DND Homebrew magic Equipment
Allows the user to calculate any mathematical problem that could be calculated on an abacus in 1 action.
2d6 Acid - Range (20/40), improvised
When splashed on magical equipment, the equipment must pass a DC 10 constitution save (there modifier is the level of magic applied to the item) or be unenchanted.
*Alchemist's Light (flask)
1d6 Radiant - Range (20/60), improvised
When used against celestials, roll a 1d100, on a 1 you become cursed for your blasphemy.
A creature that drinks this vial of liquid becomes immune to poison damage and the poisoned condition for 1 hour.
When an item is placed in or taken from the bag, a faint chime noise is made that is heard by every creature within 120 ft of the bag.
*Ball bearings of Grasping (bag of 1,000)
When thrown on the ground, as an action you can command them to form together and take the form of a hand. That hand acts as an instance of the spell Maximilian's Earthen Grasp. It does not have a duration, and is not concentrated. The hand counts as a construct, and when attacked makes a constitution check, using concentration rules, with a +5 to constitution, and your proficiency bonus, if it fails it disanimates into a pile of ball bearings and you must spend another action to reactivate it. The hand follows your commands as if you had cast it.
*Barrel of Deathly Revitalization
When a rotting or desiccated body, with still more than 60% of its flesh remain, is placed in this barrel with water, it restores the body to the state it was in at its moment of death. Any excess water is turned into blood. That blood is the same as the blood found in the body.
When a creature no larger than the basket is placed in the basket, it will get one beneficial mutation from the list below. Once they receive this mutation they may not receive another.
- 1: grows to be a medium sized creature.
- 2: gain a +1 to all stats
- 3: Grow an extra set of limbs, gain 2 extra attacks with their limbs. If they do not have any limbs, they gain two claw attacks that deal 1d4 slashing damage.
- 4: Grow wings, gain a fly speed of 40 ft, if already have wings, grow a pair of fins and gain a swim speed of 40ft, if already have both, increase both by 10ft.
- 5: gain a darkvision of 120 ft, it can see through magical darkness.
- 6: gain one cantrip that they can cast at will without any materials. The cantrip is determined randomly.
When laid over a patch of earth, that dirt and stone break up into a sand, then from that grows a very fluffy but robust bush that the bedroll rests on. This bush does not die after you remove the roll, but will if not in an environment with ample water and nutrients.
When you ring this bell, 1d4 birds that can hear the bell fly to your aid. They are not magically compelled to be friendly but a bird would not respond if it was hostile to the bells wielder. The birds that respond to the bell get 10 temp HP and an attack that deals 1d4 slashing damage.
When laid on the ground and the passcode is said aloud, the spell snare is cast on the surface of the blanket. You have to restate the passcode to recast the spell.
*Block and Ghostly tackle
The ropes making up the tackle are made of ghostly chains that do not interact with anything except for living organic matter and the blocks.
When somebody opens this book, they gain a temporary bonus of +1 to a random stat, and a temporary curse of -1 to one stat. These both last for 1d8 hours, (roll separately). The book can only grant this boon once per day, refreshing every day at 2 hours after dawn.
*Bottle of Metallic Blessing, glass
A metallic liquid fills the bottle, floating in the liquid are 5 red droplets of condensed blood, when poured over a wooden construction of no more than 10ft by 10ft, that construction gains the properties of metal without adding any weight, and becomes a magic item with 5 charges, these charges recharge once a week. You may burn a charge on the object to double its weight or half its weight for 1 hour, you can burn multiple to lengthen the time or stack the effect.
For every pound of salt that is in the bucket, you may regain 1 spell slot, starting at the lowest expended slot. Once you use a pound of salt it turns into a fine sand.
*Caltrops of Binding Circles (bag of 20)
When thrown onto the ground, the caltrops naturally gravitate to create two concentric rings, one made of 12 and the other of 8, both having each caltrope being evenly spaced. The bigger of the two rings has a 3 ft radius, and the smaller one has a 1.5ft radius. When someone steps into the smaller of the two rings, they both begin spinning and the creature who did becomes restrained by magic for 1 minute. If a creature steps into the outer circle but not the inner circle, they must make a DC 12 dexterity saving throw or take 5 piercing damage, and have their foot restrained.
When lit, any creatures within 10ft of the candle heal 10 HP per minute. The candle can burn for a maximum of 1 hour before fully melting. You can stop the candle and relight it at any part of the burning, picking back up where it left off.
When you place a crossbow inside of this case, that crossbow becomes able to cast eldritch blast at your level, and one eldritch invocation of the crossbow's choice. These effects will fade over 1d3 days unless repeated placement in the case. If more than three days pass the crossbow may choose to pick a new invocation. Any crossbow may only have one invocation at a time. A person who is wielding a crossbow under this cases effects do not gain the effects of the invocation
*Case of Mage Hand, map or scroll
When you say the command word, the case casts 10 instances of mage hand, each assigned to one map or scroll. These mage hands then can be commanded by you for the duration of 30 minutes to move the scrolls around and or write things on them. Once the time is up, the hands return the scrolls to the case and deactivate. The magic has a cool down of 1 hour and 5 minutes.
While wrapped around an arm, you may cast shocking grasp and lightning lure at will. If wrapped around a leg you may cast, you can cast expeditious retreat and longstrider at will. Only one instance of each can affect you at one time, you may only cast the leg spells on yourself.
After you eat this, the next closet you enter will have the darkness spell cast in the center. The darkness of the spell expands to fill the whole room.
When a metal ingot and a item made of metal are placed in this chest together, the item becomes made of the metal the ingot was made of, and the ingot become made of a blend of all the materials the item was made of, if the ingot had more metal than the total size of the item, the end result would be bigger, if it was less then smaller. If the item was magic, then the new ingot is magic with the same properties. These properties now last even if the ingot is melted down and reforged. But will be weakened if split into multiple ingots.
You may use this kit to climb air.
*Clothes of Gestures, common
While being worn, if you do any of the following actions, an effect will happen.
- when you place the back of your hand on another head, you instantly know if they are experiencing a fever or chills.
- when you squeeze two fingers together and twist them in front of your lips, you can create a small vow, making it impossible for you to say a designated secret without permission from the person who told you
- when you place one finger over your lips, you can cause the person you're looking at to become unable to make noise for the duration of the gesture.
- when you hold up your hands to your face like binoculars, your vision enhances like you were looking through binoculars.
*Clothes of entertainment, costume
While wearing these clothes, you have +5 to performance checks, and a -5 to persuasion checks.
*Clothes of Nobel Standing, fine
While wearing these clothes, they take on the color of the noble family you have the best claim to be a part of, it does not matter if this family would take you in, or if they have fallen. On the front over your heart there symbol will appear. The claims are determined by bloodline and ignores adoptions.
*Clothes of Cleaning, traveler's
While wearing these clothes, you may cast prestidigitation at will.
*Component pouch of useful things
Once per day you may pull out the components to a random spell you have prepared. You may use these components to cast it without spending a spell slot.
*Crowbar of blood frenzy.
1d4 bludgeoning or 1d4 piercing - Light, Versatile (1d6)
If used to attack ten times in one minute, this weapon enters a frenzied state. You automatically become attuned to it for the duration of the curse. You are cursed and gain the following effects, you gain the benefits of entering a mindless rage. All attacks made with this weapon deal max damage while in this state. You cannot distinguish between friend or enemy and will attack the closest creature to you on your turn. You will prioritize destroying boxes and pots over attacking if they are nearby. This affects end after 10 minutes or having remove curse cast on you.
*wooden rod of fishing (Fishing tackle)
This item has 5 charges, you may use a charge to instantly catch a fish. This item does not naturally regain charges, but will regain a charge when you catch a fish with this rod not using its magical effects.
*silken line of durability (Fishing tackle)
This item has 3 charges, you may use a charge to reinforce the line. A reinforced line can withstand any force applied. This effect lasts till a fish is caught, it recharges every time the line is about to snap.
*floating Corkwood bobbers (Fishing tackle)
This bobber can float 1 inch above the surface of the water.
*steel hooks of piercing (Fishing tackle)
This hook deals 1d4 piercing damage when hooked into anything that is not a fish.
*detoxifying lead sinkers( Fishing tackle)
Detoxifies any water within a 5ft radius of it of all poisons and contaminates.
*living velvet lures (Fishing tackle)
Flails around like a live bait.
*narrow netting of sleep (Fishing tackle)
When wrapped around a fish, put them to sleep.
Any liquid poured into this flask becomes an alcoholic healing potion. After drinking the entire flash heal 2d4 HP and make a con save for alcohol tolerance.
*Grappling hook of Teleportation
When thrown, after landing it teleports back to your hand, anything within 2ft of the hook gets teleported with it. It does not bring all of a creature if only part of it was in the radius.
When this hammer hits a nail, the nail is perfectly hammered into the closet bit of wood in the direction the nail is pointed. This does not have a range and will go through objects to hit the wood. It deals a 1d4 piercing if a creature is in the way.
*Hammer of Banishment, sledge
When hammered into a solid non living structure, a 10ft radius chuck of it gets banished for 1 hour. It does not return if structure originates from a different plane.
You may spend your HP to heal others. It is a one to one conversion.
*Holy water of The Great Forge (flask)
When splashed on a weapon, that weapon becomes magical and deals an extra 1d8 radiant damage. This effect lasts for 1d4 hours. If you roll a 4, roll another 1d4 and add that to the time, keep doing this on 4 until you hit 24 hours. If the weapon would keep these effects for more than 24 hours, the effects become permanent, and gains the ability to turn undead, you may use it as if you were a cleric of your equivalent level. These spell save DCs are the person who closes the loops dexterity mod+8+prof.
You may use a charge to half the casting time of any ritual spell. This has 4 charges, it recharges one each dawn.
When a beast steps on this trap, this trap will mimics that creatures bite, dealing there bite attack back at them
*Ink of incomprehension (1 ounce bottle)
When writing with this ink, any words written will appear to readers as the language which they can read the least well. If the reader can not read then it will appear as very unintuitive pictographs.
You may cast Shillelagh at will on this inkpen.
On your turn, as an action, instead of attacking you can ACT. Roll a performance check, if you roll higher than your enemies HC (Humor Class 10 + charisma mod) then you deal mercy damage = 1d10+charisma+proficiency to that creature's Mercy Stat. (you determine the Mercy stat by taking the creature Level/CR and rolling that many d6s + their wisdom mod for every d6 rolled.)
*Ladder of Binding (10 foot)
When placed firmly against a wall, the surface of the wall melts and bends around the ladder locking it into place. You may spray some water on the wall and it will revert back to its normal state letting go of the ladder.
When used in areas with zero light, this creates a 15 ft area of protection from evil and good. Any creature in the radius has protection from the chosen type, and any creature of the chosen type may not enter the radius unless invited by the wielder of the lamp.
*Lantern of light, bullseye
Anywhere where the light of this lantern touches must make a charisma saving throw after they roll they are immune from this save for 1 day. If they fail nothing happens, if they fail by more than five they become blind for 1d6 turn, if they pass nothing happens, if they pass by more than five they get blind sight 10 ft for 1d6 turns. The light produced by this lantern counts as the daylight spell.
*Lantern of Ritual, hooded
You may store up to three rituals in the light of the lantern, you may spend an action or bonus action to complete the ritual and cast the spell.
When placed over the heart of a willing creature, you may instantly kill them, using up the item as the lock embeds itself into that creature’s heart stopping it from beating. A creature that is killed this way can not be resurrected, even by a wish spell.
*Magnifying glass of the astral
When you look into the magnifying glass you see into the astral plane instead of the physical.
*Manacles of the Wild Chain
While you have these equipped you cannot be restrained and the chain extends to accommodate any movement. You also can move an additional 10 ft and can as a ritual cast find familiar with the warlock Pact of the Chain feature. Any familiar summoned this way will be made out of the chains of the manacles and can't move more than 100 ft away from you at any time, they are considered a construct.
When used to attack a creature, you heal 1 HP.
*Fey Binding Mirror, steel
When three flower petals from different flowers are placed on the mirror, and the mirror is facing up into open skies, you may perform a 10 minute ritual to summon a lesser fey (a fey of CR of 1 or less.) after completing the ritual place a gold coin on the mirror and a fey will appear. If you speak the name of a fey, they will appear within a form that is at max CR 1. The fey will be confined to the bounds of the mirrors edge and 10 ft of height. During the time that the fey is bound by the mirror, you may choose to do one of three things, ask it one question that it must answer truthfully. Give it a name (costing you one permanente spell slot, or cantrip) and bind it under your command. Or seal it in an item prepared beforehand. If you bind the fey by giving it a name, it will follow any command given to it, and can be resummond if killed using this mirror and speaking its name instead of the coin offering. The named fay will also gain the spell slot or cantrip that you offered up, being able to cast any spell that you have with the spell slot, if of appropriate level. If you bind, or name a fey higher than CR 1 using the mirror, only the CR 1 avatar will be bound, and the main host may choose to speak or see through it at will. Naming the avatar will grant it a unique personality that is distinct but based off of the original host. You may only perform this ritual during significant solar or lunar events.
*Oil of find steed (flask)
When spilled in its entirety cast the find steed spell, the oil forms the shape of the steed and it is considered an elemental in place of celestial, fey, or fiend. When killed the oil returns to the bottle and is able to be resummoned after 24 hours.
*Paper of Animation (one sheet)
When a drawing is rendered in the paper, you may spend a charge to animate it. An animated drawing takes 3d form and may be moved off the page. If you draw a non magical item it lasts for 1 day, if you draw a creature it lasts for 1 hour, and if you draw a magical item it lasts for 1 minute. The drawings of the items do not need color and can be a sketch but the better it is rendered the more time it may exits, if you wish, you can have the artist roll a performance or sleight of hand check, on a 5 you pass and every 5 above that you may incurment the time by 1. If you roll a 25 or better, a non magical item becomes permanent, but it keeps its property as an item made with this paper. Any item made by this paper will be destroyed upon contact with water and can be modified with a pen while animated. Items and creatures drawn are to scale with the drawing when animated. This item has 7 charges and regains all 1d6 + 1 each week.
*Magic Parchment (one sheet)
When a magic spell is written on this parchment, it becomes a scroll.
*Perfume of the Mephit (vial)
When applied to a creature, that creature's nose lengthens and grows a pair of wings that grants a fly speed of 15 ft. That creature also gains a death burst. If the death burst triggers the creature heals back up to 1 HP and the effect ends. These effects last for 1 hour. Roll on the table below when the perfume is applied for the death burst.
Death Burst. When the creature drops to below 0, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.
Death Burst. When the creature drops to below 0, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.
Death Burst. When the creature drops to below 0, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
Death Burst. When the creature drops to below 0, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature’s next turn.
Death Burst. When the creature drops to below 0, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.
Death Burst. When the creature drops to below 0, it explodes in a cloud of steam. Each creature within 5 feet of the them must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.
*Pick of elemental mining, miner's
When an elementally aligned spell is cast within five feet of this pick, you may as a reaction, suck that spell into the pick. The next piece of stone broken by this pick will contain an elemental stone of that type, equal in size to the level of spell. You may only have one spell stored at a time and may not store another till the current one is used.
Can be driven into clouds and will keep solidly in place like it was in rock.
When applied to a slashing or piercing weapon that weapon's blade becomes black like obsidian. The blade that it's applied to can not be removed from your hands against your will. When you hit a creature with the blade, deal an extra 5 points of poison damage and they must make a Constitution saving throw, DC 18. On a failed save, their hair, fingernails, and teeth all become made from obsidian, from these, spreads a poison that saps 1d4 max Hp every minute. They will continue to lose max HP until you are cured with greater restoration, or pluck every piece of obsidian out of your body. Your max HP will be restored with a greater restoration, and will naturally come back after removal of obsidian with 1d4 max HP each hour. The poison effect on the blade lasts for 1d4 hours, but the black blade, and handle effects are permanent, but can be removed with remove curse.
*Pole of the Illusory Tree (10-foot)
When firmly planted into the ground, an illusory 15 ft tall tree is projected outwards, you may hide inside the illusion of the tree. If you do you may add +5 to your stealth roll. There is a slight persuasive effect causing anyone who looks at it, to not question why there is suddenly a tree there.
You may cast Create Bonfire at will inside the pot, you do not need to hold concentration on the spell, but only one instance of the spell may be cast in the pot at a time. You cast the spell as if you were one level higher than you are.
Upon drinking all parts of your body become immune to damage except the back of your heels, they become vulnerable to all damage. This lasts 1d4 hours. After the effects end, your entire body becomes vulnerable to damage, and your heels become immune for the same amount of time.
Upon your first opening of this pouch, you find 10d10 unique stones, each with a different parring between stone type, rune carved on it, and color of rune. When you take one of these small stones from the bag, roll on the table below and keep track of what the final combination is, no two stones are alike. When you use the stone, the stone breaks and the magic in the runes transfers onto you. You may not be under the effect of more than one non-permanent rune effect at a time.
Limestone - 1d8+1, minutes
Agate - 1d100, days (if you roll a 100 its permanent)
Spiral - You can modify damage you deal into being ___ damage. This effects lasts ___
Circle - You become resistant to ___ damage. This effects lasts ___
Line - as a bonus action, after an attack hits, you can use this stone to have that attack deal and extra ___ damage die/s of ___ damage.
Cross - As a reaction you may use this stone, Block ___ damage die/s of ___ damage, and heal that much instead. Any extra damage that would be blocked becomes temporary HP.
Eye - When someone would deal ___ damage within sight of you, you may as a reaction nullify that damage. This effects lasts ___
Three Dot - as an action, you can use this stone and select three creatures. Roll ___ die/dice and divide equally among all creatures selected. On their turn they become resistant to that many damage points of ___ damage, and can deal that much ___ damage on their next attack.
When drawing and firing arrows/bolts, gain a +3 to your dexterity to a maximum of 24. You may also draw an arrow/bolt and notch/reload it as a reaction.
*Spell Cracker Ram, portable
When making a dispel check on a magic barrier or lock, you can add +4 to it while this is equipped. And if another mage takes up the other half you can roll with advantage.
When planted into the ground, from it will grow a Rations tree.
While you are wearing these robes, you have a +1 to all religion checks, and are considered a maiden by any spell effect.
*Rope of Entangle, hempen (50 feet)
When this rope is laid on the ground to form a complete loop of any size, the interior dimensions of that loop become under the effects of the entangle spell. The spell lasts for as long as the loop remains intact, and the spell is considered cast when you first form the loop, if the loop is deformed and forms within the span of one turn then it does not count as a recasting.
*Rope of Faerie Fire, silk (50 feet)
When this rope is laid on the ground to form a complete loop of any size, the interior dimensions of that loop become under the effects of the Faerie Fire spell. The spell lasts for as long as the loop remains intact, and the spell is considered cast when you first form the loop, if the loop is deformed and forms within the span of one turn then it does not count as a recasting.
When placed over a creature's head, they gain the ability to breath water and lose the ability to breath air. This effect ends once the sack is removed.
When a heart is placed on the scale, turn the scale into a feather blade, it deals damage equal to the amount sin the heart holds in it. It deals 0 damage if the heart is pure, 2 for good, 10 for neutral, and 20 for evil. This number can be augmented on a heart by heart basis. The feather blade lasts until you have made three attacks with it. It counts as a longsword.
When applied to paper, any writing on that paper becomes immutable. That includes spells that attempt to translate or hide the writing. If under the invisibility spell, the ink will glow a soft purple.
This shovel is enchanted to make anything lifted by it weigh 15 lbs less.
By tapping it twice, a small wind cantrip is cast into the mouthpiece of the whistle, blowing into it.
This ring has a rune carved into it, when pressed into wax, an imprint of the rune is left, leaving a magic effect cast over the object the seal is on. The effect depends on the rune ring you have.
- Warding: The effect causes the object to repel one attempt to destroy it by magic.
- Concealment: The effect causes the object to be immune to divination.
- Scrambling: The effect causes any writing on the object to be under the illusory script spell.
- Trapped: The effect causes the object to be trapped, you may have an area of effect cast into the trap rune. When the seal is broken, the spell is cast centered on the seal.
- Coverup: The effect causes anything attached to the seal, five minutes after being broken to combust in a green flame. Leaving nothing but ash.
- Location: you alway know where the location of unbroken seals made with this ring are.
When used to wash your hands, for the next hour you may cast any spell as a ritual, any spell that normally can’t be cast as a ritual, can be cast with an additional 10 minute penalty on top of the ritual casting penalty, and can not be upcast this way.
Upon opening this book, the person who opened it must make a DC 15 int, Wis, and Char saves. For every save passed they get to choose one spell from a class that uses that stat as a spell casting modifier. They may choose a cantrip, or first level spell if they pass. For every 5 above the dc they passed they may choose from one additional level. If you fail all three checks you learn either Message, Mend, Mage hand, or Light. For every save made you gain 1 first level spell slot. If you pick a spell above first level that spell slot would be of the level chosen. This is a one time use item.
*Disintegration Spikes, iron (10)
When driven into an object, cast disintegrate on that object.
*Spyglass of Night Vision
When held up to your eye, you are able to see perfectly fine in darkness, so so in dim light, and not at all in bright light. Magical darkness allows you to see even farther than normal, and magical light blinds you when looked at, the effect lasts for one minute.
*Emergency Tent, two-person
Any creature inside the tent is under the effect of Guidance and Resistance, these spells are recast on the tents occupants at initiative count 20, winning any ties. Once more than half of you exit the tent, the spell effects stop.
While you hold this, you can cast fire bolts at will. You add 1+your proficiency modifier to attack rolls.
When sand, gravel, anvils, concrete powder, Scaffolding, or dragon eggs fall on top of this torched when lit and placed on the ground, instead of burying the torch, they will be stored inside of the torches pocket dimension. Each type object is stored in there own unique section of the dimension. When you pick up the torch you may access any of the different pockets in the pocket dimension and retrieve its contents.
When removed from the vial, the seed instantly sprouts roots and leaves. The roots spread out from the seed in a cone down; if a creature is within the area of the cone, they must make a DC 10 constitution saving throw. On a fail they become restrained and take 1d4 necrotic damage, every turn. This damage is dealt to your maximum HP. On a success you are grappled by the roots. The roots extend down until they reach ground. For every 4 hp of damage absorbed, the tree produces a fruit that when eaten can heal 1d6 damage. Only two of these fruits have a seed, every other fruit has no seeds.
*Spiral Shelled Waterskin
This water skin never runs out of water, however it only supplies sea water, and on occasion fish swim out when poured.
When you use this stone to sharpen a weapon that does slashing damage, you can change the damage type it deals to Lightning, Fire, Cold, or Acid. This effect will last for 1 day. If you use the same elemental damage on a weapon three days in a row, it permanently replaces slashing damage for that damage type.