50 Magic Items
50 Magic Items
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50 Magic Items is published by Mage Hand Press under the Open Game License version 1.0a. Copyright 2015 Mage Hand Press. All Rights Reserved
Chapter 1: Magic Items
Magic items are gleaned from the hoards of conquered to be tinted in the appropriate color, except for creatures
monsters or discovered in long-lost vaults. Such items grant and objects which are under the effect of a spell from the
capabilities a character could rarely have otherwise, or they lens's associated school of magic, which are not colored at
complement their owner’s capabilities in wondrous ways. all.
A complete set of aura lenses contains all 8 individual
Arrow of Glue lenses, but most are found as an incomplete set, containing
Weapon (arrow), uncommon
only 1d8 of them.
An arrow of glue is one of a few arrows known as trick
arrows. When you fire an arrow of glue, the arrow's shaft Arcane School Colors
becomes plastic on impact and hardens immediately after, School of Magic Color
gluing the target to a nearby surface, if any. Often, this is Abjuration White
used it glue an enemy's feet to the ground, but can be used Conjuration Blue
for a variety of other tasks. When you fire this arrow, you Divination Yellow
can choose where you would like the arrow to land, though Enchantment Pink
the GM may rule that especially challenging shots are made Evocation Red
with disadvantage. Illusion Purple
A creature hit by this arrow can make a DC 13 Dexterity Necromancy Grey
saving throw to avoid its effects. A creature glued to the Transmutation Green
floor cannot move, and a creature glued to an object cannot
drop it, if held, or cannot move away from it, if not. A Bedroll of Rest
glued creature can break free with a successful DC 15 Wondrous item, rare (requires attunement)
Strength check. This magic bedroll is fashioned from silk sheets and is
immensely comfortable. Sleeping in it removes all levels of
Arrow of Piercing exhaustion and restores all expended hit dice. After
Weapon (arrow), rare
sleeping in it, you do not require rest for 48 hours, though
An arrow of piercing is one of a few arrows known as trick
you can still choose to take a long rest during that time.
arrows. Its shaft has the appearance of a corkscrew. When
fired at a target wearing armor, or a target with AC Bells of Due Alarm
exceeding 18, the arrow has a +4 bonus on its attack roll, Wondrous item, uncommon
and deals critical damage on a hit. This trio of bells warns you of and wards against intruders.
When you place the bells up to 500 feet apart from each
Arrow of Teleportation other, you can designate creatures that won't set off the
Weapon (arrow), uncommon
alarm. Once placed, they ring loudly whenever a tiny or
An arrow of teleportation is one of a few arrows known as
larger creature enters the area between them, or when a
trick arrows. When this arrow is fired from a bow at an
creature other than yourself moves a bell. You can also
unoccupied space within 100 feet of the archer, the archer
choose for this alarm to be silent, except for creatures that
immediately teleports to its location. The arrow then
you designate.
becomes a nonmagical arrow.
Lastly, you can choose for the bells to deter intruders. If
Aura Lenses you do so, the bells shock intruders, dealing 4d8 lightning
Wondrous items, uncommon (incomplete) or rare damage when a creature other than those you choose enters
(complete) the area.
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Blight Charm
Wondrous item, uncommon
While wearing this charm, if you are affected by a disease
or poison, its effects are delayed for up to 24 hours while
you wear the charm. A charm can only protect against 1
disease or poison at a time. After that time, the charm
breaks, becoming a mundane pendant. You can make
another saving throw against the disease or poison, and its
effects proceed as normal.
Bottled Lightning
Wondrous item, common
This glass canister is filled with a constantly surging bolt of
magic lightning and sheds bright light in a 10-foot radius,
and dim light for an additional 10 feet.
As an action, you can throw this canister up to 20 feet,
breaking it on impact. Make a ranged attack against a
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creature or object, treating the bottled lightning as an score a critical hit with an attack roll), and on tails, the roll
improvised weapon. On a hit, the target takes 1d8 lightning is treated as a natural 1. The coin regains all expended
damage. charges at dawn.
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Mimic Cloak
Wondrous item, uncommon You can attempt to solve the box by spending 1 day
This cloak, worn over armor or other clothes, is fashioned concentrating on it, after which you make a DC 23
from the outermost, skin-like layer of a mimic. This cloak Intelligence check. The box only opens if you solve it, after
has 3 charges. While wearing it, you can use your bonus which you can re-seal it with new contents, if you desire.
action and spend 1 charge to change the appearance of your
clothing, armor, weapons, and other belongings. These Ring of Barrels
changes hold up to inspection, but don't change the Ring, uncommon (requires attunement)
physical properties of your belongings. For example, you This ring has 6 charges. While wearing the ring, you can
can use this cloak to make your plate armor appear as use an action and expend 1 to 3 of its charges to summon a
robes, but your armor class doesn't change as a result. All number of empty barrels in spaces adjacent to you equal to
changes immediately revert when you cast a spell or make the number of charges expended. The barrels are large,
an attack. fully 6-feet high and 4-feet in diameter, occupying the same
This cloak regains all expended charges daily at dawn. space as a medium creature and providing three-quarters
cover from ranged attacks. Barrels weigh 150 pounds and
Parchment of Sending can be moved with an action.
Wondrous item, uncommon You can summon the barrel around incapacitated
Though this appears to be ordinary parchment, and can be Medium size creatures, restraining them, or around Small
written on as such, it is actually closely connected with the or smaller creatures, trapping them inside. A creature can
Elemental Plane of Air. Once this parchment is folded into break free of a barrel by making a DC 22 Strength check.
the shape of a glider, it flutters on the wind to seek out any This ring regains 1d6 expended charges daily at dawn.
recipient you choose. The recipient can return the
parchment to you by refolding it. The glider can make 3 Ring of Undoing
such trips, and then becomes mundane parchment. Ring, very rare (requires attunement)
Immediately after rolling a d20 for an attack roll or ability
Portal Chalk check on your turn, but before you know whether or not the
Wondrous item, very rare roll was successful, you can use this ring to cancel the
Each of these two pieces of chalk radiate a different action. You must then take a different action to the one you
luminescent aura; one orange, the other blue. Each piece of were going to take. After using this ring, you cannot use it
this chalk is finite, being reduced to nothing after 10 uses again until you take a short or long rest.
each. As an action, you can expend a use of this chalk to
draw a circular or rectangular portal on a solid stone Rod of Cats
surface large enough for a medium creature. This portal Rod, rare (requires attunement by a creature proficient in
instantly becomes linked to the most recent portal drawn Stealth)
with the other color of chalk, unlinking any portals other The head of this rod is adorned with the decorative bust of
than these two. An unlinked portal is simply mundane a cat. While holding the rod, you gain the following
chalk. A pair of linked portals act as a magical gate. benefits:
Anything that moves through the front of one portal • You have darkvision with a range of 60 feet and can
instantly transports to the other, exiting at the same speed see through magical as well as nonmagical darkness.
as it entered the first. • You can add double your proficiency bonus to
Dexterity (Stealth) checks.
Puzzle Box • You can cast the spell darkness as a bonus action. This
Wondrous item, rare
property of the rod can't be used again until the next
Though a magic item in and of itself, this cubic box often day at dawn.
contains far more powerful and destructive items. The Also, this rod is fitted with a hidden compartment, large
puzzle box can hold a cubic foot of contents, which are enough to fit a scroll or a set of thieves' tools, which can be
sealed within. These contents are then impossible to access found with a DC 15 Intelligence (Investigation) check.
without solving the box. They are immune to divination
magic, and the box is immune to any effect that would not
destroy an artifact.
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Ruby Slippers
Wondrous item, rare, (requires attunement)
These slippers are carved from a deep ruby, but fit perfectly
whoever wears them. While wearing the slippers, you can
click your heels together as an action to teleport yourself
back to the location where you last finished a long rest.
Weapon Charms
Wondrous item, rare
These magical charms must be attuned to a weapon and,
once attuned, can't be attuned to a different weapon for one
week. Each weapon charm applies a set weapon property to
the weapon it is attuned to. There are 3 primary types of
weapon charms: Finesse, Light, and Thrown (range 15/30).
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Chapter 2: Magic Item Sets
Some magic items are crafted in sets, forged with powerful Balor’s Skin
magic that grows stronger when more pieces of the set are Armor (studded leather), rare (requires attunement)
brought together. These unique items are often legendary in This armor is warm to the touch, and has a detectable
their own right, and are accompanied by stories and tales heartbeat pumping under its surface. While wearing this
that stretch back to their creation, for when all the pieces of armor, you have a +1 bonus to AC, resistance to fire
a magic set are brought together, they are as powerful as an damage, and can comfortably survive in any climate from -
artifact. 100 to 300 degrees Fahrenheit.
Always the magic items that make up a set are found
separately. Reuniting the various pieces represent a quest Balor’s Wings
all their own, for the pieces might be scattered as narrowly Wonderous item, very rare (requires attunement)
as across a dungeon to as widely as across the planes. This long, dark red hooded cloak is made of a thick, tough
leather, often thought to be demon skin. The edges are
Heart of the Balor trimmed with a magical light, which make the cloak appear
It is said that these fell items were crafted from the body of to be smoldering at all times. With a thought, you can cause
an elder balor, slain by a warlock of immense power. True a pair of large, black, flame-tipped demon wings to sprout
or not, there is no denying the power that bleeds from these from the back of the cloak, granting you a flying speed
items. equal to your walking speed + 10 feet.
Attuned to Two Parts. You can change the damage type
of any attack you make or spell you cast to fire, and you The Black Triad
gain resistance to fire damage. Though no one knows who crafted the Black Triad, there is
Attuned to Three Parts. You gain immunity to fire little doubt that it was and incredibly powerful warlock.
damage, and you can engulf yourself in flames as a bonus Though most obviously a symbol of evil, it has passed into
action. While you are engulfed, each creature that starts its the hands of a few great heroes in its time.
turn within 5 feet of you takes 3d6 fire damage. You can Attuned to Two Parts. You can change the damage type
douse these flames as a bonus action. of any attack you make or spell you cast to necrotic, and
you gain immunity to necrotic damage.
Balor’s Blade Attuned to Three Parts. You can shift into the form of a
Weapon (greatsword/whip), legendary (requires
living shadow as a bonus action. While in this form, you
attunement)
constantly hover up to 10 feet above the closest surface,
This massive, black-iron blade seems rough and poorly your speed increases by 10 feet, and you cannot take falling
made, yet holds an edge that will cut through stone. It damage, though you still fall as normal. Additionally, you
constantly gives off almost unbearable heat, though it never can cast the darkness spell without using a spell slot.
seems to affect or harm the wielder.
You gain a +3 bonus made to attack and damage rolls Chasuble of Fell Power
made with this magic sword. Though this weapon is a Wonderous item, rare (requires attunement by a warlock)
greatsword, it is not a heavy weapon. When you draw this This dark purple and black length of cloth is covered in
weapon, the blade ignites with flames, shedding light as a eldritch runes. Normally draped about the neck or worn as
torch and dealing an additional 2d6 fire damage on a hit. a scarf, the chasuble confers dark powers to the wearer.
You can use your bonus action to can transform the blade If you attune to this item and are a warlock, you can fire
into a whip made of fire, which deals 3d6 fire damage on a one additional beam with the eldritch blast cantrip. As well,
hit. you can choose for the spell to necrotic instead of force
If you are a warlock, the blade grants you the Pact of the damage.
Blade class feature (useable only with this weapon). If you
already have that class feature, then you also gain
the Thirsting Blade invocation as long as the blade is your
pact weapon.
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Plates of the Pact Maker Honor
Armor (plate), legendary (requires attunement) Armor (shield), very rare (requires attunement)
This armor is adorned with a chainmail hood, long sleeves, This shining platinum shield seems completely smooth and
and glowing eldritch runes, forming what appears to be an devoid of features at first glance. When you attune to it, the
armored ceremonial robe. While wearing it, any critical hit front of the shield molds and re-colors itself to match
against you becomes a normal hit. In addition, once you are heraldry or symbols important to you, and the back reveals
attuned to the armor, your AC becomes 15 + your thousands of minute inscriptions. Closer inspection reveals
Charisma modifier, you suffer no penalties from sleeping in that these are the names of every owner that honor has ever
it, and you can see normally in darkness, both magical and had.
nonmagical, to a distance of 120 feet. While holding this shield, you have a +1 bonus to AC,
in addition to the shield's normal bonus. Additionally, when
Soul-Marked Rod you take the Dodge action, you can extend the protective
Magic rod, very rare (requires attunement by a warlock) power of the shield to all allies within 10 feet, granting
This heavy, adamantine rod is crowned by an elongated them the shield's AC bonus until the start of your next turn
skull, whose mouth is frozen open as if to scream. Without or until they move outside of the abilities range.
attunement, you can use this rod can be used as a mace, and
gain a +3 bonus made to attack and damage rolls made with Humility
it. Armor (plate), legendary (requires attunement by a
If you attune to this item and are a warlock, you gain the paladin)
following benefits: Though unmarked when found, the armor changes,
• You gain a +2 to all spell attack rolls you make. covering itself in protective sigils and religious heraldry
• You can cast the spell hex without using a spell slot. matching the faith or ideals of the wearer. You have a +1
• You can use your action to restore 1 expended spell bonus to AC while you are wearing this magic armor.
slot. Once this property is used, it can't be used again If you attune to this sword and are a paladin, your Lay
until the next dawn. on Hands pool doubled.
Additionally, you can use your Lay on Hands ability
The Three Virtues offensively as an action. When you do so, make a melee
spell attack against a demon or undead creature. If you hit,
Forged by a divinely inspired master smith and wielded by
you can expend any number of points from your Lay on
an order of virtuous knights, the items that make up the
Hands pool, dealing an equal amount of radiant damage to
Three Virtues are highly sought after holy relics. When one
the target.
looks back through the history of these artifacts, the names
When an ally within 30 feet of you is damaged by an
of numerous world-renowned heroes appear as owners,
attack or effect, you can use your reaction to take that
stewards, or both.
damage instead of your ally.
Attuned to Two Parts. You become resistant to either
bludgeoning, piercing, or slashing damage, which you
Justice
choose each time you finish a short or long rest. Weapon (longsword), legendary (requires attunement by a
Attuned to Three Parts. You constantly emit a healing paladin)
aura. You regain hit points equal to twice your Charisma
Justice, when found, is a brilliant, blemishless longsword,
modifier at the start of your turn, and each friendly creature
with a thin core of a bright, golden material running from
that starts its turn within 5 feet of you regains hit points
just below the tip all the way to the guard. Once attuned,
equal to your Charisma modifier at the start of its turn.
the core glows bright, emitting true sunlight as brightly as a
torch.
You gain a +3 bonus made to attack and damage rolls
made with this magic sword. If you attune to this sword and
are a paladin, attacks made with it deal an additional 1d8
radiant damage. Once per turn, when you attack a creature
with this sword and miss, or when a creature hits you while
you hold this sword, you gain advantage on your next
attack against that creature.
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Chapter 2:
Troll Set
The Troll Set is a well-known, if macabre set of magic
items. The precise details of its creation are unclear, but
Artifacts
legend has it that they were an early experiment of the An artifact is a unique magic item of tremendous power,
same wizard rumored to have created the first owlbears. with its own origin and history. An artifact might have been
These items are still alive in some respect, a feat possible created by gods or mortals of awesome power. It could
only due to the troll's regenerative capabilities. When worn have been created in the midst of a crisis that threatened a
together, they allow the wearer to gain some aspects of a kingdom, a world, or the entire multiverse, and carry the
troll. weight of that pivotal moment in history.
Attuned to Two Parts. You can superficially appear as a Some artifacts appear when they are needed most. For
troll, as per the spell disguise self. others, the reverse is true; when discovered, the world
Attuned to Three Parts. While you are conscious and trembles at the ramifications of the find. In either case,
have at least 1 hit point, you regain 10 hit points at the start introducing an artifact into a campaign requires
of your turn. If you take acid or fire damage, this trait forethought. The artifact could be an item that opposing
doesn't function at the start of your next turn. sides are hoping to claim, or it might be something the
adventurers need to overcome their greatest challenge.
Troll Boots Characters don't typically find artifacts in the normal
Wondrous Item, uncommon (requires attunement)
course of adventuring. In fact, artifacts only appear when
These boots are perhaps more appropriately described as
you want them to, for they are as much plot devices as
stilts. They consist of two troll legs, amputated below the
magic items. Tracking down and recovering an artifact is
knee, with straps and a wooden harness for the user's legs.
often the main goal of an adventure. Characters must chase
While wearing them, the extra length increases your
down rumors, undergo significant trials, and venture into
movement speed by 5 feet and grant you advantage on
dangerous, half-forgotten places to find the artifact they
ability checks made to jump or climb. Also because you
seek. Alternatively, a major villain might already have the
appear to leave the tracks of a troll, any checks made
artifact. Obtaining and destroying the artifact could be the
attempting to track you have disadvantage.
only way to ensure that its power can't be used for evil.
Troll Helm Hypercube
Wondrous Item, uncommon (requires attunement)
Wondrous item, artifact (requires attunement)
This helmet is covered with rubbery hide and coarse hair,
The hypercube is a remnant from the nascent days of the
and covers the wearer's eyes and nose. It is constructed
multiverse. Before the formation of the various planes, the
from an actual trolls head—still alive—animated by some
hypercube was used as a bridge between regions in the then
means of necromancy, with eyes that glance about in
unstable and shifting Great Wheel.
constant terror. While attuned to it, the user gains
The hypercube was forged before the gods defined the
darkvision with a range of 60 feet, and advantage on
rules of the multiverse, and was forged using exotic matter
Wisdom (Perception) checks that rely on smell.
and in higher dimensions than the universe contains today.
Troll Rod These very properties made it an ideal bridge between
Weapon (mace), uncommon (requires attunement) otherwise disconnected regions in the early periods of
This uncouth pommel has a troll’s arm attached—still creation, but now the hypercube is an outlier, and violates
many Universal Laws. As such, the forces of extraplanar
living—to one end. As a bonus action, you can issue it
Law, principally the modrons of Mechanus, seek to contain
commands in the troll-dialect of giant to pick up items,
drop them, or make a fist (typical command words the artifact, a goal ultimately destined to fail, for the
include grabbit, leggo, and maik'afist.) If closed into a fist, hypercube can travel anywhere, without restriction. No
the rod acts as a magic mace, and you have a +1 bonus to force in the universe can contain the hypercube, and the
deities alive today can only temporarily hamper its
attack and damage rolls made using it.
movement.
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Durandal
Weapon (longsword), artifact (requires attunement)
This cube appears to be made of glass, but it reflects and
An intelligent blade defined by its legacy and longevity,
refracts light in ways impossible to describe. More
Durandal claims to have been dozens of weapons known to
dimensions of the cube can be seen within it from different
history
angles, revealing unseen sides, spaces, and edges that
Durandal will recount various stories of his creation,
shouldn't otherwise be there. Mortal minds are not
each more grandiose than the last. Oftentimes, it will claim
constructed to reason with such strange geometries, and
to not truly be a weapon at all, but rather a disembodied
studying the cube for too long gives most creatures
intelligence, or an ancient demon, anchored to a simple
headaches and vertigo.
weapon. Moreover, Durandal claims to be other named
Random Properties. The cube has the following random
weapons from legend, wielded by heroes well known to
properties:
adventurers and common folk. It even claims that these
• 2 minor beneficial properties legends and their heroes are total falsehoods: Durandal,
• 1 major beneficial property under a myriad of other names, adopted and empowered
See All. You have truesight, and can cast the spell otherwise mundane commoners to heroic statuses, simply
scrying (save DC 18) at will by gazing into the hypercube. for the glory of it all.
As well, you are magically hidden, and can’t be targeted Durandal loves to get into the head of its wielder with
by divination spells or perceived through scrying sensors promises of legacy. It prompts its wielder to achieve glory
created by divination spells. and to perform heroic acts, especially in front of an
Universal Bridge. This cube has 6 charges. You can audience. It is intensely vain, and quickly gets bored of
expend 1 charge to cast plane shift (save DC 18) to travel to tasks that don't further a lasting legacy for the wielder. In
another plane and cast teleport to arrive at any place on that fact, Durandal is prone to deeply violent outbursts though
plane, always on target. You can expend 3 charges to cast its wielder when its goals aren't met, and can sway entire
the gate spell, which is concentrated on by the cube. crowds into believing that the violence was actually some
No force, short of divinity, can block this property. heroic deed. No matter how evil, Durandal will seek out a
After using this property, it can't be used again for 1 way to twist his wielder's negative actions into things that
minute. The cube regains 1d6 charges at dawn. might be viewed as heroic or noble, even in the mind of its
Hunted by Law. While attuned to the hypercube, each wielder.
day that passes that you do not use the Universal Bridge Though Durandal can manipulate people around its
property, you gain a cumulative 5% change of being wielder, it actually holds very little sway over his wilder
discovered by the forces of Law. Using the Universal directly, outside of the constant promises of power. Still,
Bridge property reduces resets this chance to 5%. the weapon can be immensely persuasive, and can convince
If you are discovered by Law, 1d6 random modrons it's wielder of almost anything it desires, given enough
teleport to your location at dawn, and will attempt to kill time.
you and steal the cube.
Destroying the Cube. No known force in the multiverse
can destroy the hypercube. It is possible that the cube is
fundamentally intertwined with the universe, and truly
destroying would entail dealing permanent harm to the
Great Wheel. However, the cube can be lost for long
periods of time. If the cube is not attuned to any creature
for 81 days, it teleports itself to a random location on the
multiverse.
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Whether Durandal is truly a weapon of legend, it is true
that it is psychically powerful, and can manipulate people
as it sees fit. Even if such a blade wasn't immensely
powerful, it certainly could make enough people believe
that it is to become the basis of legend. Yet, Durandal does
possess remarkable power, even for an artifact weapon, and
is probably old enough to have been carried throughout
history, so its tales might not be entirely untrue.
Magic Weapon. Durandal is a magic, sentient weapon
that grants a +3 bonus to attack and damage rolls made
with it. A creature attuned to it has a +2 bonus to each of its
ability scores, to a maximum of 20.
Random Properties. Durandal has the following
randomly determined properties:
• 2 minor beneficial properties
• 1 major beneficial properties
• 1 minor detrimental property
Spells. While the sword is in your possession, you can
use an action to cast one of the following spells (save DC
18) from it: feeblemind, geas, modify memory, or
suggestion. Once you use the sword to cast a spell, you
can't cast that spell again from it until the next dawn.
Shapechange. Though Durandal is encountered in the
shape of a longsword, it can change shapes at will.
However, once attuned to a wielder, it will tend to settle
into a single weapon form and refuse to change again.
Sentience. Durandal is a sentient chaotic neutral weapon
with an intelligence of 15, a Wisdom of 15, and a Charisma
of 15. It has hearing and darkvision out to 120 feet.
The weapon communicates telepathically with its
wielder and can speak, read, and understand all languages.
Personality. Durandal revels in making history and
cementing a legacy for its wielder. It has little patience for
obstacles, and few qualms with doing performing anything
that might result in glory, up to and including the murder of
innocents.
Destroying the Sword. Durandal can be sundered by
another artifact weapon. Against another artifact, this
weapon has AC 23 and 100 hit points. If destroyed,
Durandal will eventually be lost, but reappears with another
name and another form in 1d10*100 years.
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Producers
Dylan VInyard Jason McCray Zackary D The Palm of
Garrett Lloyd Spencer Houston Szechenyi Vecna
Joe Shine Guðmundur Sasha Hall Eike Schultz
Eddie Freeman Guðmundsson Fernando Patrick van der
Sasquatch Kurt C Yost Fonseca Linde
Jerrold Howell Tyler Fewell Blaine Conner Patrick Jackson
Brandon Vegard Marvik Wes Decker
Jared Helland Travis Prosser
Anthony Ryan Ely
License
This material is being released under the Open Gaming License.
END OF LICENSE