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Magic items i am interesses in

+3 Shield

And then, if you just want the best, fuss-free way of giving yourself a +5 bonus to your AC,
grab a +3 shield

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Shield of the Hidden Lord

This Legendary item is, like, super cursed. This completely death-metal-inspired shield –
which is celestial in origin but warped over time by its infernal inhabitant until it looks properly
creepy – is the prison of the demon lord Gargauth.
In addition to being a straight-up +2 shield, the Shield of the Hidden Lord is sentient. While
the demon lord remains imprisoned within it, the shield has the following properties:
An Intelligence score of 22, a Wisdom of 18, and a Charisma of 24, as well as hearing and
truesight out to a range of 120 feet.
It can speak, read, and understand Common and Infernal, as well as being able to
communicate telepathically with any creature it can sense within 120 feet of it in a deep,
hollow whisper.
• The shield has 3 charges. You can use an action to expend 1 charge to cast Fireball or 2
charges to cast Wall of Fire from the shield (save DC 21 for each). The wall of fire spell lasts
for 1 minute (no concentration required). The shield regains all expended charges daily at
dawn.
Anytime during your turn, the shield can choose to radiate an aura of dread for 1 minute.
(This is not a power of the shield that you control.) Any creature hostile to you that starts its
turn within 20 feet of the shield must make a DC 18 Wisdom saving throw. On a failed save,
the creature is frightened until the start of its next turn. On a successful save, the creature is
immune to this power of the shield for the next 24 hours. Once the shield uses this power, it
can’t use it again until the next dawn.

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Staff of the Magi

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and
damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.

The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges
daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1
charges.

Spell Absorption: While holding the staff, you have advantage on saving throws against
spells. In addition, you can use your reaction when another creature casts a spell that
targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and
gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings
the staff’s total number of charges above 50, the staff explodes as if you activated its
retributive strike (see below).

Spells: While holding the staff, you can use an action to expend some of its charges to cast
one of the following spells from it, using your spell save DC and spellcasting ability: conjure
elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges),
flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges),
lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges),
telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).

You can also use an action to cast one of the following spells from the staff without using any
charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil
and good.

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Shadowfell Shard

This dull, cold crystal sits heavy and leaden, saturated by the Shadowfell's despair. As an
action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or
detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting
focus while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing the shard,
you can momentarily curse one creature targeted by the spell; choose one ability score, and
until the end of your next turn, the creature has disadvantage on ability checks and saving
throws that use that ability.

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Astral Shard:

When you use a Metamagic option on a spell while you are holding or wearing the shard,
immediately after casting the spell you can teleport to an unoccupied space you can see
within 30 feet of you

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Bloodwell Vial

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a
sorcerer)

To attune to this vial, you must place a few drops of your blood into it. The vial can't be
opened while your attunement to it lasts. If your attunement to the vial ends, the contained
blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing
or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your
sorcerer spells. The bonus is determined by the vial's rarity.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial,
you can regain 5 sorcery points. This property of the vial can't be used again until the next
dawn.

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Staff of Power

This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and
Damage Rolls made with it. While holding it, you gain a +2 bonus to Armor Class, Saving
Throws, and spell Attack rolls.

The staff has 20 Charges for the following Properties. The staff regains 2d8 + 4 expended
Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its
+2 bonus to Attack and damage roll but loses all other Properties. On a 20, the staff regain
1d8 + 2 Charges.

Power Strike: When you hit with a melee Attack using the staff, you can expend 1 charge to
deal an extra 1d6 force damage to the target.

Spells: While holding this staff, you can use an action to expend 1 or more of its Charges to
cast one of the following Spells from it, using your spell save DC and spell Attack bonus:
Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), globe of Invulnerability (6
charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5
charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5
charges).

Retributive Strike: You can use an action to break the staff over your knee or against a solid
surface, performing a retributive strike. The staff is destroyed and releases its remaining
magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it.

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Robe of The Archmagi

This elegant garment is made from exquisite cloth of white, gray, or black and adorned with
silvery runes. The robe's color corresponds to the alignment for which the item was created.
A white robe was made for good, gray for neutral, and black for evil. You can't attune to a
robe of the archmagi that doesn't correspond to your alignment. You gain these benefits
while wearing the robe:

•If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
• You have advantage on saving throws against spells and other magical effects.
•Your spell save DC and spell attack bonus each increase by 2.

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Serpent Scale mail

This suit of magic armor is made from shimmering scales. While wearing it, you can apply
your full Dexterity modifier (instead of a maximum of +2) when determining your Armor
Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth)
checks.

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