Additional Magic Items A supplement for the magic items in the DMG The ten magi
Additional Magic Items A supplement for the magic items in the DMG The ten magic items found in this document are intended as an optional supplement to be used in conjunction with the magic items found in the Dungeon Masters guide. by Ethan D. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Beholder Eyestalk Bowstring Weapon (modification for bows and crossbows), very rare (requires attunement by a creature with an alignment other than good) This bowstring was crafted by weaving the eyestalks of a beholder together into a single bowstring. The bowstring still radiates the alien presence of the beholder from which it was created and continuously threatens to overwhelm the mind of its wielder. While a bow strung with this bowstring is on your person, at the start of each day you must succeed on a DC 10 Charisma saving throw or be subject to a madness effect on the Long-Term Madness table on page 260 of the Dungeon Master’s Guide randomly determined by the DM. This bowstring has 8 charges that can be used for the following effects. It regains 1d8 charges per day. You can expend 2 charges to cast either dispel magic or counterspell from the bowstring. Additionally, once per round, when you make an attack from this bowstring, you can expend 1 charge and roll on the following table and add the resulting effect to your attack on a hit. The DC for each effect is 15. d10 Save Effect 1 Wis Charm: Target Is charmed by you for 1 minute or until you harm it again. 2 Con Paralyze: Target is paralyzed for 1 minute and may repeat the saving throw at the end of each of its turns. 3 Wis Fear: Target is frightened of you for 1 minute and may repeat the saving throw at the end of each of its turns. 4 Dex Slow: For 1 minute, the target's speed is halved, it cannot take reactions, and it can take an action or bonus action on its turn, but not both. The target may repeat the saving throw at the end of each of its turns. 5 Con Enervation: Target takes an additional 4d8 necrotic damage. 6 Str Telekinesis: You may move the target 30 feet in any direction and the target is restrained by you until the start of your next turn or until you are incapacitated. 7 Wis Sleep: Target falls asleep for 1 minute or until someone uses an action to d10 Save Effect wake it, or it takes damage. 8 Dex Petrification: Target turns to stone and is restrained and may repeat the saving throw at the end of its next turn. On a success the effect ends. On a failure, the target is petrified until freed by the greater restoration spell or other magic. 9 Con Disintegration: Target takes an additional 4d8 force damage. If this reduces the target to 0 hit points, its body becomes a pile of fine gray dust. 10 Con Death: Target takes an additional 5d10 necrotic damage. The target dies if the ray reduces it to 0 hit points, even if it would ordinarily make death saving throws. Blade of Manic Intelligence Weapon (any bladed weapon), very rare (requires attunement) While wielding this sword, your intelligence is bolstered, but at the cost of your sanity. Your Intelligence score increases by 2 to a maximum of 24. Whenever you make a successful attack roll with this blade, the target makes a DC 15 Intelligence saving throw. On a failure the target’s Intelligence score is temporarily reduced by 1 and your Intelligence score is raised by 1. This increase and decrease is reset after a short or long rest. Curse: This blade is cursed, a fact that is revealed only when an identify spell is cast on it. Attuning to the weapon curses you until you are targeted by a remove curse spell or similar magic; removing the armor fails to remove the curse. While cursed, you must make a DC 10 Wisdom saving throw the first time the blade is used after each long rest. On a fail, you are subject to a madness effect on the Long-Term Madness table on page 260 of the Dungeon Master’s Guide randomly determined by the DM. Additionally, if the blade steals 10 points of Intelligence before you take a short or long rest, you are subject to a madness effect on the Indefinite Madness table on page 260 of the Dungeon Master’s Guide randomly determined by the DM. All madness effects resulting from using this blade can be suppressed by a calm emotions spell. A lesser restoration spell can remove long-term madness effects, but a greater restoration spell is required to remove indefinite madness effects. Bracelet of Poisonous Serpents Wondrous item, uncommon The eyes of this serpent shaped bracelet glint as if alive and the fangs in its open mouth drip with poison. As a bonus action, you may speak the bracelet’s command word to animate it into a poisonous snake and command it mentally (stats for the poisonous snake can be found in the Players Handbook on page 308, or in the Monster Manual on page 334). On future turns you can use your bonus action to command it again as long as it is within 60 feet of you. Additionally, while the bracelet is animated, you can use your action to cast beast sense on it at will. If your turn ends and the animated snake is more than 60 feet away from you, or if the serpent is reduced to 0 hit points, the bracelet returns to its unanimated form. After the bracelet has returned to its unanimated form, whether it dropped to 0 hit points, you ended your turn more than 60 feet away, or you spoke the command word, this property cannot be used until the next dawn. When the bracelet is not animated, you can use your action to coat a weapon with the basic poison found in the Player’s Handbook. Once this property has been used, you cannot use it until the next dawn. Dragon Tooth Arrowheads Weapon (modification for arrow ammunition), uncommon- legendary (depending on age of dragon) These arrow heads were carved from dragon teeth and soaked for a year in the gland harvested from the throat of the dragon that is responsible for producing its breath weapon. These arrowheads are as innately magical as the beast from which they are harvested and weapon attacks made with ammunition tipped with these arrows have a +1 bonus to attack and damage rolls. Additionally, these arrows grant additional benefits based on the dragon from which they were harvested: Bonus Damage and Save DCs Age Chromatic Metallic Wyrmling (uncommon) 1d6 1d4, save DC 11 Young (rare) 2d8 2d6, save DC 14 Adult (very rare) 4d10 3d8, save DC 18 Ancient (legendary) 6d12 4d10, save DC 21 Damage Type and Failed Save Effects Dragon Damage Save and Effect Blue Lightning - White Cold - Black Acid - Red Fire - Green Poison - Brass Fire Con, target falls asleep for 1 minute or until someone uses an action to wake it, or it takes damage. Bronze Lightning Dex, target is pushed 30 feet. Copper Acid Con, for 1 minute target can't use reactions, speed is halved, can't make more than one attack on its turn, can use bonus action or action on turn but not both. The creature can repeat the saving throw at the end of each of its turns. Gold Fire Str, the target has disadvantage on strength checks, saves, and attacks for 1 minute. The creature can repeat the saving throw at the end of each of its turns. Silver Cold Con, the target is paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns. Lenses of Truth Wondrous item, rare The lenses of these glasses have been enchanted to reveal the truth about the world. When worn, you can speak the command word and gain true sight in a radius of 60 feet. You can have these lenses active for a total of 4 hours, all at once or in several shorter bursts, each one using a minimum of uploads/Finance/ more-magic-items-10032611.pdf
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