TEXT: Expanded Magic Items 
   
   
  A few more magic items for the world’s greatest roleplaying game. 
   
   
   
   
   
   
   
   
   
   
   
  by JASON MENDELL 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster 
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  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any 
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  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 
  31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK 
  All other original material in this work is ©2016 by Juan Marcano and published under the Community Content Agreement for 
  Dungeon Masters Guild
  
  Magic Items A-Z 
  Magic items are presented in alphabetical order. A magic 
  item's description gives the item's name, its category, its 
  rarity, and its magical properties. 
  Caravan’s Friend 
  Wondrous item, rare (requires attunement) 
  This lantern can be carried by you or attached to a vehicle.  
  Whatever is carrying this item adds 1 to their AC as a 
  deflection bonus.  It also has 1 charge.  You can expend 
  this charge as a bonus action or reaction to create a 15-foot 
  sphere centered on your location that lasts for 10 minutes.  
  Anything standing in that dome gains resistance to damage 
  from ranged weapons.  The lantern regains its expended 
  charge at dawn. 
  Displacer Dagger 
  Weapon (dagger), very rare (requires attunement) 
  You gain +2 to attack and damage rolls made with this 
  magic weapon. 
  This dagger seems to be surrounded by a hazy aura.  You 
  have advantage to any Dexterity (Sleight of Hand) checks 
  made while holding this weapon.  Additionally, this 
  weapon has the thrown property.  It has a short range of 20 
  feet and long range of 60 feet.  There are 3 charges in this 
  dagger.  You can choose to spend 1 charge when you throw 
  this weapon to cause it to teleport directly to your target, 
  granting you advantage to the attack roll.  You can also 
  spend 1 charge to cause it to teleport back to your hand as 
  long as you are within 60 feet of this weapon.  This weapon 
  replenishes 1d3 charges at dawn. 
  Eyes of Mystra 
  Wondrous item, rare (requires attunement) 
  These crystal lenses fit over the eyes. While wearing them, 
  you have advantage on any Intelligence (Arcana) checks. 
  They also have 3 charges.  You can expend 1 charge as an 
  action to cast the identify spell. The lenses regain all 
  expended charges daily at dawn. 
  Green Band 
  Ring, very rare (requires attunement) 
  While wearing this ring, you have advantage on any 
  Intelligence (Nature) checks.  It also has three charges.  
  You can expend 1 charge as an action to cast the speak with 
  plants spell.  You can also expend 2 charges as an action to 
  cast the tree stride spell.  As long as you are within 30 feet 
  of plant-life, this ring regains all expended charges at dawn.  
  Other than that, the ring regains 1d3 expended charges at 
  dawn. 
  Goliath Grip Gauntlets 
  Wondrous item, uncommon 
  While wearing these gauntlets, you cannot be disarmed of 
  whatever weapons you are wielding.  Additionally, you 
  have advantage to any Strength (Climb) checks that you 
  make. 
  Gloves of Psychometry 
  Wondrous item, legendary (requires attunement) 
  While wearing these gloves, you can touch an object to 
  glean its entire history.  As you touch an object, you can 
  say the command word and your mind will instantly be 
  flooded with every single event that has surrounded this 
  item.   
  This information is fleeting though.  After 8 hours, you 
  being to lose details.  After 4 days, about half of the story is 
  gone.  All of the information disappears within a week.  
  You can retain the knowledge by transferring it into a book 
  (or multiple books if it has a long history) or a crystal ball.  
  You do this by touching an empty book, stack of empty 
  books, or unused crystal ball and speaking the command 
  word backwards.  Information transferred this way is 
  permanently copied onto the selected object and can be 
  accessed only by someone who has these gloves. 
  However, there is a downside.  The amount of information 
  that you acquire, in such a fashion, has a chance of causing 
  immediate pain to your psyche.  Magic items have a greater 
  chance of dealing you harm due to their increased power.  
  You must succeed on a DC 5 Wisdom or Intelligence save 
  (your choice) for common items or take psychic damage 
  based on the age of the object.  The difficulty of the save 
  goes up by 2 for every rarity classification that the item has 
  above common. 
  Information Overload 
   
  Years 
  Psychic Damage 
  100+ 
  1d10 
  250+ 
  2d10 
  500+ 
  3d10 
  1,000+ 
  4d10 
  2,500+ 
  5d10 
  5,000+ 
  6d10 
  10,000+ 
  7d10 
  25,000+ 
  8d10 
  50,000+ 
  9d10 
  100,000+ 
  10d10 
  Harvester of Souls 
  Weapon (scythe or war scythe), legendary (requires 
  attunement) 
  You gain a +3 bonus to attack and damage rolls made with 
  this magic weapon. 
  The blade of this scythe is ethereal.  When you hit with an 
  attack using this weapon, it deals an additional 2d10 
  necrotic damage.  Enemies slain by this weapon cannot be 
  brought back to life. 
  
  Curse.  This scythe is cursed.  Attuning to it curses you 
  until you are targeted by the remove curse spell or similar 
  magic.  Dropping the weapon fails to end the curse on you. 
  Whenever you fail to absorb a soul within 24 hours, you 
  suffer 1 level of exhaustion.  The only way to heal any 
  levels of exhaustion acquired from the curse is to consume 
  an additional soul the following day per level of 
  exhaustion. 
  Iaido Scabbard 
  Wondrous item, very rare (requires attunement) 
  This scabbard has a magical whetstone lining the inside.  
  After drawing a weapon from this scabbard, the first attack 
  you land deals an additional 10 slashing damage.  You must 
  sheath the weapon again and redraw it to regain this 
  benefit. 
  Razorleaf Cloak 
  Wondrous item, rare (requires attunement) 
  This garment looks to be made of individual silver leaves.  
  Whenever you use the Disengage action, you can utilize a 
  bonus action to attempt an attack by flourishing your cape.  
  Add you proficiency bonus and your Dexterity modifier to 
  the roll.  If you hit, the target takes slashing damage equal 
  to 1d8 + your proficiency bonus and your Dexterity 
  modifier.  Additionally, you can speak the command word 
  to cause the leaves of your cloak to create a barrier of 
  blades in a 10-foot sphere that last for 1 minute.  Any 
  creature that starts their turn or enters into the barrier must 
  succeed a DC 17 Dexterity save or take 6d6 slashing 
  damage.  If the creature succeeds, then they only take half 
  damage.  This ability can’t be used again until dawn. 
  Serpentine Blade 
  Weapon (longsword or shortsword), very rare (requires 
  attunement) 
  You gain a +2 bonus to attack and damage rolls made with 
  this magic weapon. 
  The blade of this sword is segmented.  While you have this 
  weapon in your hand, you can utilize a bonus action to 
  change the blade’s form into that of a chain blade.  The 
  weapon gain the reach property.  If you hit a creature with 
  the weapon while in this form, they must make a DC 17 
  Constitution save or become paralyzed for 1 minute.  You 
  can use a bonus action to return the weapon to sword form.  
  Otherwise, the blade will revert to its original form after 1 
  minute of use.  Once the entire duration is used up, this 
  ability is unusable again until dawn. 
  Slippers of the Dancer 
  Wondrous item, uncommon (requires attunement) 
  While you wear these light shoes, you gain advantage to all 
  Charisma (Performance) checks that pertain to dance.  
  Additionally, you gain advantage to all Dexterity 
  (Acrobatics) check. 
  Spirit Beads 
  Wondrous item,, rare (requires attunement by a monk) 
  These prayer beads go around the neck.  Whenever you 
  attune yourself to this item, you gain advantage to Wisdom 
  saving throws.  Whenever you hit a creature with the 
  Stunning Strike ability and it fails the saving throw, you 
  deal force damage to the creature equal to your Wisdom 
  modifier. 
  Strings of Powerful Discord 
  Wondrous item (any string instrument), uncommon 
  (requires attunement) 
  You must be proficient with string instruments to use this 
  item.  This instrument has 3 charges.  You can spend 1 
  charge as an action to cast the thunderwave spell.  You can 
  also spend 2 charges to cast the shatter spell.  As long as 
  you play your instrument again before dawn, it replenishes 
  all of its spent charges.  Otherwise, it replenishes 1d3 
  charges at dawn. 
  Thunderstone Bolas 
  Weapon (bolas), rare (requires attunement) 
  You gain a +1 bonus to attack and damage rolls made with 
  this magic weapon. 
  Whenever you hit a creature with this weapon, it creates a 
  thunderous jolt.  That creature must succeed on a DC 15 
  Constitution saving throw or take 2d8 thunder damage and 
  become knocked prone.  On a successful save, the creature 
  takes half damage and isn’t knocked prone. 
  Trophy of the Fallen Foe 
  Wondrous item, legendary (requires attunement by a 
  ranger) 
  This random tiny body part of a creature has a thin rope 
  threaded through it.  A trophy of the fallen foe focuses on a 
  specific creature type shared by your Favored Enemy 
  ability.  Whenever you attune yourself to this item, you 
  gain a +1 bonus to all attack and damage rolls, saving 
  throws, and AC versus whatever creature type you have 
  chosen.  If you have 11 or more levels in the ranger class, 
  this bonus goes up to +2.  If you have 17 or more levels in 
  the ranger class, this bonus goes up to +3.  This only 
  applies to one of the creature types you have selected with 
  the Favored Enemy ability. 
  Waveblade Shield 
  Armor (shield), rare (requires attunement) 
  You gain a +1 bonus to attack rolls and damage rolls made 
  with this magic weapon.  You also have +1 to your AC. 
  It has the thrown property with a normal range of 20 feet 
  and a long range of 60 feet. When you hit with a ranged 
  attack using this weapon, it deals 1d8 + your Strength or 
  Dexterity modifier slashing damage. Immediately after the 
  attack, the weapon flies back to your hand. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Jason Mendell - Gear - Expanded Magic Items.pdf