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Tuesday, May 20, 2025

Loot/ Boots of Levitation for My characters/party - other items

Some from https://www.reddit.com/r/DnD/comments/6ja76f/lets_gather_a_list_of_fun_unique_magical_items/

How about a QUEST for some of these artifacts?!
  • Boots of Levitation. Good idea. Strong but not fly… so other ways for the kid as DM to challenge, so it's not the same exact thing we just did with his group. 
  • Arrow of the Hydra - This fine arrow of cedar wood and kingfisher feathers is tipped with a sharp hydra’s tooth. When you hit a target with it, the arrow deals an extra 3d6 poison damage. If you miss, the arrow lands in a DM-selected square, within 20 feet of intended target. At start of the next round, an undead skeleton claws out of the ground in that square. The skeleton acts on its own initiative, and attacks the nearest living creature until reduced to 0 hit points.
  • Gauntlet of D - think VampHunterD's hand. My invention. Put on gauntlets, and a magical mouth appears on one palm whenever you activate (free action) it's powers, or if it wants to talk to you. It has hearing out to X feet.
    • Once per day, blindsight out to 20 feet in every direction for up to 2 rounds, but you must open up your hand and point it out in each direction. 
    • Eating dirt as bonus action to heal X HP. Once per day. More as you level up. 
    • Once per day -eating dirt as bonus action, then as Action (within 10 minutes), it blasts out a magical attack (similar to dragonborn breath) once a day. 
      • Damage is FORCE?
        • 2d6 through level 5
        • 3d6 at levels 6-10
        • 4d6 at levels 11-15
        • 5d6 at levels 16-20
      • Shape/range can be up to:
        • 15 foot cone
        • or
        • 60 foot line
  • "This was one of my most fun magic items:
    • Spear of the Swift Sargent: An old wooden spear with a burned and charcoaled tip that holds traces of ancient magics. When rolling initiative roll add 2 and if you hold the first initiative out of all possible characters choose one: On the first round of initiative increase your AC by 10 and gain +5 speed on this and all future rounds this initiative. On the first round of initiative you have 2 actions and gain +5 speed on this and all future rounds this initiative. On the first round of initiative double your movement speed and gain +5 speed on this and all future rounds this initiative."
      • OK, so the super power is just that first round. After that you are just +5 speed. 
        • Combine with Feat for Improved Init? 
      • Change SPEAR to... ? So that a magic user can hold it. 
  • Gemini Rings of Chaotic Sorcery(Legacy): These two rings are possessed by spirits of sorcerer twins who gave in to the powers of elemental chaos. Their souls are forever bound together. As a consequence these rings can never be more then ten feet apart from each other. When you first attune these rings choose two Metamagic abilities. If you use one Metamagic ability twice in a row the other ring becomes jealous, roll for the Wild Magic Surge table. These rings give you Sorcery Points equal to double your proficiency bonus. Using both Metamagic features in the same turn allows you to choose to Wild Magic Surge at Advantage.
  • Acheron Boots(very rare) : These boots were made for the dangers of Acheron. Whenever you take fall damage you take half as much. You also can jump up to three times your normal jump distance. In addition also gain the Uncanny Dodge feature unless you already know the Uncanny Dodge. In which case you gain Improved Uncanny Dodge which does not take a reaction to use.
  • Items to give ADV or better on Init rolls
    • Sentinel Shield does ADV. NO ATTUNEMENT!?
    • Chronurgy or War Magic Wizard: These two wizard subclasses are from Explorer’s Guide to Wildemount and Xanathar’s Guide to Everything. Both of these have a class feature at level two that lets you add your Intelligence modifier to your initiative bonus. 
    • If you have a subclass/class like swashbuckler that lets you add charisma or something else.
    • Shield of the Silver Dragon +2
      • CoS
      • +2 AC
      • +2 Init bonus
    • Boots of the Vigilant from Taldorei Reborn:

      While you wear these boots, you can sense impending danger. After you roll initiative, you can choose to roll a d8 and add it to your initiative roll. Once this property is used, it can't be used again until the next dawn.

    • Indie Rex's Player's Handbook of Swift Action

      A rare tome that grants a permanent +1 to the reader's initiative.

    • Alert Feat gives +5 bonus















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