100 Magic Items for 5e Pt. 1
1. Tome of Invigoration
Wondrous Item, Uncommon
A leather-bound book, the size of a travel journal and indistinguishable from one on the outside. The pages are filled with the teachings of a famed scholar of magics, it’s said that each hour spent studying this book is the equivalent of 4 hours of regular magical studies. Over a short rest – a player with spellcasting abilities can read this tome to regain 1 spell slot of the highest level available to them (Max of Level 5). The tome can’t be read again until the player completed a long rest.
2. Tempus’ Shout
Halberd, Very Rare, Requires Attunement
This sparking Halberd delivers jolts of electricity that surges through the targets body dealing an additional 1d6 thunder damage on every attack.
Active: By speaking a command word Tempus’ Shout extends and begins sparking and flashing threatening coils. While activated increase its reach to 15 feet. Additionally, once per turn on hit you cast the Thunderwave spell at level one, on the point of impact for the attack. The save DC for the spell is 8 + your proficiency + your constitution modifier.
After using this weapons active, it’s electrical current becomes tame and fading. It no longer deals an additional 1d6 thunder die until the wielder completes a long rest. At which point Tempus’ Shout is fully recharged and its active can be used again.
3. Abjurers Staff
Staff, Rare, Requires Attunement by Bard, Cleric, Druid, Sorcerer, Wizard, Warlock
A strong metal staff, heavy and thick with a shield at the top. If attuned this staff can be used as a focus. At the start of each long rest you gain 1d6+1 stacks, this staff can carry a max of 7 charges. If the staff ever has 0 charges roll a d20, on a 1 the staff becomes a mundane focus.
The Wielder may cast the following the spells in exchange for the following charges. Your spellcasting modifier remains the same.
· Expend 1 charge to cast the shield spell. (Can cast as reaction if staff is being wielded)
· Expend 2 charges to cast Counterspell (Can cast as reaction if staff is m being wielded)
· Expend 3 charges to cast Banishment.
4. Boots of Sneaking
Wondrous Item, Legendary, Requires Attunement by a Rogue
These soft leather shoes are so black that it appears that they drink the light in around them. Making the wearers feet almost appear as black holes, with intricate laces as dark as night running all the way up them. The player attuned to these boots has advantage on all stealth skill checks.
Active: By uttering the boots command word, the rogue attuned to these boots gains an additional number of d6 to their sneak attack equal to their proficiency. This active lasts for 1 minute and can’t be used again until a long rest.
5. The Immobilizer
Weapon (Maul), Very Rare
An oversized maul with one face of the head lined with pyramid shaped spikes. Damage rolls with this weapon gain +2. On a critical hit the creature struck is permanently knocked prone, due to a shattered kneecap, broken rib or similar injury that would hinder movement. This effect can only be cured by proper medical attention and healing time or a “lesser restoration” or superior spell.