Diablo-style magic items

by 3athompson

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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.

 

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