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10 Gem-Powered Magic Items To Loot From Wherever Your Quest Takes You

23/5/2018

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Editor’s note: There are always wheels turning here at High Level Games. I have been involved in a small handful of the many little projects we are undertaking. I have been creating new player character races for 5th edition, and have also released a small document on Time Demons. There are also one page adventures, and much much more coming to high level games. Help us grow by supporting our patreon, and get access to cool stuff! It’s a win win.

Ahh, magic items. Where would we be without them? Many DM’s love handing them out, others make their players work for them, but I think everyone who plays Dungeons and Dragons from either side of the screen finds magic items exciting. Whether it be by discovering items amongst loot, being rewarded for a noble quest, or even by prying it from the cold, dead hands of that orc warchief, magic items can be extremely memorable in a Dungeons and Dragons campaign.

If you’re like me, you’ve probably read the Magic Item’s chapter in the Dungeon Master’s Guide back-to-front. Or perhaps you’ve just seen your fair share of magic items in your experienced days of campaigning. Well here are ten new magic items which I have created using some niche and fresh recharge mechanics.

1) Brighteyes
Item: Torch

Topaz Charge (1): The yellow gem in the head of the torch glows faintly when it has a charge. An item regains all expended Topaz charges after spending one uninterrupted hour in sunlight.

You can use an action and expend a charge to activate Brighteyes for up to one hour. For the duration, the wand sheds bright light for 100ft, and dim light for a further 50ft.

While wielding the wand, you can end the light early as a free action.

2) Volthar, The Dark Blade
Item: Longsword +1

Onyx Charges (2): The two black gems in the hilt of this weapon glow faintly when they have a charge. Expended charges are restored when this item spends four uninterrupted hours in darkness.

When you hit a creature with this weapon, you may use your bonus action and expend a charge to deal an extra 2d6 force damage to the target. Then, you and the target swap places, teleporting to where the other just stood. This swap does not provoke opportunity attacks.

3) Ring of the Arcane Seal
Item: Ring

Jade Charge (1): The green gem in this item glows faintly when it has a charge. A spellcaster can use an action to consume a level 3 or higher spell slot to restore one expended charge.

When you cast a spell of level 3 or lower, you may expend a charge of this item instead of expending a spell slot. The spell is cast at level three. 

4) Ichor Bracer
Item: Bracer (Requires Attunement)

Ruby Charge (1): The red gem in this item glow fiercely when it has a charge. An item regains all expended charges after spending four uninterrupted hours in lava.

You can activate a charge from this item as a free action at any time. When you do, you take 20 damage, which cannot be reduced. Then, you gain 8 strength for the next minute. This bonus strength can take you over any maximum strength limits.

5) Amulet of Resurrection
Item: Amulet (Neck Slot)

If the amulet has a charge when the wearer dies, they must roll 1d4. After that many rounds, they are resurrected by the amulet, consuming its charge.

The wearer regains hit points equal to their hit-die size plus their Constitution
modifier. They then must spend ALL of their remaining hit dice, regaining that many hit points. Then the target regains consciousness.

Astral Charge (1): The white gem in this item glows faintly when it has a charge. A spellcaster can use an action to consume a level 9 spell slot to restore one expended charge.

6) Shrunken Head Of Telmashan
Item: Shrunken Head

Druids, Sorcerers, Warlocks and Wizards can use this item as a focus.

Amethyst Charges (2): The purple gems in the eyes of the head glow faintly when they have a charge. Expended charges are restored after spending two uninterrupted hours in either a poisonous cloud or a poisonous liquid.

When you cast a spell using this as your focus, you can expend a charge to cast it without requiring verbal or somatic components. (You must still have this item in your hand though)

7) Staff Of Magic Missiles (Reworked)
Item: Staff (Arcane Focus)

Passive: If you are a wizard, you learn Magic Missile, and always have it prepared. Furthermore, whenever you cast Magic Missile, the damage dice are increased to d6s.

Sapphire Charge (1): The blue gem in the middle of this staff glows faintly when it has a charge. Expended charges are restored when this item spends one uninterrupted hour in water.

You may expend a charge as an action to cast Magic Missile without consuming a spell slot.

8) Faey’s Crystal Flute
Item: Flute +1 (Bardic Focus, Spell Save DC and Spell Attack Bonus increased by +1)

Moonstone Charge (1): The white gem in this item glows faintly when it has a charge. An item regains all expended charges after spending one uninterrupted hour in moonlight.

When you cast a spell using this flute as a focus, you can expend a charge to make a performance check. Your spell save DC for that spell is either the usual DC, or the performance check result, whichever is higher.

9) Wand Of Fireballs (Reworked)
Item: Wand (Arcane Focus)

Passive: You learn the Fireball spell, and always have it prepared.
Furthermore, whenever you cast Fireball, the damage dice are increased to d8s.

Ruby Charge (1): The red gem in the handle of this wand glows fiercely when it has a charge. Expended charges are restored when this item spends four uninterrupted hours in lava.

You may expend a charge as an action to cast Fireball without consuming a spell slot.

10) Dragonward Shield
Item: Shield +1

This shield increases your armour class by a further +1.

Dragonward: You have a +2 bonus on saving throws against Dragon Breath attacks.

Amber Charge (1): The orange sigil in this item glows faintly when it has a charge. Expended charges are restored exactly 24 hours after the previously used charge was expended.

You can use a bonus action to expend a charge, to spew flames in a 30ft cone. All affected targets must take a DC:13 Dex Save, taking 5d6 fire damage on a failure, and half on a success.

​
What are some of the most unique or memorable homebrew magic items that you have encountered in a Role Playing Game? Comment below!



Peter is an avid dungeon master, role-player, and story teller. When he's not running homebrew campaigns, he is creating new worlds, or he is reading and writing fantasy stories, forever immersing himself in the gaping black-hole known as the fantasy genre.

Picture Reference: http://mauiastrologyreading.com/power-gems-and-healing-2/


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