The years die, burned to nothing by time, darkening my memory with their passing-like soot that builds upon a hearth beam. I am Mordenkainen, and although I do not look it, I am old. I have outlived rivals, enemies, and friends. I have lived long enough to see rivals become friends and friends become enemies-and to see enemies returned to the fold of friendship. But for a few dust-mad liches dreaming in their lonely tombs, my friends and I represent the last of the old guard. Who born in the last forty years can measure themselves an ounce of the worth of Otiluke, Bigby, Tenser, or Robilar-or even Rary or Evard?
Bah! What does it matter? I grow self-pitying as I approach the end of a century. Surely the young fools who test the wards upon my vaults are no younger or more foolish than my companions and I were when we delved into the dungeons of Castle Greyhawk or Maure Castle. They all have their reasons, just as we did long ago.
And what are those reasons? What draws adventurers today to plumb the death-trap depths of the earth and brave the terrors of curse-bound ruins? What called us to do the same in the past-and drives me still?
It all boils down to power: the wealth that can buy it, and the magic that can wrest it from the ether.
-Mordenkainen, Magnificent Emporium-
The world of Dungeons & Dragons is filled with powerful wizards, dragons, and most importantly, treasure. One of the best parts of playing D&D is gathering lots of fun and powerful trinkets. Every adventure seeks a sword that can burst aflame with a word. A ring that lets them pass through crowded areas completely undetected and potions to heal their wounds. Below are 10 more fantastic magic items for your stories and campaigns.
Amulet of Proof Against Petrification (Frosted Prince)
Wondrous item, rare (requires attunement)
This amulet depicts a blindfolded medusa upon its highly polished surface. While wearing this amulet, if you fail a saving throw that would turn you to stone, you are instead incapacitated for 1d6 rounds. If a spell or effect would turn you to stone without allowing a saving throw, you are instead incapacitated for 1 minute. These abilities do not function while the wearer is incapacitated
Dimension Blade
Weapon (any blade), Uncommon
The blade appears to be made of a carved crystal sapphire with a leatherbound hilt with a black crossguard. The pummel is also made of a perfect sphere cut sapphire with a slight glow emanating from its center.
As a bonus action, you can speak its command work, when you do, you gain the ability to see into the ethereal plane for 1 minute. You can end this effect at any time, no action required by you. Additionally, this blade can slice through the ethereal plane. Enemies who retreat into the ethereal plane do not gain the benefit of avoiding an attack due to being on a different plane from you.
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Cerebral Scarab Circlet
Wondrous, Rare
This silver and ebony circlet has an ebony statuette on it that is carved in the likeness of a scarab beetle.
You can use an action to speak the command word, the scarab then crawls onto a creature within 5 feet of you. The statuette chatters and clicks to life the creature must succeed a DC 14 Strength saving throw or the scarab bores partially into the creature's skull assuming it has one for 3(1d6) piercing damage.
Once attached the creature must succeed a DC 15 Intelligence saving throw. On a failed saving throw the target creates a telepathic link between itself and the wearer of the circlet. The link persists as long as the creatures are on the same plane of existence.
Until the scarab is removed, the wearer of the circlet and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link. The wearer can control the flow of information, while the target cannot.
If the statuette is removed from the skull by forcing it to self-destruct casting fireball centered on the target creature. If this damage kills the creature, its head explodes.
Dome of Constitution (The Malady Codex)
Wondrous Item, rare
This magical copper disc, 1 foot in diameter, is engraved with Ilmater’s symbol. It may be activated to create a permanent 20-foot glass dome. Any character resting under the dome for at least 8 hours straight, may add a d8 to a Constitution Saving Throw in the next 24 hours. The dome may be deactivated as a free action and activated once per day. The dome lasts until it is deactivated and may house up to 4 creatures at once.
Music Box of Blessing
Wonderous, Uncommon
This cherry red music box is embossed with music notes and an angel with outstretched arms. You may use an action to open the music box. Any number of creatures you choose that can hear the music playing within 20 feet are under the effects of the Bless spell for up to 1 minute. A creature cannot gain the benefits of the music box’s magic again until they finish a long rest.
Rose Whip
Whip, very rare(requires attunement)
When not in use, this whip appears as a simple red rose with a beautiful scent. When you use a bonus action to speak the command word the rose lashes out into a thorny vine-like whip.
The whip has 10 charges for the following properties. The whip regains 1d8+2 charges at dawn. If you expend the last charge, roll a d20. On a 1, the weapon remains as a magical weapon for the purposes of overcoming resistances, but loses all its other properties.
While wielding the rose whip, you gain the following benefits:
When an enemy attempts to grapple you, they take 1d4 damage from the whip’s thorns.
When you take the Dodge action, you may lash around your whip in a defensive rose whip flurry. An enemy that successfully hits you with a melee attack takes 1d6 piercing damage.
As part of your attack action, you may snap your whip around a creature or its weapon. If you target the weapon, the creature must make a DC 14 Strength saving throw or drop its weapon at its feet. If you target the creature, it must make a DC 14 Strength saving throw or be restrained. It may repeat this saving throw at the end of each of its turns. You cannot make whip attacks until the restrained condition is ended.
Spells: While holding this whip, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using the spell save DC 14: thorn whip (1 charge), hold person (5 charges), hold monster (10 charges)
Safety Blanket (Little Heroes)
Wondrous item, rare
When you would take damage from an area-of-effect spell, such as a fireball spell, you can use your reaction to pull this blanket around you. Doing so protects you from the effect of the spell, negating all damage. Once you’ve used the blanket in this way, you can’t do so again until the next dawn.
The Nipping Purse (Grease Monkey)
Wondrous item, uncommon
This magical coin purse is warded against thievery. If a creature other than the wearer attempts to take an item out of this coin purse, they must succeed on a DC 16 Dexterity (Sleight of hand) check or take 1d6 piercing damage as sharp teeth from inside the bag nip at their fingers, and the creature’s attempted theft fails.
Tasha’s Singing Sword (The Madhouse of Tasha’s Kiss)
Weapon (shortsword), very rare
You gain +2 bonus to attack and damage rolls using this shortsword. The shortsword deals an additional 1d4 thunder damage on a successful hit.
While in the possession of a creature, the sword hums a melody the creature finds soothing or inspiring. Only the creature in possession of the weapon can hear the music.
When used in combat, the sword sings loudly, breaking out into a massive chorus of multiple voices. The emeralds in the hilt light up, pulsing with the rhythm of the song.
The Key to Something
Wondrous item, uncommon (requires attunement)
While the attuned to this magic item, you become proficient with thieves’ tools if you’re not already and you have advantage on all thieves’ tools checks to pick locks
Curse: Whoever touches this key will be cursed. You will believe that this key opens a lock and you will be obsessed with finding the lock that it operates. Anytime you are near a keyhole you will attempt to use the key to see if it operates the lock. You will keep this key in your possession until you find the lock that it operates.
In addition, the key is always in your possession and you will not want to give it away, sell it, leave it or let anyone take it. The curse remains in effect until you are targeted by the remove curse spell or similar magic.
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Keep your blades sharp and spells prepared heroes!
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