100 Magic Items for 5e Pt. 15
71. Ring of Race Changing
Wondrous Item (Ring), Rare,
This ring is crafted of simple silver; the band is etched with different letters from all languages of the realms - some unrecognisable to any living person. Every morning the player wakes up taking on the features of a different race according to a D8 roll. If the player is already the race rolled the character is unaffected that morning (Or roll again; DM’s choice). Every morning the player loses the abilities of the previous days roll and takes on the new effects.
1 – Elf. The players’ ears grow long and pointy, and any facial hair they have grown becomes patchy and light. They become more slender and agile gaining 5 additional movement speed.
2 – Dwarf. The player wakes up having grown a large beard if they are able. They also appear to have gained a few pounds – and have acquired a taste for ale. The player also gains the “Stonecunning” and “Dwarven Resilience” traits.
3 – Halfling. The player takes on a cheery disposition to life and a newfound love for music and performance, also becoming noticeably shorter (Player is still considered the same size) They gain the “Halfling Luck” trait.
4 – Tabaxi. The player becomes covered in fur, and their pupils become slit, as well as gaining a penchant for mischievous curiosity. Additionally, they gain the “Cat’s claws” and “Feline Agility” traits.
5 – Half-Orc. The player gains thick, strong muscles, developing an underbite and pronounced teeth. The player becomes proficient in intimidation and gains the “Relentless Endurance” trait.
6 – Tiefling. The player’s skin takes on a tone of red or purple, their eyes turning red and a tail sprouts from behind them. They gain a darkvision of 60 feet and the “Infernal Legacy” trait.
7 – Triton. The players take on a tone of the blue or green in their skin and hair, as well as growing gills on their ribs, cheeks or similar area. They take on the “Amphibious” trait and they suddenly gain a kinship with marine animals gaining the “Guardians of the Depths” trait.
8 – Gnome. The player becomes stout and short of leg finding themselves more in tune with nature, they gain the “Gnome Cunning” trait and their size becomes small if it wasn’t already.
72. Symbol of the Lich Slayer
Wondrous Item, Very Rare, Requires Attunement by a Cleric
This holy symbol is made of weighted gold, crafted in the shape of a sun and its rays. A cleric who is attuned and uses this symbol for their holy symbol gains resistance to necrotic and poison damage. Additionally, when using the “Turn Undead” ability the target has disadvantage on the saving throw.
73. Bouquet Staff
This staff is a long hollowed out clay tube filled with potting soil. Every day 1d4 flowers grow from the top of the staff, with a max of 7 flowers. When the player presses a button on the side of the staff, causing one of the flowers to explode in a plume of pollen and colour, casting the “Colour Spray” spell. The player can explode multiple flowers at once, casting the spell at one level higher for every flower exploded.
74. Guardian Shield
Armour (Shield), Very Rare, Requires Attunement
A glorious steel kite shield, symmetrical jade patterns adorn its front side. As a bonus action you can cause the shield to levitate moving it up to 30 feet to occupy the same space as another creature. When in the same space as a creature that creature gains +2 AC. The creature attuned to this shield cannot wield a weapon in their shield hand while using this effect, guiding the shield telepathically with sematic gestures. The player can move the shield 30 feet as a reaction or call it back to their hand as an action.
75. Soul Tether
Wondrous Item (Rope), Uncommon, Requires Attunement
A length of ethereal rope invisible to a layman’s eyes. The character attuned to this rope ties it around their torso, once tied the rope becomes a tether directly attached to the living energy of the creature. The player may then tie the other end of the rope to another creature’s torso – this creature does not become attuned to the tether. The tethered creatures can not exist on different planes of existence – whenever one is sent to a different plane (such as the astral plane), the other tethered player is also summoned to that realm appearing in a spot within 30 feet of the other tethered creature.