Diablo 1 inspired unique items
Harlequin Crest
Wondrous Item, Rare (Requires Attunement)
This jester's cap is splendidly technicolor.
While wearing this hat, you gain resistance to acid, cold, fire, lightning, and thunder damage, and your hit point maximum increases by 1 for each level you have attained.
Curse. This hat is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the hat fails to end the curse on you. While cursed, you have a -5 penalty to AC.
Götterdammerung
Wondrous Item, Rare (Requires Attunement)
Even gods may die.
While wearing this helm, you have a +3 bonus to AC, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3, and your hit point maximum increases by 1 for each level you have attained.
Curse. This helm is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the helm fails to end the curse on you. While cursed, you have vulnerabiliy to acid, cold, fire, lightning, and thunder damage.
Veil of Steel
Wondrous Item, Rare (Requires Attunement by a Spellcaster)
May those who wear this helm meet a better fate than Lachdanan, ever guided by loyalty and honor
While wearing this helm, when you finish a long rest, you automatically expend your highest level spell slot. You gain a bonus to your AC and to all your saving throws equal to the half the level of the expended spell slot, rounded up. You also gain temporary HP equal to 5 x the expended spell slot level. These effects last until the end of your next long rest. If a warlock spell slot was expended, an additional warlock spell slot is expended at the end of each short rest.
Scavenger Carapace
Armor (breastplate), Rare (Requires Attunement)
The shells of the desert scavengers are oddly armored.
While wearing this armor, you have resistance to bludgeoning, piercing, and slashing damage that you take from nonmagical weapons, and bludgeoning, piercing, and slashing damage that you take from magical weapons is reduced by 5.
Curse. This armor is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the armor fails to end the curse on you. While cursed, you have a -5 penalty to AC.
Sparking Mail
Armor (chain mail), Rare (Requires Attunement)
Woven from the shell of a lightning scarab.
While wearing this armor, your weapon attacks deal additional lightning damage equal to your AC - 10.
Curse. This armor is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the armor fails to end the curse on you. While cursed, attacks against you treat your AC as 10.
The Defender
Weapon (rapier), Rare (Requires Attunement)
This sword keeps you on guard.
While holding this weapon, Your AC is increased by your Strength or Dexterity modifier, whichever is greater. You don't add your ability modifier to this weapon's damage rolls.
Gryphon's Claw
Weapon (longsword), Rare (Requires Attunement)
Spelled differently.
You have a bonus to your damage rolls made with this magic weapon equal to your proficiency bonus, and you have a penalty to your attack rolls made with this magic weapon equal to your proficiency bonus.
Diablo 3 Inspired Unique Items
Pandemonium Loop
Ring, Rare (Requires Attunement)
Panic is primal and contagious.
When you reduce a frightened creature to 0 hit points, a psychic explosion of fear erupts from the victim. Every creature within 10 feet of the target other than you must make a DC 15 Wisdom saving throw. On a failure, the creature takes 2d8 psychic damage and is frightened of you until the end of your next turn. On a success, the creature is not frightened and takes half as much damage.
Broken promises
Ring, Rare (Requires Attunement)
Archaic hieroglyphs inscribed on its band tell a tale of unrelenting heartbreak and sorrow.
When you make an attack roll and roll a 1 on the attack roll, your next attack is a critical hit.
Unity
Ring, Rare (Requires Attunement)
A symbol of peace, love and togetherness for all mankind.
These rings are always found as a pair. When two creatures are wearing the rings within 60 feet of each other, they gain a +1 bonus to AC and saving throws, they have resistance to all damage. Also, each time either creature takes damage, the other creature takes the same amount of damage.
Cindercoat
Armor (Padded), Rare (Requires Attunement)
One could withstand the fires of Hell itself wearing armor such as this.
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with light armor. While wearing the armor, any spell slot you expend to cast a spell that deals fire damage counts as a spell slot of one level higher.
Heart of Iron
Armor (Plate), Rare (Requires Attunement)
The blessed armor of Olenna the 'Iron Crusader'.
While wearing the armor, a creature that hits you with a melee Attack while within 5 feet of you takes takes piercing damage equal to three times your Constitution modifier.
Sever
Weapon (longsword), Rare (Requires Attunement)
Slain enemies Rest in Pieces.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you reduce a creature to 0 hit points with this weapon, you roll additional weapon damage dice equal to twice your level. If the hit is a critical hit, you roll additional weapon damage dice equal to four times your level instead.
Creatures slain by this blade are reduced to a fine pink mist. The creature can be restored to life only by means of a true resurrection or a wish spell.
Windforce
Weapon (longbow), Rare (Requires Attunement)
The wind carries life for those enveloped in its flow, and death for those arrayed against it.
Arrows shot from the bow ignore strong winds and knock the target back 10 feet on a hit.
The maximum range of the bow increases to "sight". Arrows shot from this bow travel up to 1500 feet per round.
Blood Brother
Weapon (greatsword) (Requires Attunement)
The wind carries life for those enveloped in its flow, and death for those arrayed against it.
While wielding this magic weapon, you have a +1 bonus to AC. When a creature misses you with an attack, you can use your reaction to deal an extra 2d6 weapon damage on your next attack with this weapon.
Envious Blade
Weapon (dagger) (Requires Attunement)
All who chance to behold it, desire it. Those who possess it must shed blood to keep it. And those who deem themselves above its allure are the most endangered by it.
Attacks made against creatures that aren't missing any of its hit points score a critical hit on a roll of 18–20.
Diablo 1/2 Item Rolling Tables
Do you ever give or receive a flame tongue and think, "Man, I've already gotten or received a flame tongue before in another game"? Fear not. Use the following random item generation tables and give/receive a never-before-seen magic item. That is, unless you roll a flame tongue by accident. Blame the dice then.
Item Table
First off, choose which type of item you're giving out. It could be any type of weapon, any type of armor, including shields, or a wearable magic item like a ring or gauntlets. If you're unsure, use the following table to determine what you're giving out.
Base Item Table
d8 | Item Type |
---|---|
1-3 | Weapon |
4 | Armor |
5 | Shield |
6 | Spellcasting Focus |
7 | Ring |
8 | Wondrous Item |
Armor Table
d20 | Armor |
---|---|
1 | Padded |
2-3 | Leather |
4-5 | Studded Leather |
6 | Hide |
7-8 | Chain Shirt |
9-10 | Scale Mail |
11-12 | Breastplate |
13-14 | Half Plate |
15 | Ring Mail |
16-17 | Chain Mail |
18-19 | Splint |
20 | Plate |
Weapon Table
d100 | Weapon |
---|---|
1 | Club |
2-7 | Dagger |
8 | Greatclub |
9-11 | Handaxe |
12-14 | Javelin |
15-17 | Light Hammer |
18-19 | Mace |
20-22 | Quarterstaff |
23 | Sickle |
24-26 | Spear |
27-28 | Dart |
29-30 | Battleaxe |
31-33 | Flail |
34-35 | Glaive |
36-37 | Greataxe |
38-40 | Greatsword |
41-42 | Halberd |
43-44 | Lance |
45-54 | Longsword |
55-56 | Maul |
57 | Morningstar |
58-59 | Pike |
60-64 | Rapier |
65-67 | Scimitar |
68-77 | Shortsword |
78-79 | Trident |
80-81 | War Pick |
82-84 | Warhammer |
85-86 | Whip |
87-91 | 4d8 Bolts |
92-96 | 4d8 Arrows |
97-98 | 7d8 Blowgun Needles |
99-00 | 4d8 Sling Bullets |
Rarity Tables
Next, use the following tables to find out how many times you should roll on the subsequent tables. Roll once on each table it tells you to, unless specified otherwise. If you are told to roll twice on a table, you choose which name the item takes.
If you are told to roll twice on each table and then remove an affix randomly, you record the order that you rolled the affixes in. You then roll a d4. On a 1, you discard the first affix, and so on.
Overlapping Affixes
If you roll multiple affixes that both give bonuses to attack rolls or AC, you must discard the lower-rolled ones and reroll on the item table. If two affixes are the same value, you can choose which one to reroll.
Restricted Affixes
The suffix tables are shared between items and armor, but the prefix tables are either armor-only or item-only. Roll shields on the item prefix tables.
Sample Items
Let's say you want to roll random items. Here's a famous possibility.
Obsidian Ring of the Zodiac
- You roll a 7 on the base item table, so you have a ring.
- You're trying to create a legendary item, so you roll on the legendary magic item table. You roll a 12. Perfect. Two very rare affixes.
- You roll once on the very rare item prefix table. You get a 5, so the prefix is "Obsidian".
- You roll once on the very rare item/armor suffix table. You get a 2, so the suffix is "Of the Zodiac".
- You end up with an Obsidian Ring of the Zodiac. The ring gives you a +3 bonus to saving throws and increases all your attributes to a minimum of 17.
Uncommon Magic Item
d20 | Tables |
---|---|
1-7 | Roll on the uncommon prefix table |
8-12 | Roll on the uncommon suffix table |
13-17 | Roll on the common prefix and on the uncommon suffix table |
18-20 | Roll on the uncommon prefix table and on the common suffix table |
Rare Magic Item
d20 | Tables |
---|---|
1-7 | Roll on the rare prefix table |
8-12 | Roll on the rare suffix table |
13-15 | Roll on the uncommon prefix and suffix table |
16-17 | Roll on the common prefix and on the rare suffix table |
18-20 | Roll on the rare prefix table and on the common suffix table |
Very Rare Magic Item
d20 | Tables |
---|---|
1-7 | Roll on the very rare prefix table |
8-12 | Roll on the very rare suffix table |
13 | Roll on the uncommon prefix and on the rare suffix table |
14-15 | Roll on the rare prefix table and on the uncommon suffix table |
16 | Roll on the common prefix and on the very rare suffix table |
17-18 | Roll on the very rare prefix table and on the common suffix table |
19 | Roll on the uncommon prefix and suffix table twice each. Remove an affix randomly (1d4) |
20 | Roll on the rare prefix and suffix table |
Legendary Magic Item
d20 | Tables |
---|---|
1-7 | Roll on the very rare prefix table and on the uncommon suffix table |
8-12 | Roll on the uncommon prefix and on the very rare suffix table |
13-15 | Roll on the uncommon prefix and suffix table twice each |
16-17 | Roll on the very rare prefix table and on the rare suffix table |
18 | Roll on the rare prefix table and on the very rare suffix table |
19 | Roll on the rare prefix and suffix table twice each. Remove an affix randomly (1d4) |
20 | Roll on the very rare prefix and suffix table |
Magic Weapon Affix Tables
Common Magic Weapon Prefixes
d6 | Prefix |
---|---|
1-2 | Wolfram |
3-6 | Damascite |
Common Magic Weapon Suffixes
d100 | Suffix |
---|---|
1-30 | Of Silver |
31-40 | Of Cruelty |
41-50 | Of the Leech |
51-58 | Of the Owlbear |
59-61 | Of the Far Realms Fighter (Aberration) |
62-64 | Of the Beast Fighter |
65-67 | Of the Angel Fighter (Celestial) |
68-70 | Of the Construct Fighter |
71-73 | Of the Dragon Fighter |
74-76 | Of the Elemental Fighter |
77-79 | Of the Fey Fighter |
80-82 | Of the Fiend Fighter |
83-85 | Of the Giant Fighter |
86-88 | Of the Man Fighter (Humanoid) |
89-91 | Of the Monster Fighter (Monstrosity) |
92-94 | Of the Ooze Fighter |
95-97 | Of the Plant Fighter |
98-00 | Of the Undead Fighter |
Uncommon Magic Weapon Prefixes
d100 | Prefix |
---|---|
01-40 | Knight's |
41-55 | Mithral |
56-70 | Screaming |
71-73 | Corrosive |
74-76 | Chilling |
77-79 | Flaming |
80-82 | Concussive |
83-85 | Shocking |
86-88 | Grim |
89-91 | Poisonous |
92-94 | Frightening |
95-97 | Bright |
98-00 | Loud |
Uncommon Magic Weapon Suffixes
d100 | Suffix |
---|---|
1-30 | Of Gold |
31-40 | Of Viciousness |
41-50 | Of the Bat |
51-58 | Of Injuring |
59-61 | Of the Far Realms Slayer (Aberration) |
62-64 | Of the Beast Slayer |
65-67 | Of the Angel Slayer (Celestial) |
68-70 | Of the Construct Slayer |
71-73 | Of the Dragon Slayer |
74-76 | Of the Elemental Slayer |
77-79 | Of the Fey Slayer |
80-82 | Of the Fiend Slayer |
83-85 | Of the Giant Slayer |
86-88 | Of the Man Slayer (Humanoid) |
89-91 | Of the Monster Slayer (Monstrosity) |
92-94 | Of the Ooze Slayer |
95-97 | Of the Plant Slayer |
98-00 | Of the Undead Slayer |
Rare Magic Weapon Prefixes
d100 | Prefix |
---|---|
1-30 | Lord's |
31-40 | Adamantine |
41-50 | Speedy |
51-60 | Howling |
61-70 | Angel's |
71-73 | Vitreous |
74-76 | Freezing |
77-79 | Burning |
80-82 | Blasting |
83-85 | Zapping |
86-88 | Deathly |
89-91 | Venomous |
92-94 | Terrifying |
95-97 | Heavenly |
98-00 | Shattering |
Rare Magic Weapon Suffixes
d10 | Suffix |
---|---|
1-4 | Of Platinum |
5-6 | Of Savageness |
7-8 | Of the Vampire |
9-10 | Of Wounding |
Very Rare Magic Weapon Prefixes
d6 | Prefix |
---|---|
1-3 | King's |
4 | Piercing |
5 | Hasted |
6 | Archangel's |
Very Rare Magic Weapon Suffixes
d100 | Suffix |
---|---|
1-100 | Vorpal |
Magic Item/Armor Affix Tables
Common Magic Item Prefixes
d10 | Suffix |
---|---|
1-3 | Rugged |
4-5 | Thorny |
6-7 | Healthy |
8-10 | Shimmering |
Common Magic Armor Prefixes
d10 | Suffix |
---|---|
1-2 | Rugged |
3-5 | Thorny |
6-8 | Healthy |
9-10 | Shimmering |
Common Magic Item/Armor Suffixes
d10 | Suffix |
---|---|
1 | Of The Bull |
2 | Of The Cat |
3 | Of the Bear |
4 | Of the Fox |
5 | Of the Owl |
6 | Of the Eagle |
7-8 | Of the Night |
9-10 | Of Light |
Uncommon Magic Item Prefixes
d10 | Prefix |
---|---|
1-2 | Glorious |
3-4 | Amber |
5-6 | Vigorous |
7 | Spiky |
8 | Protective |
9-10 | Prismatic |
Uncommon Magic Armor Prefixes
d10 | Prefix |
---|---|
1-2 | Mithral |
3-4 | Wolfram |
5 | Vigorous |
6-7 | Spiky |
8-9 | Protective |
10 | Prismatic |
Uncommon Magic Item/Armor Suffixes
d20 | Suffix |
---|---|
1-2 | Of The Elephant |
3-4 | Of The Panther |
5-6 | Of the Orca |
7-8 | Of the Monkey |
9-10 | Of the Hawk |
11-12 | Of the Giant Eagle |
13 | Of the Stars |
14-15 | Of the Snake |
16-17 | Of the Sentinel |
18-20 | Of Radiance |
Rare Magic Item Prefixes
d20 | Prefix |
---|---|
1-3 | Saintly |
4-5 | Jade |
6-7 | Tireless |
8 | Bladed |
9 | Absorptive |
10 | Scintillating |
11 | Onyx |
12 | Pearl |
13 | Ruby |
14 | Garnet |
15 | Sapphire |
16 | Opal |
17 | Emerald |
18 | Amethyst |
19 | Diamond |
20 | Topaz |
Rare Magic Armor Prefixes
d20 | Prefix |
---|---|
1-2 | Glorious |
3 | Amber |
4-5 | Adamantine |
6 | Tireless |
7-8 | Bladed |
9 | Absorptive |
10 | Scintillating |
11 | Onyx |
12 | Pearl |
13 | Ruby |
14 | Garnet |
15 | Sapphire |
16 | Opal |
17 | Emerald |
18 | Amethyst |
19 | Diamond |
20 | Topaz |
Rare Magic Item/Armor Suffixes
d12 | Suffix |
---|---|
1 | Of The Mammoth |
2 | Of The Tiger |
3 | Of the Whale |
4 | Of the Raven |
5 | Of the Hippogriff |
6 | Of the Griffon |
7 | Of the Heavens |
8-9 | Of the Wyrmling |
10 | Of the Dragon |
11-12 | Of The Dark |
Very Rare Magic Item Prefixes
d6 | Prefix |
---|---|
1-4 | Godly |
5-6 | Obsidian |
Very Rare Magic Armor Prefixes
d20 | Prefix |
---|---|
1-11 | Saintly |
12-17 | Jade |
18-19 | Godly |
20 | Obsidian |
Very Rare Magic Item/Armor Suffixes
d20 | Suffix |
---|---|
1-4 | Of The Zodiac |
5-9 | Of the Wyrm |
10-11 | Of Chain Lightning |
12-13 | Of Destructive Wave |
14-15 | Of Harming |
16-17 | Of Healing |
18-19 | Of Phasing |
20 | Of Disintegration |
Magic Weapon Prefixes
Magic Weapon Bonus
You gain a +X bonus to attack and damage rolls made with this magic weapon.
Affix Name | +X bonus |
---|---|
Knight's | +1 |
Lord's | +2 |
King's | +3 |
Damascite
The size of this weapon's die or dice increases.
Old die size | New die size |
---|---|
1d4 | 1d6 |
1d6 | 1d8 |
1d8 | 1d10 |
1d10 | 1d12 |
1d12, 2d6 | 2d8 |
Mithral
The weapon has the light tag if it's normally heavy, and the heavy tag is removed if it is normally heavy.
Wolfram
If the weapon hits an object, the hit is a critical hit.
Adamantine
Your attacks with this magical weapon score a critical hit on a roll of 19 or 20. If the weapon hits an object, the hit is a critical hit.
Piercing
Attacks made with this magic weapon treat the enemy's AC as no more than 10.
Speedy
You can make one attack with this weapon as a bonus action on each of your turns.
Hasted
You can make one attack with this weapon as part of your action on each of your turns.
Frighten on Hit
The first time you hit a creature with this magic weapon on a turn, the creature must succeed on a DC X Wisdom saving throw or be frightened of you until the start of your next turn.
Affix Name | DC |
---|---|
Screaming | 13 |
Howling | 15 |
Wailing | 17 |
Spell Attack/DC Bonus
While holding this magic weapon, you gain a +X bonus to spell attack rolls and to the saving throw DCs of your spells.
Affix Name | +X bonus |
---|---|
Angel's | +1 |
Archangel's | +2 |
Elemental Damage Bonus
The magic weapon deals an extra Xd6 Type Y damage to any target it hits.
Affix Name | Xd6 bonus | Damage type |
---|---|---|
Corrosive | 1d6 | Acid |
Vitreous | 2d6 | Acid |
Chilling | 1d6 | Cold |
Freezing | 2d6 | Cold |
Flaming | 1d6 | Fire |
Burning | 2d6 | Fire |
Concussive | 1d6 | Force |
Blasting | 2d6 | Force |
Shocking | 1d6 | Lightning |
Zapping | 2d6 | Lightning |
Grim | 1d6 | Necrotic |
Deathly | 2d6 | Necrotic |
Poisonous | 1d6 | Poison |
Venomous | 2d6 | Poison |
Frightening | 1d6 | Psychic |
Terrifying | 2d6 | Psychic |
Bright | 1d6 | Radiant |
Heavenly | 2d6 | Radiant |
Loud | 1d6 | Thunder |
Shattering | 2d6 | Thunder |
Magic Weapon Suffixes
Attack Roll Bonus
You gain a +X bonus to attack rolls made with this magic weapon. This affix is incompatible with the magic weapon bonus affixes.
Affix Name | +X bonus |
---|---|
Of Silver | +1 |
Of Gold | +2 |
Of Platinum | +3 |
Natural 20 Damage Bonus
When you roll a 20 on your attack roll with this magic weapon, the target takes an extra Xd8 damage of the weapon’s type.
Affix Name | Xd8 damage |
---|---|
Of Cruelty | 1d8 |
Of Viciousness | 2d8 |
Of Savageness | 4d8 |
Vorpal (second prefix) | death or 6d8 (see DMG p. 209) |
Leech Bonus
When you attack a creature with this magic weapon and roll a 20 on the attack roll, you gain X temporary hit points.
Affix Name | X temporary HP |
---|---|
Of the Leech | 5 |
Of the Bat | 10 |
Of the Vampire | 15 |
Of Injuring
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Of Wounding
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Of the Creature Fighter
When you hit a creature with the stated type with this weapon, the creature takes an extra 1d8 damage.
Of the Creature Slayer
When you hit a creature with the stated type with this weapon, the creature takes an extra 3d6 damage.
Of the Owlbear
When you roll a 20 on your attack roll with this magic weapon, the target is knocked back 10 feet and if it is Huge or smaller it is also knocked prone.
Magic Item Prefixes
AC Bonus
You have a +X bonus to AC while wearing this item.
Affix Name | +X bonus |
---|---|
Glorious | +1 |
Saintly | +2 |
Godly | +3 |
Saving Throws Bonus
You have a +X bonus to Saving Throws while wearing this item.
Affix Name | +X bonus |
---|---|
Amber | +1 |
Jade | +2 |
Obsidian | +3 |
Damage Resistance
While you're wearing this item, you have resistance to Type Y damage.
Affix Name | Damage Type |
---|---|
Emerald | Acid |
Pearl | Cold |
Ruby | Fire |
Garnet | Force |
Sapphire | Lightning |
Opal | Necrotic |
Onyx | Poison |
Amethyst | Psychic |
Diamond | Radiant |
Topaz | Thunder |
Speed Bonus
While wearing the magic item, your walking speed is increased by X feet.
Affix Name | +X feet |
---|---|
Rugged | +10 ft. |
Vigorous | +20 ft. |
Tireless | +30 ft. |
Thorns
While wearing the magic item, a creature that hits you with a melee Attack while within 5 feet of you takes takes X piercing damage.
Affix Name | X damage |
---|---|
Thorny | 2 |
Spiky | 4 |
Bladed | 6 |
Weapon Damage Reduction
While wearing the magic item, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by X. The damage reduction is halved for bludgeoning, piercing, and slashing damage that you take from magical weapons.
Affix Name | X damage |
---|---|
Healthy | 2 |
Protective | 4 |
Absorptive | 6 |
Elemental Damage Reduction
While wearing the magic item, acid, cold, fire, lightning, and thunder damage that you take is reduced by X.
Affix Name | X damage |
---|---|
Shimmering | 2 |
Prismatic | 4 |
Scintillating | 6 |
Magic Armor Prefixes
Mithral
If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Wolfram
While you're wearing this armor, any critical hit against you becomes a normal hit.
Adamantine
While you're wearing this armor, any critical hit against you becomes a normal hit, and all nonmagical bludgeoning, piercing, and slashing weapon damage against you is reduced by 3.
Magic Item Suffixes
Attribute Bonus
Your Attribute Y score is X while you're wearing this item. It has no effect on you if your Attribute Y is X or higher without them.
Affix Name | Set to X | Attribute |
---|---|---|
Of the Bull | 17 | Strength |
Of the Elephant | 19 | Strength |
Of the Mammoth | 21 | Strength |
Of the Cat | 17 | Dexterity |
Of the Panther | 19 | Dexterity |
Of the Tiger | 21 | Dexterity |
Of the Bear | 17 | Constitution |
Of the Orca | 19 | Constitution |
Of the Whale | 21 | Constitution |
Of the Fox | 17 | Intelligence |
Of the Monkey | 19 | Intelligence |
Of the Raven | 21 | Intelligence |
Of the Owl | 17 | Wisdom |
Of the Hawk | 19 | Wisdom |
Of the Hippogriff | 21 | Wisdom |
Of the Eagle | 17 | Charisma |
Of the Giant Eagle | 19 | Charisma |
Of the Griffon | 21 | Charisma |
Of the Stars | 13 | All |
Of the Heavens | 15 | All |
Of the Zodiac | 17 | All |
Spell Slot Regeneration
You can regain one spell slot of Xth level or lower as an action while you're wearing this item. You can't use this property again until you finish a long rest.
Affix Name | Xth level spell |
---|---|
Of the Snake | 3rd |
Of the Wyrmling | 4th |
Of the Dragon | 5th |
Of the Wyrm
When you take a critical hit from a hostile creature while wearing this item, you can regain one spell slot of a level that is equal to or less than half your level (rounded up), and the slot can't be 6th level or higher.
Of the Sentinel
While the item is on your person, you have advantage on initiative rolls and Wisdom (Perception) checks.
Of the Dark
The magic item emits magical darkness in a 20-foot radius, and reduces all nonmagical light to dim light for an additional 20 feet. Nonmagical light can't illuminate the area, but a creature with darkvision can see through the darkness.
Of the Night
The magic item reduces all nonmagical light in a 20-foot radius to dim light.
Of Light
The magic item emits dim light in a 20-foot radius.
Of Radiance
The magic item emits bright light in a 20-foot radius and dim light for an additional 20 feet.
Of Chain Lightning
When you take a critical hit from a hostile creature within 150 feet of you while wearing this item, this magic item casts chain lightning on the creature (Save DC 17), and it chooses the additional targets. This effect cannot occur again until the start of your next turn.
Of Destructive Wave
When you take a critical hit from a hostile creature within 30 feet of you while wearing this item, this magic item casts destructive wave on the creature (Save DC 17), and it chooses the additional targets. This effect cannot occur again until the start of your next turn.
Of Harming
When you take a critical hit from a hostile creature within 30 feet of you while wearing this item, this magic item casts harm on the creature (Save DC 17). This effect cannot occur again until the start of your next turn.
Of Healing
When you take a critical hit from a hostile creature within 30 feet of you while wearing this item, this magic item casts cure wounds at 5th level on you (Save DC 17). This effect cannot occur again until the start of your next turn.
Of Phasing
When you take a critical hit from a hostile creature while wearing this item, this magic item casts scatter on you (Save DC 17), and it chooses the teleport location. This effect cannot occur again until the start of your next turn.
Of Disintegration
When you take a critical hit from a hostile creature while wearing this item, this magic item casts disintegrate on the creature (Save DC 17). This effect cannot occur again until the start of your next turn.
Heirloom Affixes
Any of the following can replace the rolled affixes if the item is meant to be used in all tiers.
Magic Weapon Prefixes
Fool's
You gain a bonus to attack and damage rolls made with this weapon equal to half your proficiency bonus, rounded down.
Shrieking
The first time you hit a creature with this magic weapon on a turn, the creature must succeed on a Wisdom saving throw with a DC equal to 11 + your proficiency bonus or be frightened of you until the start of your next turn.
Magic Weapon Suffixes
Of the Hawkeye
You gain a bonus to attack rolls made with this weapon equal to half your proficiency bonus, rounded down.
Of Grinding
When you roll a 20 on your attack roll with this magic weapon, the target takes an extra damage of the weapon’s type equal to your level.
Of The Wraith
When you attack a creature with this magic weapon and roll a 20 on the attack roll, you gain temporary hit points equal to your level.
Magic Item Prefixes
Faithful
You have a bonus to AC while wearing this item equal to half your proficiency bonus, rounded down.
Crystalline
You have a bonus to Saving Throws while wearing this item equal to half your proficiency bonus, rounded down.
Accelerating
While wearing the magic item, your walking speed is increased by an amount of feet equal to 5 times your proficiency bonus.
Sharpened
While wearing the magic item, a creature that hits you with a melee Attack while within 5 feet of you takes takes piercing damage equal to your proficiency bonus.
Life-preserving
While wearing the magic item, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by your proficiency bonus. The damage reduction is halved, rounded down, for bludgeoning, piercing, and slashing damage that you take from magical weapons.
Rainbow
While wearing the magic item, acid, cold, fire, lightning, and thunder damage that you take is reduced by your proficiency bonus.
Spell Name
Spell Type
- Casting Time: Casting Time
- Range: Range
- Components: V, S
- Duration: Duration
A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.
Magic Item Suffixes
Attribute Bonus
Your Attribute Y score is 15 + your proficiency bonus while you're wearing this item. It has no effect on you if your Attribute Y is equal to 15 + your proficiency bonus or higher without them.
Affix Name | Attribute |
---|---|
Of Might | Strength |
Of Precision | Dexterity |
Of Resilience | Constitution |
Of Brilliance | Intelligence |
Of Enlightenment | Wisdom |
Of Performance | Charisma |
Of Perfection
While wearing this item, all of your attributes are 11 + your proficiency bonus at the minimum.
Of Memory
You can regain one spell slot as an action while you're wearing this item. The spell slot can have a level that is equal to or less than half your level (rounded up), and the slot can't be 6th level or higher. You can't use this property again until you finish a long rest.