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Draconic Magic Items
Although not gifted by Dragons themselves, these magical items are no less potent. Mortal ingenuity and fascination with these powerful creatures have spurred a surge in
items that reflect Draconic power. They are often
crafted by dragonborn and half dragons, and their
creation and possession are ferociously guarded,
though these items are often granted to kobolds
and lizardfolk who have shown their value as allies.
Amulet of the Red Dragon
Wondrous item, rare (requires attunement)
This item is crafted by half red dragon tribes, and gifted
to those that have accomplished a great feat for their
people. The amulet makes its wearer favorable in
the eyes of chromatic dragons, even if they are not
evil themselves. It also shields its wearer against
ailments and the effects of fatigue. This makes it
an invaluable item for half dragon berserkers.
While being attuned to it and wearing it,
you gain the following benefits:
- Evil-aligned dragons recognize the symbol,
and you have advantage on Charisma (Persuasion)
checks made to interact with such creatures. - You gain a + 1 bonus on attack and damage rolls with melee weapons.
- You can treat your exhaustion level as if it were one level lower. When you gain over six levels of exhaustion, you die.
- You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. If you start a long rest without having used this feature, you can reduce your exhaustion by an additional level after finishing that long rest.
Draconic Collar of Willful Penitence
Wondrous item, rare (requires attunement by a dragonborn)
This intricate metal collar imbues you with the blessing of Bahamut, the Platinum Dragon. This collar is worn by those dragonborn that wish to follow a path of redemption for a past sin they are unable to let go of. Once you have performed a sufficient number of good deeds, Bahamut will grant you the inner peace you sought, and the collar will come off.
Alternatively, you can even wear this collar for the sake of someone else, gaining enough favor with Bahamut to earn his help in saving them. This item can only be given by your DM through a storyline.
While being attuned to it and wearing it, you gain the following benefits:
- You can now use your breath weapon as a bonus action and you can change its damage type to radiant damage.
- Good-aligned dragons recognize the symbol, and you have advantage on Charisma (Persuasion) checks made to interact with such creatures. Dragonborn that don't follow any deity consider this collar distasteful, regardless of your intentions, and you suffer disadvantage on Charisma (Persuasion) checks made to interact with such creatures.
- If you have worn this collar for an extended period of time while performing good deeds, without willingly taking it off, then at the DM's discretion the collar can come off on its own and you lose your attunement to it. This signals that you have atoned for your sins (or those of others), and you now permanently benefit from the first feature of this item, while losing the second feature.
Gauntlets of Bahamut
Wondrous item, rare
These gauntlets were first crafted by clerics of Bahamut, to mimic the mercy and kindness of the Platinum Dragon, and are made out of gifted silver dragon scales instead of metal.
While wearing these gauntlets, whenever you stabilize or restore hit points to another creature, that creature regains (additional) hit points equal to your proficiency bonus.
Helmet of the Ironscale Legionnaire
Wondrous item, rare or very rare (requires attunement by a dragonborn)
This helmet is granted to those dragonborn that have proven their worth within the ranks of an Ironscale Legion, or who have done a great service to the Legion. It grants protection and a taste of the power ease with which true dragons use their birthright:
While being attuned to it and wearing it, you gain the following benefits:
- You gain a +1 bonus to your AC and saving throws.
- You add 1d6 to the damage dealt by your
Breath Weapon racial trait. - The helmet has 4 (rare) or 7 (very rare)
charges, and regains 1d4 charges at dawn.
You can expend a charge to activate your
Breath Weapon racial trait without
expending your normal uses. - You have Darkvision out to a range of 60
feet. If you already have Darkvision, then
donning this helmet increases its range
by 60 feet.
Staff of the Apprentice
Staff, common (requires attunement by a
cleric or druid)
At their DM's discretion, cleric and druid
players can exchange their starting shield
and melee weapon for this magical quarterstaff.
This quarterstaff is given to neophyte druids
and clerics that seek to focus more on magic
while fighting. Its appearance varies, but it
always has a magical core (usually a crystal
or orb) which enhances the magic of the
wielder. This staff was first created by clerics of Tamara, the dragon goddess of light, life, and healing. It has since been used by clerics and druids who are willing to forgo their shield to enhance their healing.
This staff can be used as a spellcasting focus. When you are holding this staff without wielding a shield, and roll damage for a cantrip or roll to restore hit points through a spell and roll a 1 or 2, you can reroll the die. You must use the new roll.
You can add the magical core of your Staff of the Apprentice to any other staff, granting it all the above benefits and restrictions. Afterwards the Staff of the Apprentice becomes an ordinary quarterstaff. You can exchange this core between multiple staves, including magical staves, and an ordinary quarterstaff becomes a new Staff of the Apprentice.
Vicious Jawguard
Wondrous item, uncommon
These magical metal fangs mould to your teeth, making your bite cut deeper. This item is popular among races with a bite attack, and among owners of predatory pets. This item magically adapts to the size of the creature's bite.
This item grants its wearer the following benefits:
- You gain a bite attack, if you do not already have one. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- All your bite attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- If you already have a bite attack, then the damage dice of your bite attack increase by one step. For example, d4 to d6, d6 to d8, etc. (maximum of d12). This damage increase does not stack with class features that improve your un-armed strike, such as the monk's Martial Arts feature.
If you are a dragonborn, your bite deals an extra 1d4 damage of the type associated with your Draconic Ancestry. If you are a lizardfolk, then when you successfully hit a target with your bite, you can use your bonus action to make a grapple check against that target. While grappling a target with your bite this way, your bite has advantage on attack rolls against it.