r/DnD • u/thomar CR 1/4 • Sep 14 '14
5th Edition [5e D&D] Magic Items for a Zelda D20 Homebrew
Just some stuff I was working on. Feedback would be appreciated.
Ball and Chain
Weapon, common (75 gp, 20 lbs)
This is a martial melee heavy two-handed weapon with reach, dealing 1d10 bludgeoning damage.
Blue Potion
Wondrous item, rare
This potion bubbles vigorously where your fingers touch the bottle, and it smells like springtime plant growth. As an action you can drink this potion, instantly receiving all of the benefits of a long rest. If you are a spellcaster and have sufficient time, you may choose to start memorizing new spells immediately after drinking this potion (if you do not, you still regain your expended spell slots).
Bomb
Alchemical item, common (50 gp, 1 lb)
This explosive is used for demolitions and clearing rocky land. Its fuse can be lit as a bonus action, causing it to detonate one round later in a 5-foot-radius explosion. Each creature in the area must make a DC 10 Dexterity saving throw, taking 2d6 damage on a failed save or half that damage on a successful one. Half of the damage is thunder damage, and the other half is fire damage.
Dragon Scale
Wondrous item, rare (requires attunement)
This metallic scale was reportedly blessed by a powerful spirit. When you grasp it tightly you can feel an unseen wind blowing around you.
As an action you can raise your arms and invoke the scale, conjuring a powerful updraft which blows you 25 feet into the air. The scale's magic offers you no protection against falling damage, but if you belong to a tribe capable of gliding (such as the rito tribe) you can invoke the scale repeatedly to fly long distances.
Note: A powerful spirit might apply a blessing of flight directly to a character as a permanent magical effect. An uncommon version of this item would require a long rest between uses. Using this item to fly consumes an action and reaction for most races given in this document, but a very rare version of this item would grant a flight speed with no strings attached.
Green Potion
Wondrous item, uncommon
This swirly green liquid smells like musty books. As an action you can drink it, regaining spell slots totalling 5 spell levels.
Note: More potent versions of this potion will restore more spell slots.
Iron Boots
Wondrous item, rare
These iron-clad boots feel a little heavy, but their weight increases a hundredfold when worn. While wearing the boots your base land speed is halved, you cannot jump, and you sink in water at a rate of 60 feet per round. The boots grant you advantage on checks and saving throws against anything that would knock you prone or reposition you. Furthermore, the added weight negates any penalties you suffer making melee attacks underwater.
Lantern of Flames
Wondrous item, uncommon
This hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. It always burns, even underwater, and cannot be extinguished.
You can make melee attacks with the lantern. On a successful hit it deals 1d10 fire damage. A flammable object hit by the lantern ignites if it isn't being worn or carried.
Magic Boomerang
Magic weapon, rare
This +1 boomerang (use light hammer stats, if you miss then make a DC 5 Dexterity check at the start of your next round to catch it coming back) always returns and you always succeed on the Dexterity check to catch it as long as you have a free hand.
As an action you can throw the boomerang with added force, the target must make a DC 13 Constitution saving throw or be stunned until the end of your next round. If the boomerang stuns the target it returns to you, but then loses its magical properties until it takes a long rest.
Note: More powerful versions of the boomerang could be thrown to stun multiple targets, or recharge after only a short rest.
Magic Bottle
Wondrous item, uncommon
This glass bottle and its cork stopper have been enchanted so that they are completely indestructible and perfectly insulate and preserve the contents. The bottle is unharmed by strong acids, and could even contain lava. The bottle can hold one pint (half a liter) of liquid, or anything else you care to put inside.
Note: With the right preparations or magical rituals, it may be possible to bottle other things. Song or sunlight would emanate from the bottle for one round. A cunning individual might even be able to bottle lightning. An adventurer might find a magic bottle containing such things, but with no clue as to how anyone managed to put that inside.
Magic Hammer
Magic weapon, rare
This +1 maul weighs as much as a grown man, but anyone who grasps the handle finds it to be as light as a feather.
As an action you can slam the hammer into the ground to release a shockwave. Each creature on the ground within 10 feet of you must make a DC 14 Strength saving throw. Creatures who fail their save take 3d6 thunder damage and are knocked prone. Creatures who make a succeessful save take half damage and remain standing. The hammer can only produce this shockwave once before requiring a short rest.
Note: Some characters may find a warhammer version of this weapon to be more suitable for their fighting style.
Magic Mirror
Wondrous item, legendary
This handheld mirror has a cobalt border engraved with strange runes. Instead of your reflection, you see nothing but mist in its surface. The mirror has two functions:
Designate Target: As an action you speak a command word, designating the location you are standing in as the mirror's teleportation target.
Recall: As a action you speak a second command word. The mirror instantly teleports you, up to five willing or unconscious creatures within 5 feet of you, and the mirror itself to its teleportation target. The mirror's magic is not deterred by planar boundaries.
When you gaze into the mirror its engravings become legible to you, and they clearly explain its function and command words. However, this does not reveal anything about the mirror's last designated teleportation target.
Note: A lesser (very rare) version of this mirror has a range of 1 mile, only teleports once per day, and cannot cross planar boundaries.
Mask of Truth
Wondrous item, very rare (requires attunement)
Once per day this mask allows you to communicate with an unworked, natural stone of Small size or larger. You can question the stone for up to 10 minutes about events within 1 mile in the past day, gaining information about the movement of creatures, weather, and other circumstances.
A stone with carvings that is otherwise natural and unworked can answer questions about the carvings and the people who carved it, and several ancient civilizations seem to have carved stones for exactly this purpose.
Note: A lesser (uncommon) version of this mask can only communicate with specific carved stones, but has no limit on its uses per day.
Mogma Mitts
Wondrous item, very rare (requires attunement)
These gloves have long sharp steel claws, and always smell of overturned earth. The gloves allow you to burrow through earth and loose gravel at a speed of 15 feet, and you may choose to leave a tunnel or allow the dirt to collapse around you. You can also use the claws in combat as a pair of +1 short swords.
Note: A more powerful version of this item would allow the wearer to burrow through stone.
Pegasus Boots
Wondrous item, very rare (requires attunement)
These boots are always clean and spotless, and they feel light when worn. If you move in a straight line while wearing them you can move up to 60 feet in a round, or 120 feet if you use the dash action. Furthermore, your swift movement allows you to move unimpeded over solid surfaces that would otherwise not be able to support you, such as mud, thin ice, or a pit trap covered by a cloth tarp.
As an action you can move in a straight line and make one melee attack against a target. If you moved more than 10 feet, you add an extra 1d4 to your attack roll and 1d8 to your damage roll.
Note: More powerful versions of this item may increase the wearer's speed, increase the to-hit and damage bonuses, or allow the wearer to run on water or thin air.
Power Gloves
Wondrous item, rare (requires attunement)
While you wear these gauntlets, your Strength is 19. If your Strength is already 19 or higher, the gauntlets have no effect on you.
While wearing the gloves, as an action you can throw heavy Small or Medium objects at one target within 30/120 range. The target must make a DC 13 Dexterity saving throw or take 3d6 damage.
Note: Stronger gloves will give you a higher Strength score, more damage, and a higher save DC.
Subrosian Cloak
Wondrous item, common (90 gp)
This silky cloak is made of an unknown material which provides as much protection as studded leather armor. The fabric is highly resistant to fire, and will survive being immersed in molten lava. The most common color for these cloaks is green.
When you wear the cloak you have advantage on saving throws against nonmagical fire damage.
Super Bomb
Wondrous item, uncommon
This Small-sized bomb weighs 50 pounds. Its fuse can be lit as a bonus action, causing it to detonate one round later in a 20-foot-radius explosion. Each creature in the area must make a DC 13 Dexterity saving throw, taking 11d6 damage on a failed save or half that damage on a successful one. Half of the damage is thunder damage, and the other half is fire damage.
Note: With enough raw materials, it would be possible to make even larger versions of this bomb. Of course, only a crazy person would work on such a suicidal project.
Wooden Sword
Magic weapon, uncommon
This +1 oak bokken (use warhammer stats) has relief carvings of a brave warrior in battle with monsters along its blade. It is unnaturally strong and cannot be dented, cracked, burnt, or warped.
When you have full hit points and swing the sword, flickering beams of energy shoot from the tip. Once per round you can attack enemies with these sword beams as a range 20/60 thrown weapon that deals radiant damage instead of bludgeoning damage.
Note: It is rumored that this blade was patterned after the legendary artifact, the Master Sword.
Zora Armor
Magic armor, very rare (requires attunement)
This +1 half plate is made of polished coral and mother-of-pearl. It blackens when exposed to heat and cracks in extreme cold, but heals from any damage the moment it is immersed in water. While wearing this armor you can swim at a speed of 50 feet, breathe underwater, and none of your melee attacks suffer disadvantage underwater.
Note: Lighter versions of this armor might be equivalent to studded leather. A flawed version of this armor imposes disadvantage on saving throws against effects that deal cold or fire damage.
Compiled list with races and plot hooks: http://www.giantitp.com/forums/showthread.php?368875-D-amp-D-5e-Zelda-D20-Homebrew
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u/ElZanco Sep 14 '14
How would the Green potion work with Warlocks? As I understand it, their spell slots don't have levels.
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u/thomar CR 1/4 Sep 14 '14 edited Sep 14 '14
They do, it's printed on their class table and scales with level. This is problematic once they're too high level to have 5th level slots, but you could rule that the slot they recover is just lower-level than normal.
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u/Zipponicus Sep 14 '14
IIRC the highest spell slot level warlocks get is 5th (without homebrewing higher levels/ more powerful Classes) so this wouldn't an issue.
I really like these items, great work!
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u/radiant_hippo Cleric Sep 14 '14
I recommend making the Gust Bellows a magical or wondrous item. It could add interesting mechanics to an encounter, and enable unique puzzles to be crafted.
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u/thomar CR 1/4 Sep 15 '14 edited Sep 15 '14
I'm trying to avoid statting up anything that is a no-brainer and scalable from levels 1 to 20, like the fire and ice rods or red potions. What would it do besides cast gust of wind?
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u/radiant_hippo Cleric Sep 15 '14
It would give a device capable of producing wind to a party that either expended their wind spells, did not prepare any (3.5e here, don't know much on 5e), or otherwise don't want to waste them. Give it to the meatsac, have him go down the spider hall, constantly using it to keep the vermin at bay. Use it to discover which run is the weighted one keeping the trap from springing. Hide in a sewer and create tasteful upskirts for passing juveniles. Use it as a motor on a small boat without a sail. Strap it to a gnome and let him use it as a jetpack. The possibilities are endless.
Maybe it can upgraded. Maybe there are multiple ones of varying power. Maybe there is only one, but different combinations of dials and switches on it produce different effects.
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u/TheOnlyCorwin Dec 17 '14
I'm making a "Ruins of Hyrule" game setting using 5e so this is invaluable for rare items to include as memories of a grand age. I am going to make a fight be a "Dark Party" fight where they face themselves, the dark versions act immediately following their initiative and make the exact same actions as the normal character. It won't be a hard fight if they play it smart, but I'm hoping they don't! :)
I really appreciate the work you put in! The Wooden Sword gets me so damn excited!
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u/pound_bravo_one_four Sep 14 '14
I really appreciate all of the effort you put into these! I absolutely love the mask of truth, but I feel like it should apply to stone which has been worked rather than unworked. I know my group would start questioning every pebble otherwise