Common Magic Items, League of Legends

by Green DM

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Common Magic Items for DnD 5e

League of Legends Items

Cull

Weapon (halberd), Common (Requires Attunement)

"It does not matter who we kill. The quota must be met. Balance must be kept." - Servant of Kelemvor

Art Credit - Cull, LoL, Riot Games


Reap. When a creature, of size Small or larger, is killed with this magic weapon, the weapon gains a charge. A Cull found as treasure usually has 1d6 - 1 charges already. When a Cull reaches 25 charges, blue ichor drips from the blade to form a saphire worth 10d20 + 100 gold pieces. The Cull then becomes an inert halberd and loses all other properties.

Doran's Blade

Weapon (any sword), Common (Requires Attunement)

An iron sword with a hole cut through the middle. The handle and cross guard are made of bronze and the handle is made of wrapped dark leather.

Art Credit - Doran's Sword, LoL, Riot Games


Warmonger. As a bonus action, you may speak this sword's command word and a faint pink glow will emanate from it. You immediately gain 1d4 temporary hit points. Until the start of your next turn, you gain a +1 bonus to attack and damage rolls made with this weapon, and this weapon is considered magic for the purpose of overcoming resistances. Once this feature is used, the sword must be sheathed for the duration of a short or long rest before it can be use it again.


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Doran's Ring

Ring, Common (Requires Attunement)

A piece of raw iron roughly bent into a loop. It glows blue when either Focus or Drain are used.

Art Credit - Doran's Ring, LoL, Riot Games


Focus. As a bonus action, you can focus your mind through the ring, granting yourself advantage on your next melee or ranged weapon attack. Once you use this feature, you must finish a short or long rest before you can use it again.
Drain. When you hit a creature with a melee or ranged weapon attack, you may use your reaction to attempt to drain the creature's hit points. The target must succeed a DC 10 Constitution saving throw, or take 1d6 necrotic damage. You regain hit points equal to the damage dealt. Once you use this feature, you must finish a short or long rest before you can use it again.

Doran's Shield

Shield, Common (Requires Attunement)

This shield is made of bent oak wood strips surrounded by a ring of rough iron. Both the iron and wood have dents and scratches from years of blocking strikes.

Art Credit - Doran's Shield, LoL, Riot Games


Focus. As a bonus action, you can focus your mind through the shield, granting yourself advantage on your next melee or ranged weapon attack. Once you use this feature, you must finish a short or long rest before you can use it again.
Endure. When an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you. Once you use this feature, you must finish a long rest before you can use it again.

Emberknife

Dagger, Common

This knife is a sheet of amber sharpened to have a blade's edge on one side. It has a simple cloth wrapped handle, but a small vine has begun growing from the hilt.

Art Credit - Emberknife, LoL, Riot Games


Sear. As an action, you can throw this dagger up to 20 feet, or 60 feet with disadvantage, shattering it on impact. Make a ranged attack against a creature or object. On a hit, the target takes the normal dagger damage, then 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Guardian's Blade

Sword (any), Common

This sword is of worked steel with a simple, but effective, cross guard and handle. A sapphire with gold trimming is inlaid into the gross guard. A moon stone carved into a crescent rests over the sapphire.

Art Credit - Guardian's Blade, LoL, Riot Games


Legendary. This weapon feels more powerful than it really is. A creature with an intelligence of 5 or more that sees the sword must make a DC 10 Intelligence saving throw. On a failed save, a creature believes the sword to be a powerful magic sword, such as a flame tongue or frost brand. If a creature tries to attune to the sword as they would a powerful magic sword, every hour they may repeat the saving throw, recognizing this as a normal sword on a successful save.

Guardian's Hammer

Warhammer, Common

A blue steel hammer that erupts with blue flame when it makes impact. A chevron of brass highlights both sides of the head.

Art Credit - Guardian's Hammer, LoL, Riot Games


Legendary. Attacks made with this weapon appear to deal more damage than they actually do. The first time a creature is hit with this hammer it must succeed a DC 10 Wisdom saving throw or become frightened of the hammer until the end of its next turn.

Guardian's Horn

Wondrous Item, Common

A bleached bovid's horn with a bronze fitting for blowing into and a bronze ring for ornamentation. A single leather strap dangles from the horn.

Art Credit - Guardian's Horn, LoL, Riot Games


Legendary. This horn seems louder than it actually is. When a creature blows this horn as an action, each creature of its choice within 60 feet must succeed a DC 10 Intelligence saving throw or believe the horn's thunderous boom was audible out to 600 feet. In reality, the horn's sound is only audible out to 60 feet.

Guardian's Orb

Wondrous Item, Common

A crystal ball with waves of blue energy crashing like waves within. The ball rests in a dark indigo violet metal holder.

Art Credit - Guardian's Orb, LoL, Riot Games


Legendary. This orb seems to give visions of the future. A creature with an intelligence of 5 or more that looks into the orb must make a DC 10 Intelligence saving throw. On a failed save, the target believes an image of their future, for a brief moment, formed out of the ceaseless waves within. In reality, the waves move randomly.

Hailblade

Dagger, Common

This knife is a sheet of ice sharpened to have a blade's edge on one side. It protrudes from a rock worked to form a handle.

Art Credit - Hailblade, LoL, Riot Games


Sear. As an action, you can throw this dagger up to 20 feet, or 60 feet with disadvantage, shattering it on impact. Make a ranged attack against a creature or object. On a hit, the target takes the normal dagger damage and the target must make a DC 10 Constitution saving throw. On a failed save a target takes 1d4 cold damage and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

 

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