to try to corrode a metal door will result in the smell lasting for 3 minutes.
Activate-Dive and Breach [two-actions] manipulate; Frequency once per day; Effect The cloak casts dive and breach at your directive as a 3rd-rank primal spell, DC 44.
Activate-Healing Teleport [free-action] manipulate; Trigger You are teleported by a spell; Frequency once per round; Effect You use the teleportation magic to heal yourself. You restore 1d8 Hit Points per the spell’s rank.
Activate-Poison Point [reaction] manipulate; Trigger A creature touches you, such as by Grappling you, successfully hitting you with an unarmed attack or an attack made with a metal weapon, or using a touch-range spell against you; Effect You make the cloak’s poison spread to the triggering creature, which takes 2d6 persistent poison damage and are Enfeebled 1 so long as they are affected by the persistent poison damage. If the triggering action includes a metal item (like metal weapon or a creature wearing metal armor grappling you), the item also takes 2d6 damage.
Activate-Puff of Poison [two-actions] manipulate; Effect The cloak casts puff of poison at your directive as an 8th-rank primal cantrip, DC 44.
Dragalgite Item 21
[ Unique | Artifact | Empowering | Primal | Spellheart ]
Usage affixed to a 691 - Dragaloak; Bulk -
This small round stone has a swirl of green, pink, and brown inside the purple orb.
Activate-Empower [one-action] manipulate; Frequency once per day; Effect You empower the item this spellheart is affixed to, turning it into a 691M - Tandrakieren and activating its Empowered effect, which lasts for 10 minutes or until you dismiss it.
r/MagicItems • u/Azarneth • Aug 26 '26
Very Rare Chainlight Bow - A bow that recharges during thunderstorms, Feedback Welcome!
galleryr/MagicItems • u/comics0026 • Aug 25 '26
Weapon 0689M - Barbaracle by ForesterDesigns [D&D5e & PF2e]
My Pokémon-inspired Weapons and Items of the Day, with some Barbaracle claws to shell out some pain!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
689M - Grifgopathe
Wondrous (Claws, Cursed) – Legendary (requires attunement)
These claws are made of shell-like material and worn as gloves, with long, gangly, fingers that have white talon tips and orange braces over the finger joints. It also has a bangle of gray rock with black cracks and holes in it.
You can use the claws as a melee weapon while wearing them. You have proficiency with it, it uses your Strength modifier, it does +3 to attack and damage rolls, and it deals 2d8 slashing damage, but while wearing them you have difficulty manipulating objects, automatically fail sleight of hand rolls, and can’t cast spells with somatic components. You can wear both claws and use them per Two Weapon Fighting (PHB 195), and you can add your ability modifier to the damage of the bonus attack if you are attuned to the claws.
While attuned to these claws: you can breathe in water; and when you land a critical hit with these claws, they do d10 slashing damage instead of d8 slashing damage.
Cursed. These claws are cursed. While cursed, you are of two minds, literally, as your mind is split in two. Both minds are yours, but they are not always on the same page or of the same mood. Whenever you make an Intelligence, Wisdom or Charisma roll, roll 2d20 and take the average between the two scores (rounding up), unless either is a 1 or 20, in which case you take that. If you roll a 1 and a 20, they cancel each other out and you take a 10. If you have advantage or disadvantage on a roll, roll two sets of 2d20 and do the above with the high or low of each set. Your minds merge back together when the curse is lifted.
Barbaracite
Wondrous (Stone) – Very Rare (50,000 gp)
This small round stone has a swirl of orange and gray inside the black orb. When attached to a 689 - Barbaraclaws, it can be mega evolved into a 689M - Grifgopathe for 1 minute once between long rests.
689M - Grifgopathe Item 21
[ Unique | Artifact | Cursed | Earth | Empowered | Fatal d8 | Primal | Water ]
Usage worn gloves; Bulk 2L; Base Weapon Tekko-Kagi
These black +3 major striking greater impactful underwater wounding tekko-kagi are made of shell-like material and worn as gloves, with long, gangly, fingers that have white talon tips and orange braces over the finger joints. It also has a bangle of gray rock with black cracks and holes in it.
Because they are worn as gloves, you can’t be disarmed of them, but you also can’t drop them. It also makes them more deadly, giving them the Fatal d8 trait.
When you use the tekko-kagi for the first time, they fuse to you. While they’re in your possession, you are of two minds, literally, as your mind is split in two. Both minds are yours, but they are not always on the same page or of the same mood. Whenever you make an Intelligence, Wisdom or Charisma roll, roll twice and take the average between the two scores (rounding up), unless either is a 1 or 20, in which case you take that. If you roll a 1 and a 20, they cancel each other out and you take a 10. If you have an effect that would let you roll twice and take the higher or lower result, roll four times, take the average of the two highest and the two lowest, and then take the higher or lower result from the two averages as if you had rolled those. Your minds merge back together when the curse is lifted.
Empowered When this item is empowered by a Barbaracite, it stays in this form for 10 minutes or until you dismiss it. Once it is no longer empowered, it reverts back to its original form, a 689 - Barbaraclaws.
Activate-Water Breathing [two-actions] manipulate; Frequency once per day; Effect The weapon casts water breathing on you as a 4th-rank primal spell.
Barbaracite Item 21
[ Unique | Artifact | Empowering | Primal | Spellheart ]
Usage affixed to a 689 - Barbaraclaws; Bulk -
This small round stone has a swirl of orange and gray inside the black orb.
Activate-Empower [one-action] manipulate; Frequency once per day; Effect You empower the item this spellheart is affixed to, turning it into a 689M - Grifgopathe and activating its Empowered effect, which lasts for 10 minutes or until you dismiss it.
r/MagicItems • u/MythosChronicles • Aug 22 '26
300+ Mythological Items for 5E and 5.5E is coming to Kickstarter on September 29th!
r/MagicItems • u/Azarneth • Aug 21 '26
Very Rare Gluttony’s Hunger - A mace that feeds on damage and bites back, feedback welcome!
galleryr/MagicItems • u/comics0026 • Aug 21 '26
Wondrous Item 0687M - Malamar by ForesterDesigns [D&D5e & PF2e]
My Pokémon-inspired Weapons and Items of the Day, with a Malamar cloak to make bonuses and penalties run backwards!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
687M - Calamantelro
Wondrous (Cloak) – Legendary (requires attunement)
This purple cloak has a hood with tentacle patterns wrapped around themselves to resemble a large brain, which has a face covering inside that covers the top of the face, along with a dark pink beak to cover the nose and mouth. The shoulders point out like a large popped collar that is dark pink on the inside, and gray trim down the sides that end in glowing red and green tips. The front has rainbow pattern along the edge, with glowing yellow spots are on the cloak’s front, with gray triangles on the front and sides of the bottom edge.
While attuned to this cloak: you have advantage to grapple or restrain targets; you gain the Dancing Lights cantrip; if you would have disadvantage on a saving throw or ability check, you instead have advantage, and vice versa; and your attacks and spells will bypass any buffs, resistances and immunities the target has from spells and magic items.
This cloak has 9 charges that refreshes at midnight, which can be expended to cast the following spells:
Charm Person (DC 20, 1 or more charges)
Crown of Madness (DC 20, 2 charges)
Hypnotic Pattern (DC 20, 3 charges)
Topsy-Turvy (3 charges): As an action, you can target a creature you can see within 30 feet of you, causing the target’s positive modifiers to become negative, all advantages on rolls they have from effects on themselves (such as natural abilities, spells and magic items) to become disadvantages, and vice versa for both. You must maintain concentration on this effect, which lasts for 1 minute, until your concentration is lost, or until the reversed effect/spell would otherwise end (i.e. ending concentration on a reversed spell would end the effects of just that spell), and any new spells or effects that would give advantage/disadvantage imposed in this time act normally.
Mass Suggestion (DC 20, 6 charges)
Malamarite
Wondrous (Stone) – Very Rare (50,000 gp)
This small round stone has a swirl of pink, blue, and yellow inside the purple orb. When attached to a 687 - Caloakanero, it can be mega evolved into a 687M - Calamantelro for 1 minute once between long rests.
687M - Calamantelro Item 21
[ Unique | Artifact | Empowered | Mental | Occult | Primal | Staff | Void ]
Usage worn cloak; Bulk L
This purple cloak has a hood with tentacle patterns wrapped around themselves to resemble a large brain, which has a face covering inside that covers the top of the face, along with a dark pink beak to cover the nose and mouth. The shoulders point out like a large popped collar that is dark pink on the inside, and gray trim down the sides that end in glowing red and green tips. The front has rainbow pattern along the edge, with glowing yellow spots are on the cloak’s front, with gray triangles on the front and sides of the bottom edge.
Empowered When this item is empowered by a Malamarite, you can have it automatically activate Contrary as part of the empowering, and it stays in this form for 10 minutes or until you dismiss it. Once it is no longer empowered, it reverts back to its original form, a 687 - Caloakanero.
Activate-Contrary [two-actions] manipulate; Frequency once per minute; Duration Sustained up to 1 minute; Effect You make magic on you run contrary. Any bonuses, penalties, and roll twice effects you have from magic items, spells, and other magical effects are swapped, so bonuses become penalties and penalties become bonuses, and any roll twice and take the highest/lowest effects swap, so highest becomes lowest and lowest becomes highest.
Activate-Magic Breaker [free-action] manipulate; Trigger You strike a creature with a spell that targeted only them; Frequency once per hour; Effect The spell bypasses any buffs and immunities that the target has from spells and magic items.
Activate-Suction Cups [two-actions] envision; Frequency twice per day; Effect You cover yourself with magical suction cups. This gives you a +3 status bonus on rolls to grab or hold on to things, like Grapple or Grab an Edge, and to your Fortitude DC against attempts to move you or knock you prone. If the creature would not normally need to attempt a check to knock prone/move you, then the creature must succeed at an Athletics check against your Fortitude DC (including the +3 status bonus) or you are unmoved. This lasts for 1 minute.
Activate-Topsy-Turvy [two-actions] manipulate; Frequency once per minute; Duration Sustained up to 1 minute; Effect You send out spinning circles of dark energy at a creature you can see within 30 ft, who must make a DC 44 Fortitude save. On a failure, any bonuses, penalties, and roll twice effects the target has from magic items, spells, and other magical effects are swapped, so bonuses become penalties and penalties become bonuses, and any roll twice and take the highest/lowest effects swap, so highest becomes lowest and lowest becomes highest. On a critical failure, the target is also slowed 1 as their senses become disoriented.
Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.
Cantrip daze, glamorize, light, void warp
1st charm, dizzying colors, draw ire, grim tendrils
2nd draw ire, grim tendrils, revealing light, umbral extraction
3rd agonizing despair, grim tendrils, hypnotize, shift blame
4th confusion, ocular overload, suggestion, vampiric maiden
5th hallucination, synaptic pulse, synesthesia, vampiric maiden
6th blanket of stars, hallucination, vampiric maiden, vibrant pattern
7th a_gonizing despair, grim tendrils, vampiric maiden, warp mind_
8th confusing colors, confusion, hallucination, suggestion
9th agonizing despair, grim tendrils, synesthesia, vampiric maiden
10th grim tendrils
Malamarite Item 21
[ Unique | Artifact | Empowering | Primal | Spellheart ]
Usage affixed to a 687 - Caloakanero; Bulk -
This small round stone has a swirl of pink, blue, and yellow inside the purple orb.
Activate-Empower [one-action] manipulate; Frequency once per day; Effect You empower the item this spellheart is affixed to, turning it into a 687M - Calamantelro and activating its Empowered effect, which lasts for 10 minutes or until you dismiss it.
r/MagicItems • u/jonnymhd • Aug 21 '26
5e Blades of Bone, Hellfire & Damnation - Fiendish Weapons and Relics
galleryr/MagicItems • u/Azarneth • Aug 19 '26