Yes, there are rules listed for crafting magic items in the DMG on pages 128-129. A list of capabilities, minimum levels, creation costs in gold pieces, and other requirements is listed there. The time-frame to create is also listed with these details. I will give one example: A common item would require a formula, 100 gp in components. However we figured out a problem that there are very few magic items that would benefit a moon druid, which my character is. We both scoured through the dmg and found very few ones fitting for druid, and most of those were way too powerful to give to a level 4. We have a bard, rogue/fighter, fighter/warlock and my druid. D&D 5e: Five Magic Bows (and a Magic Arrow) 9. Aethershred comes from the Dust to Dust campaign, while the stormbow, bone bow, and Baron Ystorin’s spine bow all come from the Wildlands South campaign. Whisper is a sort of convoluted cross-campaign reference – the person who played Whisper in DtD also played a Storm Archer in WLS. Anyway, on with the show.
Re: DMG Best common/uncommon magic items? Originally Posted by yorkshiredave Can I ask about the sort of wands Wizards made in 3.5e, the ones that had such potential to unbalance a game with massive firepower, a wand of Fireballs at level 5 for example. May 31, 2018 Let's loot the room! In this video, we discuss method Dungeon Masters can use for awarding magic items and treasure in your Dungeons.
As part of my intermittent series of magic items, this time I’m presenting five new magic bows, ranging (heh) from rare to artifact. Aethershred comes from the Dust to Dust campaign, while the stormbow, bone bow, and Baron Ystorin’s spine bow all come from the Wildlands South campaign. Whisper is a sort of convoluted cross-campaign reference – the person who played Whisper in DtD also played a Storm Archer in WLS. Anyway, on with the show.
Five Magic Spears (and a Magic Helmet) | Five Magic Maces (and a Talisman) | Five Magic Bows (and a Magic Arrow)
Aethershred
Weapon (longbow), artifact (requires attunement)
This dreaded bow has erased its own history, concealing whatever malicious hands created it. It is, nonetheless, famed for the control that it exerts over its wielder, and its willingness to annihilate any bearer it finds unsuitable. It was recovered by one of the companions of the Paladin Queen, during the campaigns against the Nimori, but even Vyrakotha’s virtuous influence was not sufficient to protect Nuoli dai Oroya. When at last Aethershred subsumed her will entirely, she wreaked terrible slaughter and persisted through every dire incantation that was cast against her, until at last her body had been reduced to ashes for the third time.
The soul within Aethershred has not deigned to reveal its name to any save its wielders, and none have survived wielding it to share that name with scholars. The bow’s purpose is greatly famed and feared, however, among those who understand the nature of the Spirit Court. Until the coming of the Houses of the Nether, only Aethershred could slay one of the genius loci known as Falar. Yet that Falar, being dead and not devoured by Nether, could be known and replaced by the Auvet, so the land did not fall into Forgetting and wasteland. Only in later years was it seen as a prefiguring of Nether, and sought by Nether’s agents.
The soul within Aethershred has not the least care for the preservation of its wielder in the longer term. It seeks to cause as much destruction as possible, and spends its power only to compel the wielder and preserve their fighting ability. The guiding theory of its nature is that it was ill-made upon the Sacrificial Forge. Perhaps a soul that had long dwelt within the Forge entered it, instead of the one its maker meant to commit to it, and turned the bow’s purpose toward revenge against the Forge’s creators.
Magic Weapon. Aethershred is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
Random Properties. The bow has the following randomly-determined properties.
Random Properties. The bow has the following randomly-determined properties.
- 2 minor beneficial properties
- 1 major beneficial property (suggested additional options: when a creature attempts to disarm you of Aethershred, they roll a DC 20 Constitution saving throw. On a failure, they suffer 10d10 poison damage, or half on a success.)
- 2 minor detrimental properties
- 1 major detrimental property (suggested: when meeting any person for the first time, roll a DC 20 Charisma (Persuasion) check. On a failure, you immediately attack that creature with Aethershred, and continue until one or the other of you is dead, or you are more than 1 mile apart)
Sentient. While all eleven of the Lenga’Hiduis are sentient, not all of their personalities are as forceful or interested in controlling their wielders as Aethershred is.
- It has an Intelligence of 12, a Wisdom of 12, and a Charisma of 18.
- It communicates telepathically with its bearer or wielder.
- It has hearing and true seeing out to 120 feet, and can choose to share its true seeing with its wielder.
- Its alignment is chaotic evil.
- It craves the destruction and goads its user to fight arbitrarily.
- It demands that its wielder attack anyone it finds repugnant, which is almost every living thing. It will attempt to take control of its wielder to carry this out if necessary.
- Even when a wielder succeeds or fails a Charisma saving throw against it, Aethershred can attempt to charm and control them again in 1 minute. Its control ignores immunity to the charmed condition.
Arcane Projectiles. When you expend an arrow to attack with Aethershred, it deals an additional 1d8 force damage on a hit. You can make a ranged attack with Aethershred without expending ammunition, in which case it deals 1d8 + your Charisma modifier force damage on a hit.
To the Slaughter. Aethershred has 11 charges. When you hit with a ranged weapon attack using Aethershred, you can deal 1d10 additional poison damage for every charge expended. Alternately, when you hit with a ranged weapon attack using Aethershred, you can spend 5 charges to deal your normal weapon damage and also cast disintegrate on the target, ignoring the spell’s range. Aethershred regains its full complement of charges at midnight, and regains 1 charge whenever a target that you damaged in your current or most recent turn is reduced to 0 hit points.
Preserve the Archer. If Aethershred controls its wielder, it can restore 5d8 hit points to its wielder at the start of its wielder’s turn, resolved before the wielder rolls a death saving throw. If its wielder would be killed, it instead suffers a failed death saving throw that persists until it finishes a long rest, and regains hit points equal to half its normal maximum hit points. When the wielder has 3 failed death saves, they are dead and cannot be resurrected by any spell short of true resurrection.
Destroying Aethershred. The only sure way to destroy Aethershred is to sunder it upon the Sacrificial Forge. This requires a way to transport it to the Sacrificial Forge against the will of its bearer. The soul within Aethershred can manifest and wield Aethershred while in the presence of the Sacrificial Forge, and it attempts to kill those who would destroy it.
To the Slaughter. Aethershred has 11 charges. When you hit with a ranged weapon attack using Aethershred, you can deal 1d10 additional poison damage for every charge expended. Alternately, when you hit with a ranged weapon attack using Aethershred, you can spend 5 charges to deal your normal weapon damage and also cast disintegrate on the target, ignoring the spell’s range. Aethershred regains its full complement of charges at midnight, and regains 1 charge whenever a target that you damaged in your current or most recent turn is reduced to 0 hit points.
Preserve the Archer. If Aethershred controls its wielder, it can restore 5d8 hit points to its wielder at the start of its wielder’s turn, resolved before the wielder rolls a death saving throw. If its wielder would be killed, it instead suffers a failed death saving throw that persists until it finishes a long rest, and regains hit points equal to half its normal maximum hit points. When the wielder has 3 failed death saves, they are dead and cannot be resurrected by any spell short of true resurrection.
Destroying Aethershred. The only sure way to destroy Aethershred is to sunder it upon the Sacrificial Forge. This requires a way to transport it to the Sacrificial Forge against the will of its bearer. The soul within Aethershred can manifest and wield Aethershred while in the presence of the Sacrificial Forge, and it attempts to kill those who would destroy it.
Bone Bow
Weapon (any bow), rare (requires attunement)
This magical bow grants a +1 bonus to attack and damage rolls you make with it. When you cast a necromancy spell, it grants a +1 bonus to spell attack rolls, and your spell save DC increases by 1. When you fire a necromantic Arcane Shot from this bow, you deal an additional 1d6 necrotic damage.
You can cast the chill touch cantrip while you are attuned to this weapon, using Dexterity as your spellcasting ability. If you have the Extra Attack feature, you can make one ranged weapon attack with your bone bow when you cast chill touch.
When you deal damage with this weapon with an attack or spell, you regain hit points equal to half the damage you deal. You can use this feature once, and regain use of it at midnight.
Lore: Bone bows are the signature weapons of the Bone Archers, a fearsome order of archers who wield the forces of necromancy. They are locked in a deadly rivalry with the Storm Archers, and their conflict frequently spills over to affect others all across the Wildlands. At least one much greater version of this bow is known to exist: Baron Ystorin’s spine bow.
Baron Ystorin’s Spine Bow
Weapon (any bow), very rare (requires attunement)
This magical bow grants a +2 bonus to attack and damage rolls you make with it. When you cast a necromancy spell, it grants a +2 bonus to spell attack rolls, and your spell save DC increases by 2. When you fire a necromantic Arcane Shot from this bow, you deal an additional 2d6 necrotic damage.
You can cast the chill touch cantrip while you are attuned to this weapon, using Dexterity as your spellcasting ability. If you have the Extra Attack feature, you can make one ranged weapon attack with your bone bow when you cast chill touch.
When you deal damage with this weapon with an attack or spell, you gain temporary hit points equal to half the damage you deal. These temporary hit points last up to 1 minute. You can use this feature three times, and regain use of it at midnight. While you have temporary hit points remaining from this feature, your ranged attacks with Baron Ystorin’s spine bow deal an additional 1d8 necrotic damage.
Lore: Baron Ystorin’s spine bow is a bone bow that has been greatly enhanced by the unimaginable power of the Web Queen, given to him for his centuries of dedicated service. With it, he commands the archers of Callamagne and gives the Bone Archers an unassailable position from which to fight their Storm Archer foes.
Stormbow
Weapon (any bow), rare (requires attunement)
This magical bow grants a +1 bonus to attack and damage rolls you make with it. When you cast a ranger spell, it grants a +1 bonus to spell attack rolls, and your spell save DC increases by 1. When you fire an evocation Arcane Shot from this bow, you can deal lightning damage instead of any other damage type. Cisco vpn dmg. If you do, you deal an additional 1d6 lightning damage.
A stormbow has 4 charges. ETA: It regains one charge per hour spent in a thunderstorm, and regains all expended charges at dawn. When you hit with a ranged attack using it, you can expend 1 charge to deal an additional 1d8 lightning damage. When you cast a ranger spell, you can expend 2 charges per spell slot level to double the damage your spell inflicts.
Lore: Stormbows are the signature weapons of the Storm Archers, an elite order of archers who bind lightning to their arrows for devastating effect. They play a deadly game of cat-and-also-cat with the necromantic Bone Archers, all across the Wildlands.
Whisper
Weapon (any bow), very rare (requires attunement)
This magical bow grants a +1 bonus to attack and damage rolls you make with it.
While you wield Whisper, you gain darkvision to a range of 60 feet. If you already have darkvision to 60 feet or greater, add 30 feet to the range of your darkvision instead. You can communicate telepathically with any willing creature you can see within 30 feet.
While you are hidden or invisible, your attacks with this weapon deal psychic damage instead of any other kind of damage they would deal. As a bonus action, you can roll a DC 15 Concentration check. If you succeed, attacks you make this round do not end your invisibility or reveal your position, if they otherwise would. If you fail, you can choose not to make attacks.
Sunmote
Ammunition (arrow), rare (requires attunement)
This magical arrow deals an additional 2d6 radiant damage when it hits. The target rolls a DC 14 Constitution saving throw; on a failure, they are blinded until the beginning of your next turn. This arrow disappears when used and reappears in your quiver, or otherwise in your possession if you have no quiver, the next morning at dawn.
Lore: The rare and precious arrows known as sunmotes are made by the Keepers of the Sun, for the exclusive use of archers who have pledged themselves to the protection of the planar city of Amraoth. The Keepers of the Sun would sooner see these arrows destroyed than wielded by anyone they deem unworthy.
Design Notes
Much as with Shadecall, Aethershred is really really not intended for PCs to use profitably. It is here to ruin everyone’s day, and its destruction is intended to be a puzzle in itself. In the Dust to Dust campaign, the PCs destroyed it both to stop the Houses of the Nether from getting it, and to turn it into something useful. One of the cosmic rules of DtD is that there can only be eleven Lenga’Hiduis (Living Weapons) at one time, and you need a piece of a previous one to make a new one, so the PCs made common cause with an enemy in order to destroy Aethershred and create the glaive Crusader.
In Wildlands South, Storm Archery and Bone Archery were prestige-class-like character options, and I’m not really doing them justice with these three items. Also, the prop for Baron Ystorin’s spine bow was exactly as disturbing as the name suggests; that and Aethershred are the two coolest bow props I’ve ever seen.
Whisper is, of course, here to murder people with sniper tactics. Its difficult Concentration check is the only thing that makes it remotely fair; otherwise it’s about bridging the gap between invisibility and greater invisibility. It is likely overpowered; I’d have to see it in use for awhile to be sure.
The point of the sunmote is that I like it when sort-of-consumable items are possibly worth a precious attunement slot. This is an item that could exist in Dust to Dust, but wasn’t specifically attested in the campaign.
I hope you’ve enjoyed this new collection of magic items. If there’s another type of items you’d like to see, I don’t promise that I’ll write it, but you can’t hurt your chances by telling me in the comments.
You can buy my recent work, Ki Unleashed, online today.
The Myriad Pathways of KiKi is so much more than a monk’s personal reservoir of power. Its nature defies definition and comprehension. For some, it reconnects the dead with the living. Others use it to armor themselves against the powers of dream and nightmare or emulate the instinct and ferocity of wild animals. The monastic traditions herein describe those approaches to ki and the search for enlightenment. Find Ki Unleashed on DriveThruRPG, from Tribality Publishing. 5e SRD >Gamemastering >Magic Items > 3rd Party Publisher Magic Armor and Weapons
Contents
- 1 Magic Weapons & Ammunition
Adamantine Armor
Armor (medium or heavy, but not hide), uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit.
Animated Shield
Armor (shield), very rare (requires attunement)
While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
Armor, +1, +2, or +3
Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)
You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.
Armor of Invulnerability
Armor (plate), legendary (requires attunement)
You have resistance to nonmagical damage while you wear this armor.
Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can’t be used again until the next dawn.
Armor of Resistance
Armor (light, medium, or heavy), rare (requires attunement)
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.
d10 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Necrotic |
7 | Poison |
8 | Psychic |
9 | Radiant |
10 | Thunder |
Armor of Vulnerability
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
Arrow-Catching Shield
Armor (shield), rare (requires attunement)
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
Demon Armor
Armor (plate), very rare (requires attunement)
While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.
Curse: Once you don this cursed armor, you can’t doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
Dragon Scale Mail
Armor (scale mail), very rare (requires attunement)
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.
While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn.
Dragon | Resistance |
---|---|
Black | Acid |
Gold | Fire |
Blue | Lightning |
Green | Poison |
Brass | Fire |
Red | Fire |
Bronze | Lightning |
Silver | Cold |
Copper | Acid |
White | Cold |
Elven Chain
Armor (chain shirt), rare
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.
Glamoured Studded Leather
Armor (studded leather), rare
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Mithral Armor
Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. Mac os x free download.
Plate Armor of Etherealness
Armor (plate), legendary (requires attunement)
While you’re wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can’t be used again until the next dawn.
Dwarven Plate
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Shield, +1, +2, or +3
Armor (shield), uncommon (+1), rare (+2), or very rare (+3)
While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.
Shield of Missile Attraction
Armor (shield), rare (requires attunement)
While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse: This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
Magic Weapons & Ammunition
Dragon Slayer
Weapon (any sword), rare
![5e armor 5e armor](https://cdn.vdocuments.mx/img/1200x630/reader001/image/20170915/55cf9374550346f57b9d90c3.png)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns.
Ammunition, +1, +2, or +3
Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)
You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.
Arrow of Slaying
Weapon (arrow), very rare
An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.
Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.
Berserker Axe
Weapon (any axe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Dagger of Venom
Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn.
Dancing Sword
Weapon (any sword), very rare (requires attunement)
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Defender
Weapon (any sword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Dwarven Thrower
Weapon (warhammer), very rare (requires attunement by a dwarf)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
Flame Tongue
Weapon (any sword), rare (requires attunement)
You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Frost Brand
Weapon (any sword), very rare (requires attunement)
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Giant Slayer
Weapon (any axe or sword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.
Hammer of Thunderbolts
Weapon (maul), legendary
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Giant’s Bane (Requires Attunement): You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.
Download vlc player mac. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.
Holy Avenger
Weapon (any sword), legendary (requires attunement by a paladin)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Javelin of Lightning
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Luck Blade
Weapon (any sword), legendary (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn.
Wish: The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can’t be used again until the next dawn. The sword loses this property if it has no charges.
Mace of Disruption
Weapon (mace), rare (requires attunement)
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Mace of Smiting
Weapon (mace), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it’s a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
Mace of Terror
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a
30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Nine Lives Stealer
Weapon (any sword), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
Oathbow
Weapon (longbow), very rare (requires attunement)
When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say, “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.
When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.
While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.
Scimitar of Speed
Weapon (scimitar), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
Spellguard Shield
Armor (shield), very rare (requires attunement)
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Sun Blade
Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet.
The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Sword of Life Stealing
Weapon (any sword), rare (requires attunement)
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn’t a construct or an undead. You gain temporary hit points equal to the extra damage dealt.
Sword of Sharpness
Weapon (any sword that deals slashing damage), very rare (requires attunement)
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.
In addition, you can speak the sword’s command word to cause the blade to shed bright light in a 10- foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Sword of Wounding
Weapon (any sword), rare (requires attunement)
Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Trident of Fish Command
Weapon (trident), uncommon (requires attunement)
This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
Vicious Weapon
Weapon (any), rare Ccleaner for mac download.
When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon’s type.
Vorpal Sword
Weapon (any sword that deals slashing damage), legendary (requires attunement)
![D&d 5e dmg magic items D&d 5e dmg magic items](/uploads/1/3/3/9/133917526/834472351.jpg)
5e Dmg Uncommon Magic Items
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Weapon, +1, +2, or +3
Weapon (any), uncommon (+1), rare (+2), or very rare (+3)
5e Armor
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity.