Homebrew Magic Items

Spellslinger Crystal

 * Type: Magical Item


 * Rarity: Wondrous Item, Uncommon


 * Price: 500gp

A small almond-shaped transparent crystal speckled with a myriad of multi-colored spots within it. Affixing this crystal to a caster's spell focus will allow the caster to cast touch spells at range, up to 40ft. Doing so will drop the spell's effect by one die tier regardless of distance, unless cast at touch range.

Lens of Precision

 * Type: Magical Item


 * Rarity: Wondrous Item, Rare


 * Price: 500gp

An enhanced Firearm Scope, crafted from pristine crystals to create lenses that, when used to aim with, look and feel more accurate than a standard scope. When equipped to a firearm, add half of the weapon's original range to the weapon's current range. If an attack is performed at the weapon's normal range while this item is equipped on the weapon, add bonus Proficiency to the attack roll. Additionally, if an attack is performed at the weapon's long range while this item is equipped on the weapon, it does not impose disadvantage.

Keg of Infinite Boom

 * Type: Magical Item


 * Rarity: Wondrous Item, Rare


 * Price: 5kgp

A basic-looking explosive keg, with death skulls painted around it and a single wick sticking out from the top. As an action, you can place the keg and light it; at the end of your turn, it explodes in a 20ft radius and dealing 10d6 Fire damage. Once the smoke clears, the bomb re-assembles in the same position it was ignited, filled once more with gunpowder and the wick. As an action, you can move the keg around and light it again, or store it away. If the keg gets wet, it loses its explosiveness and the magic is dispelled.

Temporal Tome
(Credit to Logan from ArcaneArcade/Runesmith)


 * Type: Magical Item


 * Rarity: Wondrous Item, Very Rare


 * Price: 50kgp

A thick tome that pulsates arcane energy, edges gilded in gold as in the middle of the face there is a sigil, related to Cognis, Archon of Knowledge & Magic. Upon reading and finishing the book after 1 hour, tendrils envelop your arms and the book turns to dust. You now gain one more permanent spell slot.

Alkahestry Gem

 * Type: Magical Item, Unbreakable/Indispensable


 * Rarity: Wondrous Item, Legendary


 * Price: Priceless

A small perfectly round polished translucent gem that holds no color, but shines with iridescence, capable of fitting in anyone's palm. This stone is paradoxically charged with all of the arcana in the universe, and at the same time it is devoid of any magic.

While channeling the power of this gem, you may convert any item(s) in your possession to any other item(s) based on the original item(s) value in gold, except for this item or any other Legendary item. You cannot turn an item into pure gold, and this operation costs 1 platinum.

Alkahestry Tablet

 * Type: Magical Item, Unbreakable/Indispensable


 * Rarity: Wondrous Item, Legendary


 * Price: Priceless

A perfectly shaped polished translucent pane made out of a single piece of gemstone tinted a pitch black, but shines with iridescence, as large as a tome. This tablet is paradoxically filled to the brim with items, and at the same time is it as empty as the void.

While channeling the power of this tablet, you may toss any item that has a direct value in gold into this tablet; the item is now destroyed. The tablet will now hold the value of the consumed item as a new resource called "Energy-Matter Currency" (EMC for short) based on its value in gold: you can store an infinite amount of EMC into this tablet by tossing in more items.

If an item with storage is inserted (such as a bag), the sum total of the item and its contents are added to its original worth, rounded down. When an item is consumed, a small image of the item will appear within the surface of the tablet, and can be interacted with. Upon interaction with an item's image (such as a poke) the item will materialize underneath the tablet with all of its original properties and items.

You can only materialize items if you have sufficient EMC, and upon materialization, the amount of EMC the item is worth is deducted from the total EMC resource pool. These images do not disappear from the tablet once the item has materialized, unless the item is materialized while an Alkahestry Gem is directly touching the tablet.

Kobold's Lucky Tooth
(Credit to Bonus_Action from Instagram)


 * Type: Magical Item


 * Rarity: Wondrous Item, Uncommon


 * Price: 500gp

Every day at any time, you can roll 1d4+1. You somehow find this amount of gold coins. These coins can be found in your pockets, bags, or inventory (you probably forgot about them). Sometimes you might find them in your surroundings, such as inside a bush, by the side of the road you've been traveling, or even outside a tavern you've been staying in. You can only use this feature once per day.

Magical Rune Chalk
(Credit to Bonus_Action from Instagram)


 * Type: Magical Item


 * Rarity: Wondrous Item, Very Rare


 * Price: 50kgp

Requires Attunement. A small white chalk that glows with a faint iridescense, with a small golden cap in one of the ends. A creature must have an intelligence of 10 to properly use this chalk; otherwise it is treated like normal chalk. Upon attuning, you can switch the color of this chalk at will once per short rest. You can use an action to draw a symbol, and you can draw up to 20 symbols with the chalk before it is used up; the chalk returns to an unused state each dawn.

Chalk variations and their effects Black


 * Square: Drawn around a lock, it grants +5 bonus to Sleigh of Hand checks to unlock it.
 * Circle: While standing on the symbol, you have advantage on Perception checks to spot traps.
 * Triangle: Summons and spreads caltrops in a 5ft radius.
 * Cross: Drawn on footwear, it grants +3 to stealth checks for 1 hour.

Gray


 * Square: When drawn, delivers a physical sound or auditory message of your choosing when a creature is within 5ft of the symbol.
 * Circle: When drawn, delivers an image or a written message of your choosing when a creature is within 5ft of the symbol.
 * Triangle: When drawn, delivers a mental sound or message of your choosing when a creature touches it.
 * Cross: When drawn, silences all sources of sound within 5ft of the symbol when a creature touches it.

White


 * Square: When drawn around a creature with 0 hit points but not dead, they become stabilized. This does not affect undead or constructs.
 * Circle: While standing on the symbol, you are granted 1d4 bonus on a single ability check of your choice.
 * Triangle: Creates a sacred glyph on an unoccupied space. An undead creature walking over it must make a Dexterity saving throw (DC 15) or take 1d8+2 Radiant damage. Only one triangle can be active at a time.
 * Cross: When drawn, choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. A holy light emits from the symbol, and the chosen creature type cannot willingly exit the space where the symbol is drawn on for 1 hour. If the creature tries to use teleportation or inter-planar travel to do so, it must first succeed on a Charisma saving throw (DC 10).

Red


 * Square: This symbol lasts for 1 hour while not triggered. The first creature that walks over this symbol must make a Dexterity saving throw (DC 10) or take 1d6 fire damage from an erupting flame pillar. After this, the symbol disappears.
 * Circle: Conjures a campfire that can burn for up to 8 hours.
 * Triangle: Cooks all the food within the symbol as if prepared by a chef.
 * Cross: Casts Heat Metal on an item it is drawn on. The item must be metal, or the symbol will disappear with no effect.

Orange


 * Square: You can transmute a 1ft cube of stone, metal, or sand into wood for 1 hour. This does not work on equipment or weapons that are worn or carried.
 * Circle: You can transmute a 1ft cube of wood, metal, or sand into stone for 1 hour. This does not work on equipment or weapons that are worn or carried.
 * Triangle: You can transmute a 1ft cube of wood, stone, or sand into metal for 1 hour. This does not work on equipment or weapons that are worn or carried.
 * Cross: You can transmute a 1ft cube of wood, stone, or metal into sand for 1 hour. This does not work on equipment or weapons that are worn or carried.

Yellow


 * Square: Fills a container with 1 pint of standard ale.
 * Circle: Casts Light on the object it was drawn on.
 * Triangle: Choose between the following liquids: cooking oil or lamp oil. Fills a container with 1 pint of the chosen liquid.
 * Cross: Casts Grease when walked on by a creature, centered on the symbol. Only three crosses can be active at a time.

Lime


 * Square: Drawn on an item or creature, it reveals if it is toxic to the person who drew the symbol.
 * Circle: Drawn either on or beneath a plant reveals basic information, as well as any potential uses.
 * Triangle: While standing on the symbol, Alchemy or Herbology crafting or skill checks are made with advantage.
 * Cross: Conjures 1d4 Goodberries (as per the Goodberry Spell).

Green


 * Square: If drawn on an unoccupied space, it becomes coated in a thick green glue-like substance. Any creature stepping on it must make an Athletics check (DC 9) to break free. It can repeat the check on its turn. Only one square can be active at a time, and lasts for 1 hour.
 * Circle: Coats a weapon or ammunition used with acid. On a successful hit, the coating deals 5 Acid damage. The coating lasts for 1 minute.
 * Triangle: Conjures one empty vial.
 * Cross: When drawn on a shield or armor, it grants Acid Resistance for 1 day.

Blue


 * Square: Casts Alarm, centered on the symbol.
 * Circle: Casts Purify Food and Drink, centered on the symbol.
 * Triangle: Casts Mending on the item drawn on.
 * Cross: Instantly locks a mechanical lock on a door or a chest, once.

Indigo


 * Square: Casts Fog Cloud at 1st level, centered on the symbol. Only one square can be active at a time.
 * Circle: Creates up to a gallon of water in a container.
 * Triangle: Creates an Arcane Umbrella 10ft above the symbol. It covers a 10ft radius in which it stays dry from natural rainfall.
 * Cross: Destroys up to a gallon of liquid in a container.

Purple


 * Square: When drawn on a shield, the shield gains +1 AC. This lasts for 1 hour and does not stack with itself.
 * Circle: When drawn on armor, the wearer gains resistance against Bludgeoning damage. This lasts for 1 hour and does not stack with itself.
 * Triangle: When drawn on armor, the wearer gains resistance against Piercing damage. This lasts for 1 hour and does not stack with itself.
 * Cross: When drawn on armor, the wearer gains resistance against Slashing damage. This lasts for 1 hour and does not stack with itself.

Pink


 * Square: When drawn on an instrument, it tunes and repairs it.
 * Circle: When standing on the symbol, any sound (bodily or instrument) you make is heard three times as loud.
 * Triangle: Dramatic lighting fills 10ft, centered on the symbol. Any creature within the light gains +3 to Performance checks.
 * Cross: Casts a small display of Prestidigitation fireworks within 5ft of the symbol, when touched by a creature.

Cloak of Suns

 * Type: Magical Item


 * Rarity: Wondrous Item, Very Rare


 * Price: 50kgp

This white hooded cloak is embroidered with small yellow or orange suns. You gain a +1 bonus to Attack Throws while you wear it.

Three suns, located on each of the cloak’s shoulder portion and one on front portion of the hood, are particularly large. While wearing this cloak, you can use an action to pull off one of the suns and use it to cast Fireball as a 5th-level spell.

Daily at sunrise, 1d4-1 (minimum 1) removed suns reappear on the cloak. Additionally, this cloak can be layered with the Robe of Stars; layering both items allows them to magically merge and create a Cloak of Cosmos.

While you wear the cloak, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

Cloak of Cosmos

 * Type: Magical Item


 * Rarity: Wondrous Item, Legendary


 * Price: Priceless

This black hooded cloak is embroidered with small white suns and small silver stars, speckled with a variety of white dots that seem to ebb and flow with the cloak's movement. You gain a +1 bonus to Attack and Saving Throws while you wear it.

Three suns, located on each of the cloak’s shoulder portion and one on front portion of the hood, are particularly large and are surrounded by stars, two each. While wearing this cloak, you can use an action to pull off either one of the suns and use it to cast Fireball as a 5th-level spell, or pull off one of the stars and use it to cast Magic Missile as a 5th-level spell.

Daily at sunrise, 1d4-1 removed suns reappear on the cloak; and daily at dusk, 1d6-1 removed stars reappear on the robe.

While you wear the cloak, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

If this cloak has all charges expended and you roll a 0 on both of the recharge dice, this cloak instead becomes a Cloak of Black Holes.

Cloak of Black Holes

 * Type: Magical Item


 * Rarity: Wondrous Item, Legendary


 * Price: Priceless

This white hooded cloak is embroidered with large black circles that gently seem to vibrate within the cloak, speckled with a variety of black dots that seem to ebb and flow with the cloak's movement. You gain a +2 bonus to Attack Throws while you wear it.

Three black holes, located on each of the cloak’s shoulder portion and one on front portion of the hood, are particularly large. While wearing this cloak, you can use an action to pull off one of the black holes and use it to cast Antimagic Field for 1 minute, or use all three black hole to cast Bukoin.

While you wear the cloak, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

These black holes do not reappear, and once all three are used, the cloak loses its magic and modifier bonuses.

Band of Intentions

 * Type: Magical Item


 * Rarity: Wondrous Item, Very Rare


 * Price: 50kgp

This ring requires attunement to wear. While worn, when you cast a spell you may change the spell's targeting conditions in the following manner:


 * Willing targeting conditions can be changed to unwilling, or removed.
 * General targeting conditions can be changed to specify (Friendly, Hostile), as well as the opposite.
 * Single-target conditions can be changed to any number of targets; the effect or damage of the spell is divided accordingly through all targets.
 * Multiple-target conditions can be changed to a single target; the effect or damage of the spell is multiplied accordingly to the single target, based on the maximum amount of targets the spell can affect.
 * Sensory-based targeting conditions may be inverted or removed.

This effect can be used once a day.

Ring of Spell Changing
(Credit to TAZ, based on Ring of the Grammarian)


 * Type: Magical Item


 * Rarity: Wondrous Item, Very Rare


 * Price: 50kgp

This ring requires attunement to wear. Once a day when worn, you can alter one letter in a spell's title from your known spell list to alter the effects in the spell's description: the spell's new effects must be as close to the original in similarity if possible. You can only switch one letter for another, and you can only change one letter of any given spell at a time. This effect persists until it is modified or reversed by this item, and if the spell's new title does not make sense or cannot be understood clearly, the spell has no effect.

When this ring and the Band of Intentions are in contact, you may attune to both of these rings. When you attune to both of these rings, the rings will magically lock and become a Ring of Greater Spell Changing. Unattuning to either of these rings will separate them and revert them to their original state.

Ring of Greater Spell Changing
(Credit to TAZ, based on Ring of the Grammarian)


 * Type: Magical Item


 * Rarity: Wondrous Item, Legendary


 * Price: Priceless

This ring requires attunement to wear. Once a day when worn, you can switch, add, or remove one letter in a spell's title from your known spell list to alter the effects in the spell's description; the spell's new effect can deviate greatly from the original effect, and any new properties that the new spell 's effect inherits should be compared to any spell of similar function and nature whenever possible. This effect persists until it is modified or reversed by this item, and if the spell's new title does not make sense or cannot be understood clearly, the spell has no effect.

Amulet of Promise

 * Type: Magical Item


 * Rarity: Wondrous Item, Rare


 * Price: 5kgp

The amulet is made of a diamond-shaped black gemstone framed by a delicate silver bordering, hanging by a thin yet sturdy silver necklace. A detect magic spell reveals a magical aura of enchantment around the amulet. As an action, you may speak the command word to summon a guardian (choose one between Construct or Spectral) within an unoccupied space closest to you. These two variants have differing stats and abilities, and the guardian gains bonuses to its HP, AC, and stats equal to your proficiency bonus + 1: Strength, and Constitution for the Construct variant, and Strength, and Charisma for the Spectral variant. Unless it is given an order, the guardian will follow you as best as possible and stay within a 5ft distance from you.

While the guardian is within 120ft of you, you may use a bonus action to command the guardian to move, make an action, protect, or make an attack against a target of your choosing. If you were to take damage, you may use your reaction to summon the guardian to block the attack for you, taking the damage instead if it has not already been summoned. The guardian also has abilities that it can take at its own discretion based on the situation it is currently in, as long as it is currently not performing a command.

The guardian remains by your side until you speak the command word once more, or it dies. Speaking the command word when the guardian is within 10ft of you and the amulet is in your possession, the guardian vanishes into an extraplanar pocket dimension if you summoned the Construct variant, or within the gem of your amulet if you summoned the Spectral variant. If the guardian were to die while summoned, it will drop any items it was given onto the ground, and the amulet will take 1d10 days to create another guardian of your choosing. If the amulet is destroyed, the guardian dies and its contents are lost to the Astral Plane; it will require 1 workweek and 1000gp for materials and repairs to fix the amulet, and an additional 1d10 days for the amulet to create another guardian  of your choosing once it is fixed.

You may summon or unsummon a guardian once a day.

Amulet of the Void

 * Type: Magical Item


 * Rarity: Wondrous Item, Rare


 * Price: 5kgp

A black diamond-shaped gem is suspended by frail platinum frames hanging from a platinum necklace. Within it you can see a myriad of speckles that resemble the cosmos, ebbing and flowing with your movements. This gem has 1 + ½ your level charges, rounded up. As an action, you can expend 1 charge to cast Arms of Hadar at 1st level, or expend 2 charges to cast Hunger of Hadar at 3rd level; you can expend additional charges to increase the spell slot level by one for each additional charge you expend.

The gem recharges twice its current amount of charges each midnight: if it has no charges, roll a d20. On a 1, the gem is destroyed in an explosion and casts Hunger of Hadar centered on you at 5th level. Otherwise, it gains half of it's current maximum charges, rounded down.

Magic ∞ Ball

 * Type: Magical Item


 * Rarity: Wondrous Item, Uncommon


 * Price: 500gp

A small crystal sphere, filled with an opaque black liquid. One half of the sphere has a small floating multi-sided die with writing, while the other half is painted black, with a white ∞ painted in the middle. You can shake the sphere and ask it a yes or no question, three times a day. At this time roll a d20, and the roll will determine the type of answer the user will get; questions that the user may have information to can be answered with Yes or No tables, however question that the user have little to no information to have a higher chance of getting an Unsure answer. The DM determines whether this answer is positive, negative, or uncertain.

Crest of Almire



 * Type: Any Shield, Magical Item, Requires Attunement
 * Rarity: Wondrous Item, Very Rare
 * Price: 50kgp

Based from a heater shield's design, it possesses a large extension on its right side giving it the appearance of a jousting shield. The ivory metal of the shield shines with a platinum sheen, while the face of the shield houses the Almirian symbol.

Blaze of Glory: While wielding this shield you gain +2 AC, and have resistance to Fire and Necrotic damage.

Strength from Within: If you are attuned to the shield, your Charisma score is 19 if it is not already while this shield is in your possession.

Lest We Forget (Curse): If you are attuned to the shield, you can strike a melee weapon onto the shield's face as a bonus action: the melee weapon gains 1d6 Fire Damage and the ability to Curse for 1 hour. If you successfully attack a creature, they must make a Wisdom saving throw (DC 15) or become Cursed (Medium). When you use this ability, roll a d20. On a 1-3, you become Cursed (Strong). You can use this ability once per day.

Deck of Many Things (Gray Edition)

 * Type: Magical item
 * Rarity: Wondrous Item, Legendary
 * Price: Priceless

Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. The container of this deck of cards has the symbol of The Grays embedded onto it, signifying it as its maker.

Each dawn, roll a 1d6: the next number of cards gain the capability of triggering their magical effects. You must draw the topmost card from the deck, otherwise the card as no effect. You may either draw a card from a deck of playing cards, or roll a 1d20 and a 1d4-2 (minimum 0), to determine which card you draw. As soon as you draw a card from the deck, its magic takes effect immediately.

Once a card is drawn it fades from existence and reappears in the deck, before the deck magically shuffles.