100 Magic Items for 5e Pt. 20
Armour (+1 Plate), Legendary, Requires Attunement
Immaculate plate made of polished dark grey steel, that shines eminently when close to a light source. This set of plate is the magnum opus of the famed dwarven blacksmith Adkyl BlackSong, a blacksmith of the hero age that’s still sung about today across the realms. This armour is so well crafted that not only does it grant +1 additional AC to the wearer – but it is so comfortable that the attuned creature often forgets their even wearing armour. After finishing a long rest, the attuned creature gains 2d6+1 charges, and can carry a max of 12 charges. A player can expend a number of charges to gain the following effect.
Expend 1 charge to make a stealth skill check without imposing disadvantage
Expend 1 charge before sleeping for a long rest, to be able to sleep in your armour as if you were not wearing armour. (Variant)
Expend 2 charges to increase your AC by an additional +1 for 1 hour (Can only be activated once per hour)
Expend 2 charges to increase you AC by an additional +2 for 1 minute (Can only be activated once per minute)
Expend 3 charges to decrease incoming damage to yourself by 5d10+Character Level
Weapon (Greataxe), Rare, Requires Attunement
A razor sharp, double-bitted greataxe larger than the average. It’s haft is lined with fur and the handle wrapped in rough-worn leather. When the creature attuned to this weapon makes an attack, they roll 1d12 as normal - if the player rolls 12, the player may roll another 1d12 and add the result to the damage. This effect can continue to stack on itself each time the creature rolls a 12.
Weapon (Martial), Legendary, Requires Attunement
A martial weapon of fable that grants its user the ability to strike their enemy with absolute precision. This weapon grants a +2 bonus to all attack rolls – additionally the user can expend a number of charges to gain additional benefits. The weapon gains 1d8+1 charges per long rest and carries a max of 9 charges.
Expend 1 charge to gain additional +1 to all attack rolls for 1 minute
Expend 2 charges after you make an attack roll, but before you hear the result to increase your attack roll by +5
Expend 3 charges to change the result of any attack roll to 19.
Wondrous Item (Cloak), Rare, Requires Attunement
A patchy cloak that takes on an almost quilt like quality, coloured mottled brown-green with sewn patches strewn about in varying colours. When a creature attunes themselves to this cloak, they gain the ability to cast the “Absorb Elements” spell once per long rest as a reaction, by putting the cloak in between them and the damage source. Additionally, when the creature uses the “Absorb Elements” spell, after taking damage, the creature gains an amount of temporary hit points equal to the damage reduced by the spell.
Wondrous Item (Gloves), Rare, Requires Attunement
Strong gloves fashioned of tough, scaled brown leather. The gloves are rough worn from years of use, but don’t appear to be breaking down in the slightest. The creature attuned to these gloves can grapple a creature who is two sizes larger than them (instead of one). After finishing a long rest, the gloves gain 1d6+1 charges and can carry a max of 7 charges. The creature attuned to these gloves can expend a number of charges to gain the following benefit
Expend 1 charge when taking the shove action to make the creature your shoving to auto-fail its saving throw.
Expend 1 charge when making an unarmed melee attack to deal an additional 1d10 force damage
Expend 1 charge as a reaction to impose disadvantage on a creature who is attempting to break its grappled with you
Expend 3 charges as a reaction to cast the “Shield” spell without requiring a spell slot. (You do not need to know the spell to use this ability).