Greenwall's Lab of Magic Items | 5e Magic Items
By Jared B (Baldmund) and Zac Chaney
Give your players cool new rewards with these 5e magic items! Feel free to customize these 5e magic items as desired to fit your and your players' playstyle.
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Greenwall’s Lab of Magic items
The adventurers stumble into a little stone building. The walls are crumbling, and the door is barely hanging by its hinges. The exterior is overgrown with vines and foliage. Inside, they find rundown bookshelves packed with all manner of bottles, vials, and books of the arcane and alchemical. Upon a dust-covered desk, they find an open journal. The last written page reads as follows:
“I, Professor Greenwall of the College of the Strange and Arcane, have bequeathed my possessions of this plane to…”
The ink trails off. The rest of the page and the desk next to it are splattered with dried blood. On the last page, the author begins describing an incredible variety of magic items, which are ostensibly contained within the room.
Sword of Adaptation
Weapon (short sword), uncommon
When found, this weapon appears to be a +1 short sword. As a bonus action, you can change the weapon from a short sword to a spear or back again. The weapon does 1d6 damage and keeps its finesse property regardless of its form.
Sword of Corrosion
Weapon (short sword), rare (requires attunement)
This magical short sword appears to be old, rusty, and pock-marked, but its outward appearance doesn’t seem to affect its ability to function as a weapon. While attuned to this weapon, the sword reveals that there is a rust monster mystically bound within the blade. Whenever you strike a creature wearing metal armor with this weapon, the armor's base AC is decreased by 1. If this effect reduces the armor's base AC to 10, the armor rusts to dust. If the armor is magical, the wearer can attempt a DC 14 Dexterity saving throw to avoid this effect.
Ring of Earthly Pull
Ring, uncommon (requires attunement)
This brass ring bears a large onyx stone on its band. This ring has 3 charges, regaining all expended uses at dawn. While wearing an attuned to this ring, you can use your action to expend 1 charge. When you do so, select a point that you can see within 30 feet of you, increasing the gravity within a 10-foot radius for 1 minute. The area becomes difficult terrain, and any creature that starts its turn in the area or enters the area for the first time on its turn must succeed on a DC 13 Dexterity saving throw or take 1d10 force damage from their own crushing weight.
Amulet of Alteration
Wondrous item (amulet), rare (requires attunement)
Holding this amulet in the hand sends tiny jolts of electricity running up the fingers. The facets of the central gem seem to almost dance between colors, as though they are transforming. There are 5 charges stored within the amulet. You can expend 1 charge to transform a mundane object no larger than a 5-foot cube into another mundane object of the same size. This transformation lasts for 1 hour or until any damage is dealt to the object. Alternatively, you can expend 3 charges to cast alter self without using a spell slot. You do not have to maintain concentration on the spell when cast in this way. The amulet regains 1d4 + 1 charges each day at dawn.
Lightning Harness
Wondrous item, rare (requires attunement)
This is an arcane electrical generator worn like a backpack. Attached to the base of the generator is a cable that runs to a bracer that allows the wielder to channel lightning. It has 10 charges and regains 1d6 + 4 expended charges at dawn. While wearing and attuned to this harness, you can use your action to throw lightning at one creature that you can see within 30 feet. The target must succeed on a DC 15 Dexterity saving throw or take 4d6 lightning damage, or half as much on a success. Up to two creatures of your choice within 5 feet of the target must also succeed on a DC 15 Dexterity saving throw or take 1d6 lightning damage.
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Magic Items