TEXT: EN World EN5idEr | Metropolitan Arcana
  Metropolitan
  Arcana
   
  writing Andrew Engelbrite
   color art Héctor Rodríguez
   
  editing Mike Myler
   
  layout Eric Life-Putnam
  S
  crutinizing the half-orc’s doc-
  ument carefully, the captain 
  carefully analyzes every line of the 
  supposed pardon until suddenly the 
  writ explodes in a puff of scrap paper, 
  the rapidly shrinking form of the crimi-
  nal racing away and cackling mad as 
  a hatter. He reaches for his sword but 
  grasps at nothing, the illusion of his 
  weapon disappearing just as he spots 
  the fleeing half-orc raising the blade in 
  triumph. The captain cracks a smile 
  in response and concentrates on the 
  invisible mark cast upon his sword, 
  the location of the thieves’ den finally 
  about to be revealed. 
  Metropolitan
  Arcana
  EN World EN5ider | Magic Item Features
         he special features tables 
         for magic items are among 
  5th Edition’s most flavorful 
  additions. These details grant 
  even the plainest of such items 
  a unique feel. Still, any given 
  list of options only remains 
  fresh for so long. 
  MAGIC ITEM FEATURES
  MAGIC ITEM FEATURES
  Writing	
  Ari Marmell
  Editing		
  Mike Myler
  T
  
  EN World EN5ider | Magic Item Features
  1. Champion’s Prize.	The item was once presented as 
  a reward to the winner of a famous competition: a 
  series of games and sporting events with compet-
  itors from multiple kingdoms, the first successful 
  completion of an arduous religious rite, a scaven-
  ger hunt put on by multiple guilds, or the like. De-
  pending on the significance of the competition and 
  how long ago it occurred, this could simply be an 
  interesting piece of trivia, or it could have major re-
  percussions for the wielder, who might be seen as 
  unworthy or a pretender to unearned glory. 
  2. Conflict.	This item was the spark that ignited some 
  sort of conflict, as different sides or factions vied to 
  acquire it. This might have been as minor as a so-
  cial struggle between two politicians or local guilds, 
  or as large as a full-scale war. People often expect 
  strife and struggle to follow the item and its wield-
  er, especially if the item doesn’t seem potent or im-
  portant enough to have been worth such effort and 
  violence. 
  3. Hero’s Victory.	Whether used to slay an infamous 
  monster or taken from that monster’s hoard, this 
  item represents a great victory over a destructive or 
  evil force. It is, in the minds of those who recognize 
  it, associated with that specific event, rather than 
  the identity of the adventurer who won that victory. 
  People may expect the current wielder to perform 
  feats of equal valor, and those with a tie to the orig-
  inal hero—or the monster or villain—may become 
  hostile. 
  4. Incomplete.	Although still fully functional, the item 
  is incomplete. A sword might be missing its pom-
  mel; a shield might be short a strap; a bag might 
  lack a clasp or a tie. Was the item created this way, 
  or has the absent bit been deliberately removed? 
  Why? Is anything unusual destined to occur if the 
  item is ever fully restored? 
  5. Monstrous Materials. This item is crafted, in whole 
  or in part, from the remains of monsters. A cloak 
  might be made from the leathery wings of a chime-
  ra, for instance, or a blade from the shell of an iron 
  golem. Other creatures of that type, if intelligent 
  enough to recognize it, likely don’t take kindly to 
  anyone wielding such a thing, while common folk 
  assume the wielder, as an obvious hunter of vile 
  creatures, will be eager to aid them with their own 
  monster problems. 
  6. Part of a Set.	This was crafted as part of a set of 
  matching items. A magical weapon might have been 
  forged along with a specific shield and suit of armor. 
  Magical boots or a haversack might have been part 
  of a complete outfit. The items all have similar de-
  sign, and likely bear specific marks. Matching up 
  items of the same set, assuming they all still exist, 
  likely has no benefit other than aesthetics—but 
  then again, they just might boast some additional 
  power when combined that they lack when sepa-
  rated. 
  7. Remnant. This item is one of the last surviving rel-
  ics of a community, a culture, or even an entire re-
  gion that has since been lost, either through natural 
  disaster, war, or similar catastrophe. It carries an 
  almost palpable sense of woe. Historians and any 
  survivors of the disaster might seek to obtain the 
  item for themselves, even if only to ensure this last 
  trace of a dead people is never lost. 
  8. Resemblance. For whatever reason—be it artistic 
  inspiration, simple coincidence, or deliberate de-
  ception—this item looks almost exactly like another, 
  much more important or powerful magic item, such 
  as a historical treasure or even an artifact. Those 
  who seek this item’s “twin” are unlikely to believe 
  the wielder’s claims that this isn’t the genuine ar-
  ticle.
  HISTORY
  Roll 1d8 to find a detail from a magic item’s history. 
  
  EN World EN5idEr | Metropolitan Arcana
  Metropolitan
  Arcana
   
  writing Andrew Engelbrite
   color art Héctor Rodríguez
   
  editing Mike Myler
   
  layout Eric Life-Putnam
  S
  crutinizing the half-orc’s doc-
  ument carefully, the captain 
  carefully analyzes every line of the 
  supposed pardon until suddenly the 
  writ explodes in a puff of scrap paper, 
  the rapidly shrinking form of the crimi-
  nal racing away and cackling mad as 
  a hatter. He reaches for his sword but 
  grasps at nothing, the illusion of his 
  weapon disappearing just as he spots 
  the fleeing half-orc raising the blade in 
  triumph. The captain cracks a smile 
  in response and concentrates on the 
  invisible mark cast upon his sword, 
  the location of the thieves’ den finally 
  about to be revealed. 
  Metropolitan
  Arcana
  EN World EN5ider | Magic Item Features
  Open	Game	Content	| The game 
  rule information in this article is 
  designated Open Game Content. 
  All other material in this article, 
  including maps and illustrations 
  (including illustrations in the 
  public domain), in-character and 
  out-of-character narrative and descriptive text, char-
  acter and place names, trade dress, “EN Publishing,” 
  “EN World,” “EN5ider,” EN Publishing product and 
  article titles, and EN World and EN Publishing logos, 
  are designated Product Identity.
  1-2. Accidental.	This item was never deliberately en-
  chanted, but acquired its magic by chance. Perhaps 
  it sat for ages amidst other magics, absorbing their 
  energy, or was used to strike a death blow against a 
  fiend performing some great ritual. It likely appears 
  old and used, but still in good condition.
  3. Ancestral Bloodline. Crafted for a particular family, 
  this item gained its magic from multiple generations 
  of their belief and veneration. It bears a family crest, 
  though it may not be immediately obvious. Mem-
  bers of the bloodline want it returned if they learn 
  of it, and others might assume the bearer is related 
  to the original family.
  4-5. Aquatic. Crafted by merfolk, tritons, or similar 
  aquatic (but non-elemental) races, this item is made 
  of coral, sea plants, and scales. Using this item un-
  derwater does not impose disadvantage even if 
  it normally would (such as attacking with certain 
  weapons), nor does it count toward encumbrance 
  for determining penalties to swimming.
  6. Dawncraft. This ancient item comes from the dawn 
  of the humanoid age, before humans, elves, and 
  dwarves became—culturally, physically, even men-
  tally—what they are today. It is crude, crafted of 
  bone, stone, or poorly tanned animal pelt, and may 
  be adorned with feathers, small bones, or other fe-
  tishes.
  7. Divine Gift. No mortal hands crafted this item. It 
  was placed by the gods themselves, or agents there-
  of, for mortals to find—perhaps intended for a great 
  hero on a legendary quest, or maybe simply to see 
  what they’ll do with it. The item is impossibly per-
  fect in all respects. It doubles as a (non-magical) 
  holy symbol.
  ORIGINS
  Roll 1d20 to determine who created a magic item or what it was once intended to do.
  8. Futurecraft. This item is from the future, or from 
  a civilization far beyond the world on which it was 
  found. Its magics might be activated by small but-
  tons or switches. Its lines are sleek, its metals and 
  fabrics unidentifiable, and may even consist of sub-
  stances completely unknown to the campaign set-
  ting.
  9. Incarnated Magic. The item sprang forth whole, its 
  physical and mystical properties already intact, from 
  more powerful magic, such as a Wish or a lucky 
  draw from a Deck of Many Things. Most such items 
  are remarkably plain, lacking any artistic flourish or 
  individual touch.
  10. Legendary Crafter. Spoken of in history, legend, 
  and song, a nigh-mythical smith or crafter created 
  this item. So skilled was this artisan that items they 
  created were innately magical, requiring no ritual or 
  enchantment to gain their power. This item is ex-
  pertly made, and bears the personal sigil of its cre-
  ator.
  11. Offering. One race or culture made this item as a 
  gift to another, perhaps to commemorate a treaty, 
  as a sign of friendship, or under duress. Choose two 
  appropriate origins from these tables, one as the 
  giver and one as the receiver; the item has some 
  traits of both.
  
  EN World EN5ider | Magic Item Features
  12-13. Orc.	This item is crude, with ragged edges and 
  dangling strips of material, but brutally functional. 
  If a weapon, it grows warm whenever it delivers a 
  critical hit. Orcs react with hostility to an non-orc 
  displaying the item.
  14. Planar Battlefield. The afterlives of several gods 
  or pantheons are everlasting battlefields, where 
  souls are reborn every morning to fight again. This 
  item—most appropriately a weapon, shield, or ar-
  mor, but any item is justifiable with the right sto-
  ry—is a creation of one of those planes, intended 
  to equip its eternal warriors. It bears the symbols of 
  that plane or its gods.
  15. Planar Echo. This is a “copy” of a mundane item 
  from the material plane, native to the Plane of 
  Shadow, the Plane of the Fey, or other echoes of 
  the real world. Due to planar vagaries, this copy is 
  magical even though the original is not. Items native 
  to Shadow are dim, lighter than expected, and cold 
  to the touch. Those native to the world of the Fey 
  resemble fey-made items (see the DMG), but occa-
  sionally change shape or color.
  16. Servant of Chaos. This item is made of strange, 
  unidentifiable materials. Its design is uneven, imbal-
  anced, with excessive parts or flourishes that serve 
  no obvious purpose. Extraplanar creatures of Law 
  find its presence repulsive.
  17. Servant of Order. Minimalist and straightfor-
  ward, symmetrical and technically perfect, this item 
  strikes a precise balance between form and func-
  tion. Extraplanar creatures of Chaos find its pres-
  ence repulsive.
  18. Shapeshifter. This item appears to be an average 
  example of its type. When wielded by a shapeshift-
  er, such as a doppelganger, it changes appearance 
  to match whatever guise the wielder assumes, even 
  if items are normally excluded from that change. 
  The item’s basic nature is not affected, only the spe-
  cifics of its appearance.
  19. Titan. Made either by the creations of the gods 
  themselves, for use by their servants, or by mortals 
  who venerate them, this item bears icons of reli-
  gious significance, forgotten history, and possibly of 
  widespread destruction. It weighs 20% more than 
  normal items of its type. If this item deals damage, 
  it does one additional point of damage per attack or 
  per spell against inanimate objects.
  20. Vestige. Created by the fading remnants of a for-
  gotten god, or by one of its few surviving adherents, 
  this item feels almost insubstantial. It weighs half as 
  much as a normal item of its type, and often seems 
  on the verge of fading away entirely. When in the 
  area of detect magic or similar effects, there is a 
  10% chance that the item fails to register as magical.
  
  EN World EN5idEr | Metropolitan Arcana
  Metropolitan
  Arcana
   
  writing Andrew Engelbrite
   color art Héctor Rodríguez
   
  editing Mike Myler
   
  layout Eric Life-Putnam
  S
  crutinizing the half-orc’s doc-
  ument carefully, the captain 
  carefully analyzes every line of the 
  supposed pardon until suddenly the 
  writ explodes in a puff of scrap paper, 
  the rapidly shrinking form of the crimi-
  nal racing away and cackling mad as 
  a hatter. He reaches for his sword but 
  grasps at nothing, the illusion of his 
  weapon disappearing just as he spots 
  the fleeing half-orc raising the blade in 
  triumph. The captain cracks a smile 
  in response and concentrates on the 
  invisible mark cast upon his sword, 
  the location of the thieves’ den finally 
  about to be revealed. 
  Metropolitan
  Arcana
  EN World EN5ider | Magic Item Features
  1. Artful. You areproficient in one tool or set of tools, 
  of the GM’s choice, while the item is on your person.
  2. Beckoner. If the item is separated from you, you 
  instinctively knows the item’s direction and rough 
  distance. This knowledge lasts for 24 hours or un-
  til the item is attuned to someone else, whichever 
  comes first.
  3. Brave. When you contemplate or undertake a cow-
  ardly act—or even a neutral act, when a more dar-
  ing option is available—the item enhances feelings 
  of shame and guilt.
  4. Bulwark. If the item is in your possession for the 
  duration of a long rest, at the end of that long rest 
  you gain 5 temporary hit points. These temporary 
  hit points last for 24 hours.
  5. Cowardly. When you are presented with an oppor-
  tunity to act in a cowardly or self-preserving man-
  ner, the item heightens your urge to make the at-
  tack.
  6. Devoted. The item fights to remain attuned to you. 
  The item must be separated from you for 48 hours, 
  rather than the standard 24, to break attunement. 
  When a creature attempts to attune to the item 
  while a prior attunement is still in effect, it must 
  succeed on a DC 14 Charisma check at the end of 
  a short rest. On a failure, the item fails to attune to 
  the creature, remaining attuned to you.
  7. Enigmatic. Neither examination over the course of 
  a short rest, nor identify or similar magics, reveal 
  this item’s properties. You can learn those proper-
  ties only through attunement or trial and error.
  8. Fastidious. Once per day, as an action, you can 
  magically clean yourself, your outfit, and the item 
  itself of dirt, grime, sweat, and so forth. This power 
  resets every day at dawn.
  MINOR PROPERTIES
  Roll 1d20 to randomly choose a minor property to bestow onto a magic item.
  9. Focused. You gain a +1 bonus to Constitution sav-
  ing throws made to avoid losing concentration on 
  an ongoing spell.
  10. Gloom-Sight. If you have darkvision, its range in-
  creases by 20 feet while the item is on your person. 
  If you do not have darkvision, this minor property 
  does nothing (and the GM may reroll at their dis-
  cretion).
  11. Hardy. If the item is in your possession for the 
  duration of a long rest, at the end of that long rest 
  the item grants you one extra hit die, which can be 
  spent as normal to regain hit points during a short 
  rest. If not used, this extra hit die disappears after 
  24 hours.
  12. Lodestar. This item is linked to a specific location 
  or object determined by the GM. You can use an 
  action to determine the distance and direction to 
  that place or object. The item does not grant you 
  any specific knowledge of what that item or place 
  might be.
  13. Restful. If the item is in your possession at the be-
  ginning of a long rest, you require only 6 hours to 
  gain the benefit of that rest instead of 8. You can still 
  gain the benefits of a long rest only once per day.
  14. Resuscitator. If the item is in your possession, you 
  gain a +2 bonus to the first death save you make 
  that day. This power resets every day at dawn.
  15. Schemer. As an action while the item is on your 
  person, you may choose one individual within both 
  sight and earshot. Until you end the effect (no ac-
  tion required) or after 1 minute, anything the you 
  say is heard only by that individual, not by anyone 
  else. (this is a one-way effect only.) This power can 
  be used once a day and resets each day at dawn.
  
  EN World EN5ider | Magic Item Features
  16. Skillful. You gain a +1 bonus to ability checks using 
  one specific skill, of the GM’s choice, while the item 
  is on your person.
  17. Speedy.	As an action while the item is on your per-
  son, your walking speed increases by 5 feet. This bo-
  nus lasts until you deactivate it (no action required). 
  You can use this minor property for up to 10 rounds, 
  all at once or in several shorter bursts, each one us-
  ing a minimum of 1 round from the duration. The 
  minor property’s duration recharges each day at 
  dawn.
  18. Suppressible. As an 
  action, you may sup-
  press the item’s mag-
  ic, in its entirety, for 
  a preset amount of 
  time (up to 24 hours). 
  During 
  that 
  time, 
  the item behaves as 
  a non-magical item, 
  can’t be attuned by 
  anyone (though exist-
  ing attunement does 
  not end), and does 
  not register as mag-
  ical to detect magic, 
  identify, or any other 
  spells or abilities that 
  detect magic. The ef-
  fect cannot be ended 
  prematurely and lasts 
  for the duration spec-
  ified when activated.
  19. Unwavering. The item grants you an extra sliver 
  of luck to slightly mitigate unfavorable conditions. 
  When the item is created, the GM chooses one of 
  the following: ability checks, attack rolls, or saving 
  throws. When you make a roll of the chosen type 
  with disadvantage, you gain a +1 bonus.
  20. Dual-Featured. Roll twice, rerolling any additional 
  20s.
  
  EN World EN5idEr | Metropolitan Arcana
  Metropolitan
  Arcana
   
  writing Andrew Engelbrite
   color art Héctor Rodríguez
   
  editing Mike Myler
   
  layout Eric Life-Putnam
  S
  crutinizing the half-orc’s doc-
  ument carefully, the captain 
  carefully analyzes every line of the 
  supposed pardon until suddenly the 
  writ explodes in a puff of scrap paper, 
  the rapidly shrinking form of the crimi-
  nal racing away and cackling mad as 
  a hatter. He reaches for his sword but 
  grasps at nothing, the illusion of his 
  weapon disappearing just as he spots 
  the fleeing half-orc raising the blade in 
  triumph. The captain cracks a smile 
  in response and concentrates on the 
  invisible mark cast upon his sword, 
  the location of the thieves’ den finally 
  about to be revealed. 
  Metropolitan
  Arcana
  EN World EN5ider | Magic Item Features
  1. Aesthetic. While in possession of this item, you be-
  come exceptionally fascinated by sights of beauty—
  artwork, scenic vistas, lush growth—and feel the 
  urge to take every opportunity to stop and appre-
  ciate them. 
  2. Affectionate. The GM selects one of your compan-
  ions at random. While in possession of the item, 
  you feel intense affection for this individual, above 
  and beyond that felt for other members of the par-
  ty, and you make every effort to perform little favors 
  and services for, and to protect, that individual. 
  3. Bearer’s Mark. The item physically marks you for 
  as long as it remains in your possession. This might 
  take the form of a tattoo or brand, an unnatural 
  change in eye or hair color, a slight alteration in the 
  shape of a facial feature (such as the ears becoming 
  pointed if the item is elven-made), or the like. This 
  change is always minor, but noticeable. 
  4. Devout. You must recite a prayer to one or more 
  of the gods (of your choice) before a long rest or 
  else you do not gain any benefits from that rest. You 
  must discard the item at least 24 hours prior before 
  this requirement fades. 
  5. Dreamer. The item imposes unnatural dreams. You 
  might dream in a different language, or in unidenti-
  fiable colors, or even use senses you don’t actually 
  possess. This has no effect on the quality of your 
  rest. 
  6. Empathic. This item changes appearance to match 
  your mood. Sadness might cause the item to appear 
  worn and to turn blue, happiness might cause it to 
  gleam brightly, anger might make it turn red and ra-
  diate heat, and so forth. These alterations are pure-
  ly cosmetic and do not alter the item’s function in 
  any way. 
  QUIRKS
  Roll 1d20 to pick out a quirk for the magic item to have.
  7. Leech. The item feeds off curative magics that tar-
  get you, reducing the hit points you regain from 
  healing spells or magical effects by 1. For example, 
  a cure wounds spell that heals 14 points of damage 
  would instead heal only 13. 
  8. Mirrored. While the item is in your possession, your 
  dominant hand changes—if you are right-handed 
  you become left-handed, and vice-versa. 
  9. Odorous. The item emits a constant odor, deter-
  mined by the GM when the item is created. This 
  might be a pleasant floral scent, an animal musk, a 
  miasma of rot, or the like. Depending on the scent, 
  insects or small animals might be attracted to or re-
  pelled by the item. 
  10. Prim. The item imposes a harmless but intense 
  flash of pain whenever you tell a lie, utter a profani-
  ty, fail to show proper respect to an important indi-
  vidual, or generally behave in a rude or indecorous 
  manner. 
  11. Ravenous. The item imposes a constant hunger 
  and while it is in your possession, each day you must 
  consume 50% more food and water than normal. 
  12. Restless. The item desperately wants to be used. 
  If the item has charges it urges you to activate it, or 
  if an armament it compels you to wear or wield it. 
  When you go 24 hours without using the item, you 
  gain a level of exhaustion that disappears the mo-
  ment the item is used. This exhaustion cannot be 
  removed in any other way.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 247 - Magic Item Features.pdf