Custom 5E Magic Items

4th Edition

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I recently coverted my RotRL game over to 5E. As part of the conversion, I re-worked the PCs magical items to eliminate a lot of the fluff and bring them more inline with the 5E aesthetic. (I also wanted to replicate some of the PF abilities that didn't exist in the 5E version of their characters.)

Frost Giant's Heart (requires attunement)
This amulet is made of from a pale purple, vaguely fist-shaped gemstone. While worn, you gain the following benefits:

  • Your Strength increases by +2, to a maximum of 20
  • You have advantage on Charisma (Intimidate) checks made to interact with giants.
  • You have resistance against cold damage
  • You are considered one size larger for the sake of Strength (Athletics) checks to shove, grapple, resist being shoved and to escape a grapple.
  • You can speak, read and write Giant
  • In addition, while attuned to the belt, you take on one or more frost giant-like characteristics: you may grow a few inches in height, your skin may take on a bluish hue, or your hair may turn white.

This was modified from a Belt of Dwarvenkind. I figure there are other versions based on the other giant types. A fire giant version would grant fire resistance. A stone giant version would grant Darkvision and allow a rock-throwing attack. Etc.

I gave this item to the Wolf Totem Barbarian/Druid. Her player decided to take the height increase, with the added side effect of her dark hair turning white and her normally yellow eyes turning ice blue when she rages.

Blackspike (requires attunement)
This magical rapier does an additional 1d6 acid damage on a hit. When you hit a target, you can choose for the acid to be lingering, causing another 1d6 points of acid damage at the start of their turn for 3 turns. You must take a short or long rest before using this ability again. In addition, this weapons scores a critical hit on a roll of 19 or 20.

This was given to the party rogue, as a replacement for his +2 corrosive rapier. The acid lingering ability was to help make up for his loss of bleeding sneak attack.

Impaler of Thorns (requires attunement)
This pike is a +1 weapon.

  • While wielding this weapon you can use a bonus action to cast the spell Ensnaring Strike. Once used, this ability cannot be used again until you complete a long rest.
  • On a critical hit, the target must attempt a DC 15 Dexterity save or become impaled by the weapon, taking an extra 2d6 points of damage and becoming restrained. On the target's turn they can choose to attempt a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check as an action to remove the weapon and the restrained condition. At the start of your turn, you can choose to withdraw the weapon. If you withdraw the weapon, the target is no longer restrained and you can act normally. If you keep the weapon in place, the target takes another 2d6 points of damage and remains restrained, but you must use your action and keep both hands on the weapon to maintain the effect. You can also release the weapon and act normally, but the target takes no further damage and can remove the weapon on his turn without needing to make a check, but is considered restrained until they do so.

Obviously, this is an existing weapon in the AP, but with very different abilities. The original was pretty lame (IMO) and collecting dust in the party's bag of holding, so I decided to give it some abilities more worthy of the name post-conversion. It's now the main weapon of the alchemist.

Chain of Penitence (requires attunement)
This magical silver flail does an additional 1d6 points of radiant damage on a hit. In addition, when you make an attempt to trip an opponent while wielding this weapon, you are not limited by the size of the opponent, though creatures two or more sizes larger than you gain Advantage on their attempt to resist. Against opponents of your own size or smaller, you gain Advantage on Strength (Athletics) rolls to trip.

This was a conversion of the holy silver flail used by the trip-focused fighter.

Robe of Runes (requires attunement):
Your Intelligence score is 19 while you wear these robes, unless your Intelligence score is already 19 or higher, in which case there is no change. In addition, your base AC becomes 13 plus your Dexterity modifier as long as you aren’t wearing any armor. As a bonus action, you can use the command word to replenish up to 4 levels of spell slots you have already spent. When you use this ability, the rush of power grants you advantage on any spell attack rolls you make until the beginning of your next turn and targets of your spells have disadvantage on any saving throws against any spell cast by you before the beginning of your next turn. This ability can’t be used again until the next dawn.

Another converted item from the AP, though this is more on-par with the original.

Flame of the Dawnflower (requires attunement by cleric or paladin of Sarenrae)
You can use a bonus action to speak this magic scimitar’s command word, causing flames to erupt from the blade. These flames shed a bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again, or until you drop or sheathe the sword. In addition, when the sword is ablaze, you can expend a use of your Channel Divinity ability to change the additional damage type from Fire to Radiant for one minute. While the radiant damage is in effect, the light shed is treated as if it were a Daylight spell.

This is was a custom weapon for the party cleric, obviously modified from a flametongue.

RPG Superstar 2012 Top 32

These are amazing!!! :-D

We're playing a 5th Edition RotRL conversion too. We're 10th level and almost done with Part 5 (of 6).

Thanks. I (and my players) are pretty happy with how they turned out.

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