Various Magical Items

by /u/aeyana

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Dwarven Forge Gauntlets

Medium Armor, Uncommon

These steel gauntlets are inset with flakes of ruby in their palms. While wearing these gloves, you can handle scalding hot items (such as white-hot metals from a forge, or objects under the effects of heat metal) without harm to your hands.

As an action, you can cast burning hands at its lowest level, with a spell save DC of 12. Once these gauntlets have been used this way, it must be left in a roaring fire for one hour, or targeted by the Heat Metal spell, before it can be used again.

Boots of Frost

Boots, Uncommon

These grey-leather boots are trimmed with wolf's pelt, and laced across the front with brown leather cord. Woven into the cord on each boot is a small flake of Opal. It has 5 charges.

While wearing these boots, you can expend a charge as part of your movement to come under the effects of the Water Walk spell until the end of your next turn. Water under your feet freezes, forming temporary sheets of ice that thaw as you step away from them.

As a reaction to being knocked prone or pushed back, you can expend a charge from these boots to resist the effect.

The boots regain 1d4+1 expended charges daily at dawn.

Nettle's Thorn

Dart, Uncommon

This golden hairpin, crafted with a flower motif, is topped with a stunning emerald. An seemingly innocuous ornament, the hairpin can also be used as a poison dart, and has been used through the ages by various assassins. Hidden in the center of the long straight shaft runs a coaxial tube, which serves to deliver the venom to its unsuspecting victims.

The hairpin's emerald will shine faintly in the presence of poison. When dipped into food or drink, the user can depress a thorn on the side to absorb any poisons that may be present. This simultaneously purifies the food or drink and charges the hairpin with poison for later use. The charged hairpin can be dipped into food or drink with the thorn depressed in order to inject the poison into it.

While charged, the user gains a +1 bonus to attack and damage rolls made with this magic dart. On a hit, the poison is injected into the target.

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Stoneghost Crossbow

Heavy Crossbow, Rare. Requires Attunement

This magic crossbow was commissioned by a notorious dwarven assassin. It bears across its face the words in dwarvish "There is nowhere to hide."

Crossbow bolts fired from this weapon can pass through up to 10 feet of solid stone as if it were air.

This crossbow was often used in conjunction with Gossip Crossbow Bolts

Gossip Crossbow Bolt

Crossbow Bolt, Uncommon

These magic crossbow bolts were the favored ammuntion of a notorious dwarven assassin. They produce a low, unintelligible murmuring sound when they strike. They also give the user tremorsense with a radius of 30 feet centered on the point where they land. This tremorsense lasts for 1 minute, or until the bolt is removed from its point of impact. Onced used this way, the bolt loses its magical properties, becoming a mundane crossbow bolt.

Silvertongue

Dagger, Rare. Requires Attunement by a Rogue or Bard

This silvered kris dagger grants its users with particular quickness of tongue. While attuned to this dagger, you gain a +2 bonus on charisma checks that involve speech.

Attumement by a Rogue. When you inflicts damage with Sneak Attack on your turn with this dagger, you can choose to forgo one of the damage dice in order to inspire one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Attunement by a Bard. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack using this dagger if there is another a creature that has one of your Bardic Inspiration die is within 5 feet of the target. The inspired creature must not be incapacitated, and you must not have disadvantage on the attack roll in order to deal this extra damage.

Blueflame Candlestick

Wondrous Item, Artifact, (requires attunement)

This brass candlestick holds a white wax candle, atop which burns a magical blue flame. The flame cannot be quenched in water nor suffocated by lack of air, and waxes and wanes almost as if breathing. This candlestick can be used as a spellcasting focus. While holding this candlestick, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells that deal fire damage.

While attuned to the candlestick, all fire damage you do takes on the blue flame appearance, ignores resistance to fire damage, and treats immunity to fire damage as vulnerability instead.

As a bonus action while holding the candlestick, you can cause the candle's flame to take on the shape of any melee weapon that does not have the two-handed property. Attacks made with this weapon have a +1 bonus to attack and damage rolls, and deal fire damage instead of their normal damage type.

Sentience. The Blueflame Candlestick is a sentient true neutral object with an Intelligence of 19, a Wisdom of 16, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. While attuned to this item, it speaks to you telepathically in your mind.

Blueflame Sensor. The Blueflame Candlestick can create a blue flare in an unoccupied space it can see within 120 feet of it. Anyone who touches the sensor takes 1d4 fire damage. The Blueflame Candlestick can have more than 1 sensor, and can see and hear as if it were in its place.

Fuel the Flames. Whenever you kill a creature with fire, the Blueflame Candlestick gains one point of nourishment. When you take a long rest, the candlestick loses a point of nourishment for each sensor it currently has. If the candlestick does not have enough nourishment to sustain all its sensors, it can attempt to steal life from you. Make a DC 18 Constitution saving throw. On a failed save, you regain 1 less hit dice when you complete the long rest, and the Blueflame Candlestick gains one point of nourishment. It can attempt this a number of times equal to your level. If it does not have enough nourishment for its sensors, it must snuff out sensors until it can nourish all of them.

Candela, the Blueflame Candlestick

Originally an archmage of a renown wizard's tower, the sentience that inhabits the Blueflame Candlestick fell victim to the beguiling words of a devil, who tricked the mage into binding their own soul to the candlestick. Over the decades, the mage grew resentful towards fiends, and channeled this resentment into the flame, dying it blue. The vengeful blue flames burn creatures of fire with increased intensity.

 

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