
Weapons & Armor Special Materials & Magical Properties
Not every item is made of the same material. Every sword isn’t steel. Every suite of full plate isn’t mithral. Below is a list of Special Materials to make Magic Items or even Mundane Arms & Armor more interesting! Plus, find extra Magical Weapon Properties and Magic Armor Properties that go beyond the DMG and Player’s Handbook defaults.
I’ve got to give credit to Bell of Lost Souls for being the inspiration for this post. Their article D&D: Five Ways To Make A +1 Sword Memorable was awesome!
Source: https://www.belloflostsouls.net/2020/01/dd-five-ways-to-make-a-1-sword-memorable.html
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Special Materials for Magic Items or Mundane Arms & Armor
# | Material | Description |
---|---|---|
Abysium | This glowing, blue-green substance can be a source of great energy. It also causes those who spend extended amounts of time near it to grow ill and die unless proper precautions are taken. Abysium functions as steel when used for weapons and armor, but those who carry or wear abysium arms or armor become sickened for as long as the gear is carried or worn. Likewise, those in an area with heavy concentrations of abysium become sickened for as long as they remain in the area. This is a poison effect. | |
Abyssal Bloodiron | Made of blood-soaked iron from the depths of the Abyss. A weapon of Abyssal Bloodiron counts a roll of a 19 or 20 as a critical hit. | |
Adamantine | Adamantine is extremely strong and favored by weapon and armor smiths alike for its ability to cut through solid barriers with ease and endure heavy blows. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. (Pathfinder or D&D 3.5) | |
Adamantine, Black (Ptolus) | Black adamantine was only ever found in one place: in a mound located in the region occupied by the Cold Desert today. All the black adamantine that exists has been mined and usedno more can be found occurring naturally. It has the same qualities as adamantine except that it also proves resistant to spells or magical effects that would damage or affect it (like disintegrate or even passwall) with a spell resistance of 25. Further, those in the know (Knowledge [arcana], DC 30) can use a wish spell to make black adamantine completely impervious to physical force or spells. Black adamantine is worth three times as much as normal adamantine. | |
Aethel (Ptolus) | One of the rarest and most valuable substances in Ptolus isnt a drug or a weapon, its a mineral. Aethel was discovered in this region, named, and experimented upon by the Elder Elves in the time of the titans, five thousand years ago. In many ways, it is the opposite of Vallis (see page 47). While the greenish stone of the absent moon is a natural power source on its own, the clear crystals of aethel absorb magical energy and even light. | |
Alchemical Silver | ||
Angelskin | Evil. The skin of an angel. | |
Asbestos Cloth | Asbestos cloth will not catch on fire and armor constructed from asbestos cloth provides resistance to fire and heat. Asbestos clothing and cloth armor composed primarily of asbestos is immune to fire damage and is never at risk of catching on fire. However, this property only imparts fire resistance 5 to the wearer. | |
Astral Driftmetal | Metal mined from floating matter in the Astral Plane. Weapons made of this material count as magical weapons for the purposes of overcoming the damage resistances of incorporeal creatures. | |
Aszite | The twin ores of aszite and druchite are found only on the Shadow Plane. These ores are highly sought after for structural construction, as well as for their use in enhancing armor and weapons. | |
Aurorum | This material is luminous and gleams with pink and indigo. Weapons or armor made of Aurorum fully heal themselves within 1 minute after taking damage or being destroyed. Taking Lightning damage disables this property for 5 minutes. If destroyed while its properties are disabled, the object will not reform. | |
Baatorian Green Steel | Weapons forged of this Hellish material cost 1000 more gp than normal because of the materials exclusivity to devils. The iron alloy is flecked with green and mined by enslaved souls in Baator. Magic weapons made of Baatorian Green Steel cause creatures it hits to bleed for 1d2 additional damage at the start of its turn after being hit with the weapon. Creatures that dont have blood and undead are unaffected by this property. | |
Basalt, Magic Bridge | ||
Black Adamantine (Ptolus) | Black adamantine was only ever found in one place in a mound located in the region occupied by the Cold Desert today. All the black adamantine that exists has been mined and usedno more can be found occurring naturally. It has the same qualities as adamantine except that it also proves resistant to spells or magical effects that would damage or affect it like disintegrate or even passwall) with a spell resistance of 25. Further, those in the know Knowledge [arcana], DC 30) can use a wish spell to make black adamantine completely impervious to physical force or spells. Black adamantine is worth three times as much as normal adamantine. | |
Black Seaweed | ||
Blight Quartz | ||
Blood Iron | This rust-red metal is a special form of steel (despite the name) that is infused with blood in the forging process, usually that of a ritualistically- sacrificed and oftentimes sacred animal such as a rooster or bull; in evil societies or particularly- desperate situations, a human sacrifice might be used. | |
Bluewood | Magically treated wood that is as hard as steel. It doesnt change the properties of a steel weapon or armor, but it can be used by a druid without penalty. Bluewood items cost 600 gp more than a regular steel counterpart. | |
Bone | Any bone from any animal. Maybe the bone isnt normal white, but some other color, or flecked with strange inlays. | |
Brill | ||
Bronze | ||
Bronze, Elysian | First crafted in the deeps of time by the titans and bestowed as gifts to monster-slaying heroes among the lesser races, Elysian bronze retains the brazen coloration of its namesake but is as hard as steel. | |
Bronze, Transcendental | ||
Bulette | ||
Chlorophyte Ore | Chlorophyte Ore will spread itself by converting nearby Mud and Jungle Grass blocks into more Chlorophyte Ore. | |
Cold Iron | This iron, mined deep underground and known for its effectiveness against demons and fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as their normal counterparts. | |
Copper-Plated | ||
Coral, Chitin, and Sea Shells | ||
Cryptstone | Cryptstone is a dense gray stone scavenged from mausoleums that often appears ancient and pitted. Additionally, any non-magical weapon made of cryptstone affects incorporeal undead as if it were a magic weapon, and weapons made of cryptstone that have the disruption special ability increase the DC of that ability by +1. Has the same hardness and hit points as steel. | |
Crystal, Blood | ||
Crystal, Deep | ||
Crystal, Deep | ||
Crystal, Mundane | ||
Crystalline | ||
Darkleaf Cloth | ||
Darkwood | This rare magic wood is as hard as normal wood but very light. (Pathfinder or D&D 3.5) | |
Djezet | ||
Dragonhide (roll again for which dragon) | A classic status symbol for adventurers, dragonhide armor is coveted for its toughness. Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. Because dragonhide armor isn't made of metal, druids can wear it without penalty. (Pathfinder or D&D 3.5) | |
Dragonskin | ||
1. Dragonhide : Black | ||
2. Dragonhide : Blue | ||
3. Dragonhide : Brass | ||
4. Dragonhide : Bronze | ||
5. Dragonhide : Copper | ||
6. Dragonhide : Faerie | ||
7. Dragonhide : Gold | ||
8. Dragonhide : Green | ||
9. Dragonhide : Mercury | ||
10. Dragonhide : Mist | ||
11. Dragonhide : Platinum | ||
12. Dragonhide : Red | ||
13. Dragonhide : Shadow | ||
14. Dragonhide : Silver | ||
15. Dragonhide : Steel | ||
16. Dragonhide : White | ||
Dreamstone | ||
Druchite | The black-and-violet ore known as druchite is synonymous with Shadow Absaloms towering spires. The ore is so dark that even creatures that are adapted to see in lightless conditions can have extreme difficulty perceiving it. Druchite ore can be worked into armor and weapons by applying it in delicate veins or inlaid patterns across the equipment. Druchite-veined armor grants the wearer additional defenses against creatures with darkvision. The wearer always benefits from a 10% miss chance while in an area of dim light or darkness, even if she is perceived by a creature using darkvision. The twin ores of aszite and druchite are found only on the Shadow Plane. | |
Dwarven Stone | ||
Eel Hide | ||
Firestone (Ptolus) | The mineral known as firestone can be created only through magic. It burns with great efficiency, which causes technologists to desire it greatly to fuel their devices. This small stone weighs 1 lb. and can burn hotly for twenty-four hours. It is used to power some of the equipment described in Chapter 29 Technology. | |
Gehennan Morghuth Iron | Gehennan Morghuth Iron is terrible to craft with often appearing pocked and pitted) but weakens those whose wounds are exposed to it. Weapons made from this iron have -1 on attack and damage rolls, but those hit by it must make a DC 11 CON save or gain 1 level of exhaustion. A creature cannot have more than 5 levels of exhaustion from this supernatural poison. | |
Gem (roll again for what gem) (See examples of 154 Gemstones: opens image in new tab) | ||
1. Gem : Agate | ||
2. Gem : Alexandrite | ||
3. Gem : Amazonite | ||
4. Gem : Amber | ||
5. Gem : Amethyst | ||
6. Gem : Ammolite | ||
7. Gem : Andalusite | ||
8. Gem : Andesine Feldspar | ||
9. Gem : Apatite | ||
10. Gem : Aquamarine | ||
11. Gem : Aventurine | ||
12. Gem : Azurite | ||
13. Gem : Black Star Diopside | ||
14. Gem : Bloodstone | ||
15. Gem : Danburite | ||
16. Gem : Diamond | ||
17. Gem : Emerald | ||
18. Gem : Fire Agate | ||
19. Gem : Hematite | ||
20. Gem : Howlite | ||
21. Gem : Jade | ||
22. Gem : Jasper | ||
23. Gem : Ruby | ||
24. Gem : Sapphire | ||
Open a Photo of 154 Gems in a New Tab | ||
Geranite | ||
Glassteel | ||
Gold | ||
Greenweave | ||
Greenwood | ||
Griffon Mane | ||
Hartwood | ||
Heliothil (Ptolus) | Heliothil is a pale violet stone that has negative weight. A stone that should weigh about 1 lb. has in fact 5 lbs. of negative weight. This means that, if a piece of pure heliothil were unsecured, it would fall upward at a great rate and disappear into the sky. However, it also means that securing 5 lbs. of normal material to the 1 lb. bit of heliothil renders the normal material effectively weightless. The heliothil and attached material float in midair. | |
Hellstone | ||
Hoodoo Loam | ||
Horacalcum | ||
Ice | ||
Ice, Stygian | ||
Ice, True | ||
Ignium | ||
Inubrix | ||
Iron | ||
Iron, Cold | This iron, mined deep underground and known for its effectiveness against demons and fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added. A double weapon with one cold iron half costs 50% more than normal. Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not. (Pathfinder or D&D 3.5) | |
Iron, Gehennan Morghuth | ||
Iron, Primal | ||
Ironwood | ||
Ithildin & Ithilnaur (Ptolus) | The elves know of many special minerals, materials, and herbs. In particular, they are known for two metals ithildin a decorative silver that glows at night but is dull and almost invisible during the day) and ithilnaur a thin, strong material with the same properties as ithildin). Both metals glow is equal to candlelight. Ithildin is like silver but costs twice as much. Ithilnaur is like mithral but costs twice as much. | |
Lead-Lined | ||
Linite | ||
Liquid Light (Ptolus) | In the earliest days of creation, when air, earth, fire, and water did not yet possess their final states, sunlight shone into pockets of air that eventually became trapped deep underground. This air turned naturally into liquid light as a result of tremendous good done in the world; the residue seeps up from the depths of the earth and takes on a physical substance. Thus, deep in the earth one can encounter pools of bright sunlight, preserved forever as a thick, milky liquid. One pint of this fluid is the equivalent of a daylight spell that never fades. One can use liquid light to enhance spells with either the light or good descriptor either way, the spell gains both descriptors when cast). A pint of the material used as a spell component modifies a spell so that it is cast two levels higher than normal, with a +2 bonus to the saving throw DC to resist. Liquid light inflicts damage to evil-aligned outsiders and undead if used as a splash weapon one pint inflicts 3d6 points of damage; full immersion inflicts 20d6 points of damage). It heals good outsiders and blessed children in like amounts. Liquid light is worth 1,000 gp per pint and is usually found only in amounts of six to ten pints at a time. | |
Liquid Shadow (Ptolus) | Liquid shadow is a vile substance that pools in the darkest corners of the worldusually at the heartrock of a massive mountain or in a cave at the bottom of the deepest lake. It exists naturally as a result of evil done in the world; the residue seeps into the earth and takes on a physical substance in the deep darkness. One can use liquid shadow to enhance spells with either the shadow or evil descriptor either way, the spell gains both descriptors when cast). A pint of the material used as a spell component modifies a spell so that it is cast two levels higher than normal, with a +2 bonus to the saving throw DC to resist. Liquid shadow is worth 1,000 gp per pint and is usually found only one or two pints at a time. | |
Maritime Quartz | ||
Marlite (Ptolus) | Magic Dead Blue Steel. Marlite shines like blue-tinted iron and can be processed into a metal as hard and resilient as steel. Marlite is far more valuable than steel, however, for its secondary property. Marlite is a magic-dead material. It has no natural magic within it, and it cannot be affected by spells, magic items, or spell-like abilities. In effect, it has an infinite amount of spell resistance. A sword made of marlite couldnt be affected by a heat metal spell, nor could it be magically disintegrated. No one could move it with telekinesis. This means, of course, that magic cant affect it in beneficial ways, eitherit couldnt receive a magic weapon or keen weapon spell. It could not be given magical properties or an enhancement bonus. Armor made of marlite gives the wearer no special properties. Spells can still affect the wearer, just not the armor directly. An item made with marlite instead of iron or steel costs ten times the normal price. | |
Mawine | ||
Mindglass | ||
Mithral | Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. (Pathfinder or D&D 3.5) | |
Mithral, Celestial | ||
Moonsilver (Ptolus) | Called ithilirid by the elves, this metal is always found in liquid form, looking not unlike mercury. One can use it to coat a solid surface, to which it then adheres, protecting the surface as if it were made of iron. The surface retains all normal flexibility. Thus, one could apply it to a person to grant him the benefits of wearing armor +4, +6, or +8 armor bonus to Armor Class, depending on how much is available) with none of armors drawbacksno armor check penalty, maximum Dexterity, or spell failure chance. The effects of moonsilver are as fleeting as the moons reign in the night sky, however. The substance fades away approximately four hours after it adheres to a surface. Moonsilver costs depend on the amount of the substance. Enough for a +4 armor bonus costs 200 gp; +6 costs 400 gp; and +8 costs 600 gp. You cannot use a partial dose or multiple doses. | |
Mourningsteel | ||
Mundane Crystal | ||
Noqual | ||
Obsidian | ||
Platinum | ||
Rustic Wood | ||
SerpentStone | ||
Serren | Wood from Arborean trees. Weapons made of this material count as magical weapons for the purposes of overcoming the damage resistances of incorporeal creatures. | |
Shark Skin | ||
Siccatite | ||
Silk, Aranea | ||
Silkweave | ||
Silver | ||
Silver, Alchemical | A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes. (Pathfinder or D&D 3.5) | |
Silversheen | ||
Skybough Amber | ||
Skymetal Alloys | ||
Solanian Truesteel | Made of gleaming perfect iron mined from the fourth layer of Celestia. A weapon made from this material counts a roll of a 19 or 20 as a critical hit. | |
Spiresteel | ||
Starmetal | Meteoric iron mined from fallen comets. It has an inherent mystic connection to the material plane and deals 1d4 bonus force damage to extraplanar creatures. | |
Starstone | ||
Steel | ||
Steel, Chthonic | ||
Steel, Fire-forged | ||
Steel, Frost-Forged | ||
Steel, Living | ||
Steel, Singing | ||
Steel, Stainless | ||
Stone | ||
Stone, Dwarven | ||
Stormphrax | ||
Stygian Ice | Black ice harvested from Stygia, the fifth layer of Hell. Contact or damage from Stygian Ice deals 1d6 bonus cold damage, and also causes the victim to make a DC 11 WIS save or have its WIS score lowered by 2 until it finishes a long rest. A creature whose WIS is lowered to 0 in this way dies and rises as a Wraith in 2d4 rounds. Weapons made of this material are fragile and have AC of 13 and HP of 8. The ice melts slowly in above-freezing temperatures, taking 1 damage each hour and emitting a foul vapor as it melts. | |
Sunsilver | ||
Thinaun | A dark glittering steel that absorbs souls slain with weapons forged from it. If the wielder is slain while holding the weapon, the wielders soul becomes trapped in the weapon. If a soul is already inside of the Thinaun weapon when it tries to absorb a soul, the previous soul is released to the afterlife. A creature whose soul is trapped in the Thinaun weapon cannot be resurrected unless the caster of the resurrection spell wields the weapon. Fiends and other such creatures can extract a trapped soul for their own purposes, meaning it can be used as a bargaining tool for those who traffic in souls. | |
Transcendental Bronze | ||
True Ice | ||
Uliun | ||
Umbrite | ||
Urdrukar | Armor forged with this metal weigh 5 pounds heavier and have their max DEX modifier reduced by 1, if applicable. However, it also grants the wearer advantage on saving throws against being viewed or detected remotely by divination spells. | |
Vallis (Ptolus) | One speck of Vallis can power a number of levels of spells cast by any class of spellcaster, as determined by the size of the speck. Most range from one to six spell levels in capacity. (Treat a 0-level spell as the equivalent of a half level.) As the piece of Vallis is used, it diminishes. So, if a bit of Vallis dust with a four-spell-level capacity powers a 2nd-level spell, it still can power either another 2nd-level spell or two 1st-level spells, but it grows noticeably smaller. Exhausted Vallis disappears entirely. | |
Viridium | ||
Voidglass | ||
Vulcanized Rubber | ||
Waterwood | ||
Whale Sinew | ||
Whipwood | ||
Wyroot |
Weapon Properties
# | Prefix | Suffix | Property |
---|---|---|---|
1 | Adamantine | of Adamantine | This item is indestructible. |
2 | Alien | of Lunacy | Once attuned, the bearer constantly hears the ongoing, utterly insane mutterings of an alien intelligence trapped inside this weapon. Should this weapon be destroyed, the being will be released. |
3 | Ancient | of Old | This worn weapon inscribed with ancient runes can be used as a Spellcasting Focus |
4 | Antikytheran | of Mechanisms | An ancient mechanism is housed within this weapon that never configures the same way twice. Once per long rest the bearer can spend one minute to attempt a DC 20 investigation check to configure the device. If successful, the weapon becomes a +1 weapon until the end of the next long rest. |
5 | Arcane | of Arcana | This weapon can project a spectral tome suspended in mid-air that the bearer can interact with like a physical book. This tome can be used as a spellbook and may contain some spells from its previous bearer. |
6 | Arctic | of Snow | Icy wind and snowflakes bluster around this weapon, even in warm environments. The bearer can walk on the surface of the lightest snow, leaving no footprints. |
7 | Artist's | of the Artist | The bearer may use this weapon to make colored marks on any surface. The marks will fade away in 24 hours. |
8 | Assassin's | of the Assassin | The bearer may add 1d4 poison damage to all attacks made during surprise rounds. |
9 | Autumn | of Falling Leaves | The weapon contains a reservoir of natural magic that can a sustain a cascade of falling leaves for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release this magic. While planted and undepleted, creatures within 10 feet of this weapon have half cover. A long rest restores 1d6 sconds of energy to the weapon's resevoir. |
10 | Barbed | of Barbs | After an attack roll, the bearer may use their reaction to add 1d4 to the damage roll and take 1d4 damage. |
11 | Binding | of Binding | When you hit a creature with this weapon, the ground beneath binds to its feet, slowing its speed by 5 feet until the end of its next turn. This has no effect on creatures that are flying or swimming. |
12 | Blasted | of Detonation | The bearer may use a bonus action to activate destructive magic within this weapon. It begins to glow with white-hot intensely, and at the beginning of the bearer's next turn, the weapon casts a level 1 Shatter spell (DC 12) centered on the weapon. The weapon then loses this property. |
13 | Blessed | of Parables | Whenever the bearer of this item receives magical healing from a spell on the Cleric’s spell list, they gain an additional amount of hit points equal to their Wisdom (Religion) skill. |
14 | Blind | of Eyes | Garrish eyes are painted on this weapon. The bearer can use an action to see/unsee through the eyes, even if their own senses are compromised. |
15 | Blithe | of Mirth | The bearer is filled with inexplicable joy. All charisma skill and saving throw rolls gain a +1 bonus, but all wisdom skill and saving throw rolls gain a -1 penalty. |
16 | Bloodthirsty | of Bloodthirst | The bearer of this weapon spend a bonus action and a hit die to turn this weapon into a +1 magic weapon for 1d4 turns. |
17 | Bonded | of Twins | This item is part of a pair of identical items. The bearer of either knows the location of the other at all times. |
18 | Booming | of Thunder | The bearer may choose to deal Thunder damage with this weapon and gain a +1 bonus to damage. |
19 | Braided | of Knots | The bearer may use their action to cause the weapon to become a 50 ft length of hemp rope at will. |
21 | Broken | of Shards | This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power. |
22 | Capricious | of Chance | If the weapon is attuned to a Chaotic aligned character, they may roll a die after completing a long rest. If the result was an even number, treat this as a +1 magic weapon until they finish a long rest. |
26 | Captivating | of Saving Graces | While the bearer is at 0 hp, they begin to hear the most beautiful music they have ever heard. The bearer has advantage on death saving throws and cannot recall details about the music if they wake. |
23 | Cardinal | of the Lodestone | The bearer always knows which way is north and has advantage on Wisdom (Survival) checks for land navigation. |
24 | Caustic | of Corrosion | The bearer may choose to deal Acid damage with this weapon and gain a +1 bonus to damage. |
25 | Chained | of Chains | The bearer can spend an action to mystically bind or unbind themselves to this weapon. While bound, the bearer can no longer be disarmed but cannot switch out or throw this weapon. |
26.1 | Chameleon | of the Chameleon | A weapon with this property does additional damage to the same creature type of the last being it struck, until it strikes another foe. Upon striking a being, against all beings of the same type the weapon does an additional 1d6 damage. Striking a new type of creature for the first time does not afford the additional damage, until the second hit. [Credit to Rez] |
27 | Charged | of Lightning | The bearer may choose to deal Lightning damage with this weapon and gain a +1 bonus to damage. |
28 | Chill | of Chills | The air around the bearer of this weapon is always unnaturally cold. One's breath becomes visible, and frost continually forms on the surface of the bearer's hair, weapons, and armor. The bearer suffers no ill effect from being in extremely cold environments. |
29 | Civilized | of the Capital | The bearer gains +1 to intelligence saving throws. |
30 | Compassionate | of Compassion | Wounds inflicted with this weapon cause no pain. |
31 | Consecrated | of Consecration | Treat as a +1 magic weapon when attacking Undead. Any creature slain with this weapon cannot be raised as undead. |
32 | Corrosive | of Dissolving | When the bearer hits a creature with this weapon, they may deal their proficiency bonus in acid damage to a different creature within 5 feet of the target. |
33 | Courser's | of the Hostler | The bearer can placate and calm any mount not under the influence of a spell or possession. |
34 | Crashing | of the Crashing Waves | Whenever the bearer deals damage to a hostile creature, this weapon gains a charge. As a bonus action, the bearer can use any number of charges to deal that much extra lightning damage on their next attack. If a round (6 seconds) goes by and the weapon has not struck a foe, it loses all charges. |
35 | Crawling | of Vermin | The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame. |
36 | Cruel | of Cruelty | The bearer may re-roll damage from critical hits scored with this weapon and take the second result. |
37 | Dancing | of Strings | The bearer may spend an action to permanently animate this weapon. Use the Flying Sword stat block from the Monster Manual p. 20. Also, the weapon retains any other magical properties. Once the animated weapon is reduced to 0 hp or unattuned, the weapon shatters like glass. |
38 | Dark | of Darkness | The bearer may choose to deal Necrotic damage with this weapon and gain a +1 bonus to damage. |
39 | Dead | of Rigor Mortis | If this weapon is entombed within a corpse for 8 hours, the bearer may treat it as a +1 magic weapon until the end of their next long rest |
40 | Deceptive | of Deception | When the bearer attunes this item, choose a harmless object within sight such as a tea cup, a ball of yarn, or a hairpin. If the bearer is touching the item, they may use an action to transform the weapon in or out of this form. |
20 | Deep | of the Deep | The bearer can hold their breath for 5 minutes before the onset of asphyxiation. |
41 | Defensive | of Defense | Whenever the bearer takes a dodge or disengage action, they may move an additional 5 feet that round. |
42 | Delver's | of the Delver | While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest path leading upward. |
43 | Desperate | of Desperation | The bearer may use an action to release divine magic within, equivalent to a level 1 Cure Wounds spell being cast on all creatures (friend or foe) within 5 feet of the bearer. The weapon is destroyed and loses all magical properties. |
44 | Diplomatic | of Diplomacy | The bearer gains one language proficiency chosen by the DM. |
45 | Draconic | of Dragons | Treat as a +1 weapon when attacking Dragons. |
46 | Draining | of Draining | When the bearer makes a successful attack with this weapon, they gain 10% of the damage as temporary hit points (round down, minimum of 1). |
47 | Dreamscribe's | of the Dreamscribe | The bearer can read books they are touching while sleeping. |
48 | Drunkard's | of Taverns | The bearer always knows the direction to the nearest tavern in a 60 mile radius. |
49 | Dryad's | of the Dryad | When the bearer is outdoors, harmless creatures such as squirrels and birds flock to them when they sing songs for a minute or longer. |
50 | Eager | of Yearning | The bearer does not require an interaction to draw or sheath this weapon |
51 | Earthen | of Rooting | The bearer of this weapon is firmly rooted to the ground. When standing on solid earth or stone, if an effect would move the bearer against his will the distance is reduced by 5 feet. |
52 | Eastern | of the East | The bearer gains +1 to wisdom saving throws. |
Edgeless | of Edgelessness | +1 Sword does no damage, and doesn't have ea edge. Does either Inflict Wound or Cure Wounds. [Credit to Rez] | |
53 | Effortless | of Ease | This weapon takes only one minute to attune. |
54 | Effulgent | of Light | The bearer can use this item to cast the Light cantrip on itself at will. While lit, it deals radiant damage instead of its usual damage type. |
55 | Eidolic | of Apparitions | Dark apparitions bound to this weapon haunt the edges of the bearer's peripheral vision, becoming hideously visible to devour the bodies of beings slain by this weapon. Once 666 bodies have been devoured, the apparitions will be released to prey upon our world and the sword becomes a permanent +3 weapon. So far, the weapon has eaten 1d6 x 100 + 3d20 bodies. |
56 | Enchanting | of the Enchantress | Treat this as a +1 weapon as long as the bearer is enchanted by a spell from the enchantment school of magic. |
57 | Enervating | of Inner Strength | Once per long rest, the bearer may spend one minute contemplating the patterns etched on this weapon's surface and regain 1 expended ki point. |
58 | Epistemological | of Truth | The bearer has advantage on investigation checks to see through illusions. In addition the bearer can gains advantage on an Insight check to check if someone is lying and disadvantage on all Deception checks. |
59 | Equanimeous | of Balance | When attuned to neutral aligned characters, this weapon has a +1 attack bonus during the day and a +1 damage bonus at night. |
60 | Etched | of Allegories | Ancient glyphs adorn the surface of this weapon, telling a story with a moral of the player's choosing (such as "One good turn deserves another" or "United we stand, divided we fall"). While attuning to this weapon, the glyphs spread across the entire skin of the bearer and the moral of the story becomes a bond trait for this character. |
61 | Fairweather | of Fairweather | Treat this as a +1 weapon if the bearer has more than half of their maximum hit points |
62 | Fatespun | of Intertwined Fates | Once per short rest, when the bearer crits with this weapon they gain inspiration. |
63 | Favored | of the Favored | Once per long rest, the bearer may roll a saving throw with advantage. |
64 | Feathered | of Feathers | The bearer may use their reaction to reduce fall damage by 1d6 until the end of turn. They cannot use this feature again until completing a long rest. |
65 | Final | of Last Hope | The bearer may spend an action beseeching the spirits within this weapon. Roll a DC 20 Persuasion check or make a sufficiently impassioned plea. If successful, the spirits will sacrifice themselves so that for the next minute the next attack with this weapon will be a crit. The weapon then loses this property forever. |
66 | First | of Speed | The bearer gains a +1 bonus to initiative rolls. As long as the bearer is first in the initiative order, their speed increases by 5 feet. |
115 | Force | of Force | The bearer may choose to deal Force damage with this weapon and gain a +1 bonus to damage. |
67 | Forgotten | of the Forgotten | The bearer may spend an action to attempt to ignite the old magic in this weapon with a DC 13 Charisma check. If successful, treat the weapon as a +1 weapon as long as the bearer maintains concentration on this effect, maximum 10 minutes. |
68 | Friendly | of Friendship | Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level). |
69 | Frozen | of Ice | The bearer may choose to deal Cold damage with this weapon and gain a +1 bonus to damage. |
70 | Furious | of Fury | Treat as a +1 magic weapon when the bearer is raging. |
71 | Ghost-Tipped | of the Ranks | Whenever the bearer crits with this weapon, it gains the reach property (10 ft) for 1 minute. If it already had the reach property, increase its reach by 5 ft. |
72 | Ghost-Touched | of Remembered Glory | This weapon can be wielded by a missing limb. If so, it becomes a +1 weapon. |
73 | Glorious | of Glory | The bearer may choose to change the damage type of weapon to Radiant and its damage roll gains a +1 bonus. |
74 | Goading | of Duels | Once per short rest, when the bearer crits with this weapon it casts Compelled Duel on the creature it hit, DC 12. |
Groot | of Groot/Growing | +1 Wooden Sword, does Bludgeoning damage. If destroyed it heals itself. Like Groot. [Credit to Rez] | |
75 | Guardian | of Protection | When the bearer attunes this weapon they must choose a being in their mind. Henceforth, if the bearer is within 5 feet of the chosen being they may use their reaction to impose disadvantage on an attack roll against that creature. They cannot do this again until they have finished a short or long rest. |
76 | Harkening | of Eavesdropping | As long as it is on the same plane of existence, the bearer can hear through this weapon as if they were present. |
77 | Haunted | of Vengeful Spirits | Smoke rises from this weapon revealing the apparitions that haunt it. They lash out at living targets every time the bearer scores a hit, doing an additional +2 necrotic damage. |
78 | Healing | of Healing | This item contains a healing node. Once per long rest the bearer can use the node and an action to heal 1d4 hit points at touch range. |
79 | Heroic | of Heroes | Ancient heroes have wielded this weapon throughout the ages, and their courage still lingers. The bearer has advantage on saving throws vs. fear effects. |
80 | Holy | of Faith | When the bearer of this item rolls hit dice, they can choose to re-roll them and take the second result. |
81 | Iconic | of Symbols | The weapon is inscribed with holy symbols of the God of the DM's choice. A cleric or paladin that serves that god may use this weapon as a divine focus. |
82 | Imaginary | of the Imagination | Once attuned, this weapon exists only in the bearer's imagination until held with intent to do harm. It becomes imaginary again after a short rest. |
83 | Impact | of Impact | Once per long rest, the bearer may spend an action to activate an ancient mechanism within the weapon. Gears turn and parts shift as the weapon reconfigures itself into a more menacing version of the original. For 1 minute, attacks made with this weapon ignore resistances (but not immunities). |
84 | Indifferent | of Indifference | The bearer no longer feels emotions. They have immunity to fear effects but disadvantage on Insight and Performance checks, and cannot Rage. |
85 | Indomitable | of Surging Strength | When the bearer is grappled by multiple targets, they may choose to break the strongest grapple. If they succeed, then all grapples are broken. |
86 | Inspired | of Inspiration | The bearer gains their Constitution modifier in temporary hit points whenever they gain or use inspiration. |
86.1 | Invisible | of Invisibility | This weapon is invisible to all but the wielder. A true seeing spell will render it visible. [Credit to Rez] |
86.2 | Invisible to Normal Vision | of Partial Invisibility | This weapon is invisible to normal vision, but can be seen via other vision types such as dark vision. [Credit to Rez] |
87 | Jagged | of Teeth | Once hit by this weapon, the victim cannot regain hit points until the beginning of their next turn. |
88 | Jester's | of Madness | Once per short rest, when the bearer crits with this weapon it casts Crown of Madness on the creature it hit, DC 12 |
89 | Leaping | of Leaping | Contains 1d4 unreplenishable charges of the Jump spell (1st level). |
90 | Liar's | of Lies | Contains 1d4 unreplenishable charges of the Silent Image spell (1st level). |
91 | Mage Killer's | of the Mage Killer | Ignores the AC bonuses given by spells such as Mage Armor and Shield. |
92 | Malediction | of Malediction | Contains 1d4 unreplenishable charges of the Bane spell(1st level). |
93 | Maligning | of Maligning | This weapon does an additional 1d4 damage on attacks of opportunity. |
94 | Marquis' | of the Maquis | Once per short rest, when you crit with this weapon it casts Command on its target with the word "grovel", DC 12 |
95 | Masked | of Still Winds | The bearer and all of their possessions are completely odorless. |
96 | Master's | of Servants | Contains 1d4 unreplenishable charges of the Unseen Servant spell (1st level). |
97 | Meadowforged | of the Meadow | A gentle kaleidoscope of butterflies always accompanies this weapon. The bearer has advantage on persuasion checks with Fae creatures less than CR 3. |
98 | Memorial | of Memories | When the bearer kills a monster with this weapon, treat this weapon as a +1 weapon whenever you fight another monster of this kind. When the weapon is unattuned, it loses its memory. |
99 | Mimicking | of Mimicry | When the bearer places this weapon beside another melee weapon for 1 minute, this weapon changes weapon type, size, and physical qualities to become an exact replica of the other weapon. It does not gain any of the other weapon's magical properties. |
101 | Mind's Eye | of the Mind's Eye | The bearer may choose to deal Psychic damage with this weapon and gain a +1 bonus to damage |
100 | Mindscour | of Countermeasures | This weapon disrupts all telepathic communication within 20 feet. Psychic attacks are not affected. |
102 | Mortuary | of the Mortal Coil | The bearer's vital signs, such as a pulse and breathing, are masked by this weapon and are undetectable by non-magical inspection. |
103 | Mourner's | of Last Words | Contains one charge of the Speak With Dead spell. It regains the charge when the bearer dies. |
104 | Murderous | of Slaughter | When the bearer reduces a creature to zero hit points they may use a bonus action to move half their movement speed towards another hostile creature. |
104.1 | Night | of the Night | This weapon is only usable after the sun has set, or if in complete blackness including magical darkness. In any form of light, the weapon becomes a mundane stick (length determined by the type of weapon). When in darkness, it transforms into its normal form. [Credit to Rez] |
105 | Northern | of the North | The bearer gains +1 to constitution saving throws |
106 | Nourishing | of Comfort | Once per long rest, the bearer may lay this weapon beside a bowl of water. After a moment, the bowl of water will begin to boil and after a minute it will transform into a hot meal of special significance to the bearer (Their mother's noodle soup or father's elk stew). Eating this delicious meal is so satisfying that it counts as nourishment for an entire day and restores 1d4 hit points. To anyone other than the bearer, the bowl and its contents appears unchanged. |
107 | Nullifying | of Nullification | Any spell of 1st level or lower that includes the bearer as a target has a 10% chance to fail, cast by both friendly and enemy spellcasters. |
108 | Painstrike | of Pain | Treat this as a +1 weapon for 1 minute if the bearer takes 13 or more damage in a single round of combat. |
109 | Parrying | of Parrying | The bearer may use their reaction to gain a +1 AC bonus until the end of the turn. |
110 | Patient | of Patience | Whenever the bearer readies an action, they have advantage on constitution saving throws to maintain concentration. |
111 | Pernicious | of the Snake | The bearer may choose to deal Poison damage with this weapon and gain a +1 bonus to damage. |
112 | Phantom | of the Phantasm | Damage inflicted with this weapon leaves no physical sign of injury, such as cuts and bruises, and draws no blood. |
113 | Pious | of the Pious | The bearer may spend ten minutes paying honor to the spirits that govern this weapon, shaving their head in tribute. Once the ceremony is finished, it becomes a +1 weapon until the end of the next long rest. They must wait 10 days until they have long enough hair to re-enact this ritual. |
114 | Preacher's | of the Preacher | This weapon increases the bearer's Channel Divinity range by 5 feet. |
116 | Quantum | of Uncertainty | Every time the bearer takes a long rest, this weapon changes in appearance and function. It retains this property but any other properties are lost. However, it gains a new random ability from this chart. |
117 | Quicksilver | of Quicksilver | The bearer may use a bonus action to change the form of the weapon to any other simple or martial melee weapon. It always counts as a silvered weapon no matter what form it takes. |
118 | Rainbow | of Rainbows | The bearer may change the damage type of a spell they cast once per long rest. |
119 | Refined | of Quality | This weapon is so finely constructed it never needs maintenance, cannot rust or tarnish, and gains a +1 to damage rolls. |
120 | Reliable | of Reliance | When attacking with this weapon, crit fails (rolling 1) on attack rolls do not automatically miss the target. |
121 | Renaissance | of the Renaissance | Once per long rest, the bearer may gain +1 to any skill check. |
122 | Resonant | of Resonance | The bearer can spend an action and 1 ki point to treat this as a +1 weapon for 1 minute. |
123 | Restrained | of Subdual | This weapon only deals non-lethal damage to living targets |
124 | Righteous | of Righteousness | Treat this as a +1 weapon during the day when attuned to a good aligned character. |
125 | Rosen | of Roses | A ruby worth 30gp is the center stone in a rose-shaped setting on the weapon. If the bearer removes the ruby, the weapon grows a new one at the end of the month. The weapon always smells of roses while the ruby is in its setting. |
126 | Runic | of Runes | Whenever bearer casts a spell, treat this weapon as a +1 weapon until the beginning of their next turn. |
127 | Scarlet | of Bleeding | This weapon perpetually drips the blood of a monstrous race, chosen by the DM. The bearer can speak that race's language and has advantage on intimidation checks against monsters of that race when the weapon is revealed. |
128 | Seige | of Sieges | This weapon does maximum damage against man-made, inanimate objects. |
129 | Shading | of Shade | The bearer suffers no harm or discomfort in temperatures as high as 120 degrees Fahrenheit. |
130 | Shadow | of Shadows | Treat as a +1 magic weapon when in dim light. |
131 | Shamanic | of Rituals | Whenever the bearer is casting a spell as a ritual, they have advantage to maintain concentration during the ritual. |
132 | Shaming | of Disgrace | Any humanoid creature hit with this weapon loses all of the hair on their head and face. |
133 | Shielding | of Shielding | This item contains 1d4 unreplenishable charges of the Shield spell. |
134 | Skyward | of Unusual Gravity | This weapon falls up instead of down. Its weight does not contribute towards encumbrance. |
135 | Slayer's | of Slaying | Treat as a +1 weapon when attacking Demons and Devils. |
136 | Smoldering | of Flame | The bearer may choose to deal Fire damage with this weapon and gain a +1 bonus to damage. |
137 | Smuggler's | of Smuggling | This weapon contains a small, secret compartment. A character must succeed on a DC 20 Wisdom (Perception) check to reveal the compartment when searching the bearer. |
138 | Sojourner's | of the Sojourner | A poem, story, or map that describes a long-forgotten treasure that will make this weapon more powerful is etched on the surface of the weapon. |
139 | Solemn | of Solemnity | The bearer may spend an action to stabilize a dying creature within 5 feet. They cannot do so again until they have completed a long rest. |
140 | Soulbound | of Imprisonment | A powerful malevolent being is bound within this weapon and it will be released upon the weapon's destruction. |
141 | Southern | of the South | The bearer gains +1 to dexterity saving throws. |
142 | Spring | of Spring Rain | The weapon contains a pool of healing energy that can restore up to 30 hp. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are showered in warm rain that restores 1 hp per round. A long rest restores 1d6 hp of energy to the weapon's pool. |
143 | Staunch | of Security | Anyone except the bearer must attempt a DC 10+x Charisma check to pick up this weapon, where x is the bearer's level. Any attack made with this weapon against the bearer has disadvantage. |
144 | Strange | of the Far Realm | Treat this as a +1 weapon when attacking Aboleths and other creatures from the Far Realm |
145 | Strapping | of the Undaunted | Whenever the bearer breaks a grapple, they may choose to push the grappler up to 10 feet away from them as a bonus action. |
146 | Striding | of Strides | Contains 1d4 unreplenishable charges of the Longstrider spell (1st level). |
147 | Summer | of the Scorching Sun | The weapon contains a reservoir of scorching light that can deal up to 30 hp of radiant damage. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are brightly illuminated and seared for 1 radiant damage per round. A long rest restores 1d6 hp of energy to the weapon's reservoir. |
148 | Surgeon's | of the Surgeon | The bearer may use a bonus action to gain advantage to Wisdom (Medicine) checks for the rest of the turn. |
149 | Swift | of Reflexes | If the bearer is first in the initiative order, they may treat this as a +1 weapon. |
150 | Tenacious | of the Tenacious | When the bearer takes a long rest, they gain back one additional hit die. |
151 | Tithing | of Tithes | The bearer may lay 10 gold coins along the surface of the weapon and pray to a God of their choice for 10 minutes. At the end of this ritual, the weapon becomes a +1 weapon until the next long rest and the 10 gold coins are permanently gone. This boon will be lost if the bearer acts in a way that is contradictory to that deity's teachings. |
152 | Transient | of the Breaking Seal | Over the course of a long rest, the bearer may transfer the other magic properties of this weapon to a melee weapon of their choosing. This weapon then loses those properties. |
153 | Translucent | of Translucence | The bearer gains an extra level one spell slot, which recovers only after a full moon rises. |
154 | Trusty | of Resurgence | Treat this as a +1 weapon if the bearer has half their maximum hit points or less. |
155 | Tsunami | of Crashing Waves | Once per short rest, when the bearer crits with this weapon, all creatures other than the bearer within 5 feet of the target (including the target) must roll a DC 12 constitution saving throw or be knocked prone by a wave of concussive force. |
156 | Twilight's | of the Setting Sun | Once per short rest, when you crit with this weapon it casts Hex on the target. Roll a d6 to determine which of the target's attributes is weakened. The bearer cannot transfer the curse to another creature. |
157 | Unity | of Unity | Whenever the bearer of this weapon takes a help action in combat, the aided ally may treat their weapon as a +1 magic weapon until the end of their next turn. |
158 | Victorious | of Victory | Whenever the bearer kills a creature with this weapon, they gain temporary hit points equal to the creature's CR (minimum of 1). |
159 | Vigilant | of Vigilance | The bearer gains +1 to their Passive Perception. |
160 | Vile | of Villains | Treat this as a +1 weapon at night when attuned to an evil aligned character. |
161 | Violent | of Violence | Everytime you crit with this weapon, it gains 1 charge. As a bonus action, use a charge to make this a +1 weapon for 1 minute. All charges are lost at the end of a long rest. |
162 | Visionary | of the Visionary | The weapon does an additional 1 elemental damage based on the color of the bearer's eyes: (amber: lightning, black: necrotic, blue: cold, brown: acid, green: force, gray: thunder, hazel: poison, purple: psychic, red: fire, white: radiant) |
163 | Vital | of Vitality | The bearer's maximum hit points increases by their constitution modifier while attuned to this item. These hit points are lost when the bearer unattunes the item. |
164 | Voidstone | of the Void | This weapon cannot be detected by the "Detect Magic" spell unless the caster touches the weapon. |
165 | Voltaic | of Conduits | Whenever the bearer deals damage to a creature, this weapon gains a charge. As a bonus action, the bearer can use any number of charges to deal that much extra lightning damage on their next attack. If a round (6 seconds) goes by and the weapon has not struck a foe, it loses all charges. |
166 | War Leader's | of the War Leader | The bearer can use an action to amplify their voice three times louder than normal. |
167 | Warded | of Warding | Once per long rest the bearer may draw a 20 foot line in the ground with this weapon that lasts for 1 minute. The Undead must succeed on a DC 12 wisdom saving throw to move across this line. If they fail, they cannot move again until their next turn. |
168 | Waterborne | of the Sea | The item floats on water or other liquids. Its bearer has advantage on Strength (Athletics) checks to swim. |
169 | Weave-touched | of the Weave | Whenever the bearer casts a spell, this weapon gains charges equal to the spell's level. The bearer can use a bonus action to remove 13 charges and make this a +1 weapon until the start of the next round. All charges are lost during a long rest. |
170 | Western | of the West | The bearer gains +1 to charisma saving throws. |
171 | Wild | of the Wilds | The bearer gains +1 to strength saving throws. |
172 | Winged | of Wings | Once per long rest, the bearer may use an action to transform this weapon into a magical raven that can deliver a message to anyone in a 50 mile radius, provided the bearer knows their name and face. When the raven returns, it reverts into its weapon form. If the bird should die en route, it reverts into weapon form and unattunes from the bearer. |
173 | Winter | of Winter Ice | The weapon contains a reservoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 10 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's reservoir. |
174 | Woodsman's | of Felling | This weapon does maximum damage against plant creatures. |
175 | Zen | of Zen | Treat this as a +1 weapon for 1 minute after meditating with it for 1 minute. |
Armor Properties
# | Prefix | Suffix | Property |
---|---|---|---|
1 | Acolyte's | of the Acolyte | The bearer gains a +1 bonus to Wisdom (Religion) checks. |
2 | Amethyst | of Amethyst | Reduces psychic damage to the bearer by 1. |
3 | Arboreal | of the Woodlands | Treat as a +1 armor after the bearer has taken a long rest in a forest. If the bearer leaves the forest, this property becomes temporarily inert. |
4 | Arid | of the Wastelands | Treat as a +1 armor after the bearer has taken a long rest in a desert. If the bearer leaves the desert, this property becomes temporarily inert. |
5 | Astute | of the Astute | It takes half the time to don or doff this armor than a normal armor of this type. |
6 | Arctic | of the North | The bearer suffers no harm in temperature as cold as -20 degrees Fahrenheit. |
7 | Artisan's | of the Artisan | This armor is a swiss army knife of enchanted appendages that can take the form of any artisan's tools, from Alchemist's and Brewer's supplies to Weaver's and Woodcarver's tools (see p. 154 of the PHB for a complete set of artisan's tools). |
8 | Barbarian's | of the Barbarian | The bearer gains a +1 bonus to Strength (Athletics) checks. |
9 | Bard's | of the Bard | The bearer gains +1 to Charisma (Performance) checks. |
10 | Blessed | of Blessings | Whenever bearer of this item receives divine healing, they gain an additional 1d4 hit points. |
11 | Bloodthirsty | of Bloodthirst | The bearer can expend a hit die to turn this into a +1 armor for a number of turns equal to their roll on that die. |
12 | Burglar's | of the Burglar | The bearer gains +1 to Dexterity (Sleight of Hand) checks. |
13 | Cavernous | of the Underdark | Treat as a +1 armor after the bearer has taken a long rest in a cave. If the bearer leaves the cave, this property becomes temporarily inert. |
14 | Cardinal | of the Lodestone | The wielder always knows which way is north when on the material plane. When the bearer is on a plane without cardinal directions, they are aware of that absence. |
15 | Cerulean | of Storms | Reduces lightning damage to the bearer by 1. |
16 | Channelling | of Channelling | Once per day, the bearer may ignore the Verbal and/or Somatic components of a spell they are casting. |
17 | Charitable | of Charity | If the bearer donates 100gp or more to a temple of a goodly deity, this becomes a +1 armor for the next 24 hours. If they go longer than a month without making any such donations, they gain a -1 AC penalty until a suitable donation is made. |
18 | Civilized | of the Hearth | Treat as a +1 armor after the bearer has taken a long rest in an living urban environment. If the bearer leaves the city, this property becomes temporarily inert. |
19 | Climber's | of the Climber | This armor is suited with harnesses, rope, and other climbing tools readily in reach. The bearer may treat this armor as a climbing kit. |
20 | Concealing | of Concealment | The bearer may spend one action assembling components of this armor into a dagger. A person searching the bearer for weapons must make a DC 20 Intelligence (Investigation) check to discover this property. |
21 | Consecrated | of Consecration | Treat this as a +1 armor when the bearer is being attacked by Undead. |
22 | Crystalline | of Crystal | Treat as +1 armor until the bearer takes a critical hit, at which point it loses this property forever. |
23 | Dancer's | of the Dancer | The bearer gains a +1 bonus to Dexterity (Acrobatics) checks. |
24 | Dazzling | of Dazzling | Once per day, the bearer may spend an action to ignite the magic in this armor, causing it to flare brilliantly. Any creature within a 10 foot radius must use their reaction to shield their eyes or be blinded until the end of their next turn. |
25 | Debtor's | of Debts | The first 1 bludgeoning, piercing, or slashing damage from any source is negated. However, the total amount of damage prevented from that day accumulates as a negative modifier on death saving throws. So, if the armor prevented 5 points of damage that day, the bearer has a -5 penalty on death saving throws. The penalty resets to zero after a long rest. |
26 | Defensive | of Defence | Whenever the wearer takes a dodge action, they gain +1 AC until the end of the turn. |
27 | Deflecting | of Deflection | The bearer may spend their reaction to gain +1 AC vs. ranged weapon attacks until the beginning of their next turn. |
28 | Delver's | of the Delver | While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. |
29 | Diplomatic | of Diplomacy | Once per long rest, the bearer can gain proficiency in any language for 24 hours that they are able to correctly speak the activation phrase: "The limits of my language are the limits of my world." |
30 | Druid's | of the Druid | The bearer gains a +1 bonus to Intelligence (Nature) checks. |
31 | Ephemeral | of Transience | Once per day, the bearer may spend their reaction to gain their Wisdom modifier to their AC until the beginning of their next turn. |
32 | Evasive | of Evasion | Whenever the bearer takes a dodge action, they may move an additional 10 feet. |
33 | Fair-weather | of Fair-weather | The bearer may treat this as +1 armor if the bearer has more than half of their maximum hit points. |
34 | False | of Falsehoods | The bearer gains a +1 bonus to Charisma (Deception) checks. |
35 | Favored | of the Favored | Once per day, the bearer may roll a saving throw with advantage. |
36 | Feinting | of Feinting | Whenever the bearer uses the help action in combat, they may treat this as a +1 armor until the beginning of their next turn. |
37 | Fen | of the Glade | Treat as a +1 armor after the bearer has taken a long rest in a swamp. If the bearer leaves the swamp, this property becomes temporarily inert. |
38 | Flanked | of the Flanked | The wearer may treat this as +1 armor if two or more enemies are adjacent to them. |
39 | First | of Reflexes | The bearer gain a +1 bonus to initiative rolls |
40 | Fresh | of Cleansing | This armor never gets dirty and remains odorless, even in the most filthy dungeon. |
41 | Forgotten | of the Forgotten | The bearer may spend an action to attempt to ignite the old magic in this armor with a DC 13 Charisma check. If successful, treat this as a +1 armor as long as the bearer maintains concentration on this effect, maximum 10 minutes. |
42 | Furious | of Fury | This plain suit of armor takes on a formidable appearance when the bearer goes into a rage. The bearer receives +1 AC when they are raging but -1 AC when they are not. |
43 | Garnet | of Garnet | Reduces fire damage to the bearer by 1. |
44 | Glass | of Glass | The bearer may treat this as +1 armor as long as the bearer is at full health. |
45 | Granite | of the Mountain | Any effect that would move the bearer against their will is reduced in distance by 5 feet. |
46 | Grim | of Coercion | The bearer gains a +1 bonus to Charisma (Intimidation) checks if their armor is visible. |
47 | Harmonious | of Harmony | Attuning to this item takes only 1 minute. |
48 | Heroic | of Heroes | The bearer has advantage on saving throws vs. fear. |
49 | Histrionic | of Histrionics | the bearer gains +1 to Charisma (Performance) checks. |
50 | Holy | of Faith | When the bearer of this item rolls hit dice, they can choose to re-roll them and take the second result. |
51 | Inquisitor's | of the Inquisitor | The bearer gains a +1 bonus to Intelligence (Investigation) checks. |
52 | Inspired | of Inspiration | The bearer receives their proficiency bonus in temporary hit points whenever they gain or use inspiration. |
53 | Invisible | of Invisibility | Once worn, this armor turns invisible (although not the wearer). |
54 | Lightweight | of Mobility | This armor is 10% lighter than normal armor of this type. If it has a Strength requirement to use, it is reduced by 1. |
55 | Loquacious | of the Silver Tongue | The bearer gains +1 to Charisma (Persuasion) checks. |
56 | Mage Killer's | of the Mage Killer | The bearer may spend their reaction to treat this as +1 armor vs. spell attacks until the beginning of their next turn. |
57 | Malachite | of Malachite | Reduces poison damage to the bearer by 1. |
58 | Masquarading | of the Masquarade | The bearer has advantage on skill checks involving disguise kits. |
59 | Medic's | of the Caduceus | Lined with compartments stocked with medical supplies, the bearer may treat this armor as a healer's kit. |
60 | Moonlit | of the Moon | The bearer may treat this as +1 armor when moonlight is shining directly on this armor. |
61 | Mortals' | of Mortals | At the end of a turn where the bearer failed a death saving throw, the magic within this armor will attempt to stabilize the bearer. It rolls a Wisdom (Medicine) check with a +3 modifier. |
62 | Mournful | of Sorrow | When an ally falls unconscious in battle, the bearer gains a +1 AC bonus for the next 10 minutes. If that ally stabilizes or awakens, the bearer loses this bonus. |
63 | Obsidian | of Obsidian | Reduces acid damage to the bearer by 1. |
64 | Opal | of Opal | Reduces cold damage to the bearer by 1. |
65 | Pious | of the Pious | Whenever the bearer shaves their head, treat this as a +1 armor until the end of the day. They must wait a week until they have long enough hair to re-enact this ritual. |
66 | Prairie | of the Plains | Treat as a +1 armor after the bearer has taken a long rest in a grassland. If the bearer leaves the grassland, this property becomes temporarily inert. |
67 | Preacher's | of the Preacher | The bearer may extend the range of their Channel Divinity by 5 feet. |
68 | Precipice | of the Crags | Treat as a +1 armor after the bearer has taken a long rest in the mountains. If the bearer leaves the mountain, this property becomes temporarily inert. |
69 | Primeval | of the Jungle | Treat as a +1 armor after the bearer has taken a long rest in a jungle. If the bearer leaves the jungle, this property becomes temporarily inert. |
70 | Reflexive | of Reflexes | If the bearer is first in initiative order, treat this as +1 armor for 1 minute. |
71 | Renaissance | of the Renaissance | Once per day, the bearer may gain +1 to any ability check. |
72 | Resonant | of Resonance | The bearer can spend an action and 1 ki point to treat this as +1 armor for 1 minute. |
73 | Righteous | of Righteousness | Treat this as +1 armor during the day when attuned to a good aligned character. |
74 | Regal | of Royalty | This armor is richly decorated and fashionable. Although it retains a hint of the ruggedness of a military garment, it could function as well in a ballroom as the battlefield. To the outside observer, you appear to be keeping an Aristocratic lifestyle expense. |
75 | Runic | of Runes | Whenever bearer casts a spell of first level or higher, treat this as +1 armor until the beginning of their next turn. |
76 | Sacred | of the Sacred | The bearer may increase their Lay on Hands hit point pool by 5. |
77 | Sagacious | of Acumen | The bearer gains +1 to Wisdom (Insight) checks. |
78 | Sage's | of the Sage | The bearer gains a +1 bonus to Intelligence (History) checks. |
79 | Sailor's | of the Sea | Treat as a +1 armor after the bearer has taken a long rest on the high seas. If the bearer leaves the ocean, this property becomes temporarily inert. |
80 | Scribe's | of the Scribe | This armor unfolds to reveal animated appendages that are equipped with writing implements, magnifying glasses, and book stands. The armor aids the bearer in transcription tasks: it knows 3 languages of the DM's choice and halves the amount of time it takes the bearer to copy any text, including spells into spellbooks. |
81 | Shading | of Shade | The bearer suffers no harm in temperatures as high as 120 degrees Fahrenheit. |
82 | Shadow | of Shadows | Treat as a +1 armor when in dim light. |
83 | Shepherd's | of the Shepherd | The bearer gains a +1 bonus to (Wisdom) Animal Handling checks. |
84 | Shifting | of Shifting | The bearer may spend an action to change minor aspects of the physical appearance of this item. |
85 | Silent | of the Night | If this armor imposed disadvantage to stealth, it no longer does. Otherwise, the bearer gains a +1 bonus to Dexterity (Stealth) checks. |
86 | Solar | of the Sun | The bearer may treat this as +1 armor when in direct sunlight. |
87 | Spiked | of Teeth | Whenever a creature begins their turn grappling or being grappled by the bearer, they take 1d4 piercing damage. |
88 | Spiritual | of the Divine | This armor is naught but a prayer written on a scrap of vellum, decorated with religious motifs of a particular god. Once per day, the bearer may spend 1 minute to read the prayer out loud, and at the end this armor will manifest and encase the bearer. The armor disappears if you act in any way that is not in accordance to the god's teachings. |
89 | Subtle | of Subtleties | The bearer gains proficiency in Thieves' Cant. |
90 | Surgeon's | of the Surgeon | The bearer gains a +1 bonus to Wisdom (Medicine) checks. |
91 | Tenacious | of the Tenacious | When the bearer takes a long rest, they gain back one additional hit die. |
92 | Tracker's | of the Tracker | The bearer gains a +1 to Wisdom (Survival) checks. |
93 | Trusty | of Resurgence | Treat this as +1 armor if the bearer has half their maximum hit points or less. |
94 | Turquoise | of Turquoise | Reduces thunder damage to the bearer by 1. |
95 | Twilight | of Twilight | Within 1 hour before or after the rising and setting of the sun, or during a solar eclipse, the armor comes alive with magic and the bearer may treat this as +1 armor. |
96 | Undertaker's | of the Undertaker | Once deceased, the body wearing this armor cannot be animated or raised from the dead. |
97 | Unyielding | of the Unyielding | The bearer may treat this as +1 armor if they have taken damage since the beginning of their last turn. This effect ends at the beginning of their next turn. |
98 | Vanguard | of the Vanguard | The bearer may spend their reaction to gain a +1 AC bonus vs. melee weapon attacks until the beginning of their next turn. |
99 | Veiled | of the Veil | The wearer gains a +1 bonus to Dexterity (Stealth) checks when taking a hide action. |
100 | Victorious | of Victory | Whenever the bearer kills a creature while wearing this amror, they gain temporary hit points equal to the creature's CR. |
101 | Vigilant | of Vigilance | The bearer gains +2 to their Passive Perception. |
102 | Vile | of Villains | Treat this as +1 armor at night when attuned to an evil aligned character. |
103 | Violent | of Violence | The bearer may choose to treat the heavy metal gauntlets of this armor as a Mace. |
104 | War Leader's | of the War Leader | The bearer can use an action to amplify their voice so that it clearly carries for up to 300 feet. |
105 | Warded | of Wards | The wearer cannot be possessed while wearing this armor. |
106 | Watcher's | of the Watcher | Treat as +1 armor when the bearer is surprised. |
107 | Waterborne | of the Sea | This armor floats. Its bearer has advantage on Strength (Athletics) checks to swim. |
108 | Winged | of Wings | The bearer gains +5 speed. |
109 | Wizard's | of the Wizard | The bearer gains a +1 to Intelligence (Arcana) checks. |
110 | Zen | of Zen | Treat this as +1 armor for one minute after meditating with it for one minute. |
111 | Zircon | of Zircon | Reduces force damage to the bearer by 1. |
112 | Abyssal | of the Abyss | When on the plane of the Abyss, the bearer has advantage on saving throws against Abyssal Corruption. (DMG p. 62) |
113 | Alarming | of Alarms | Contains 1d4 unreplenishable charges of the Alarm spell (1st level). |
114 | Arborean | of Arborea | When on the plane of Arborea, the bearer has advantage on saving throws against the effects of Intense Yearning. (DMG p. 61) |
115 | Arcadian | of Arcadia | When on the plane of Arcardia, the bearer is unaffected by Planar Vitality (DMG p. 67) |
116 | Astral | of the Astral Sea | When travelling the Astral Sea, it takes half the number of hours to locate a Color Pool to a specific plane. You have advantage on saving throws vs. the effects of Psychic Wind (DMG p. 47-48) |
117 | Beastial | of the Beastlands | When on the plane of The Beastlands, the bearer has advantage on saving throws vs. Beast Transformation (DMG p. 60) |
118 | Beastspeaker's | of Beastspeakers | Contains 1d4 unreplenishable charges of the Speak with Animals spell (1st level). |
119 | Benedictine | of Benediction | Contains 1d4 unreplenishable charges of the Healing Word spell (1st level). |
120 | Blasted | of Blasting | Contains 1d4 unreplenishable charges of the Fire Bolt spell (1st level). |
121 | Bold | of Boldness | Contains 1d4 unreplenishable charges of the Heroism spell (1st level). |
122 | Bountiful | of Bounty | Contains 1d4 unreplenishable charges of the Goodberry spell (1st level). |
123 | Bytopian | of Bytopia | When on the plane of Bytopia, the bearer has advantage on saving throws against Pervasive Goodwill. (DMG p. 59-60) |
124 | Carcerian | of Carceri | When on the plane of Carceri, the bearer knows the direction to the closest secret exit from this prison plane. (DMG p. 63) |
125 | Cartographic | of Cartography | On its own volition, the item records a map of the environments that the bearer is exploring, and can magically project it for the bearer to see. |
126 | Chill | of Chills | Contains 1d4 unreplenishable charges of the Ray of Frost spell (1st level). |
127 | Clockwork | of Gears | When on the plane of Mechanus, the bearer has advantage on saving throws against Imposing Order (DMG p. 66) |
128 | Cloy | of Cloying | The bearer may cast Friends once per day. |
129 | Compassionate | of Compassion | Contains 1d4 unreplenishable charges of the Cure Wounds spell (1st level). |
130 | Concordant | of Concordance | The bearer has advantage on saving throws vs. Psychic Dissonance when travelling the Outer Planes. (DMG p. 59) |
131 | Conjurer's | of the Conjurer | The bearer may cast Prestidigitation once per day. |
132 | Corrosive | of Dissolving | Contains 1d4 unreplenishable charges of the Acid Splash spell (1st level). |
133 | Crawling | of Vermin | The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame. |
134 | Drunkard's | of Taverns | The bearer always knows the direction to the closest alcoholic beverage. |
135 | Elysian | of Elysium | When on the plane of Elysium, the bearer has advantage on saving throws against the effects of Overwhelming Joy (DMG p. 60) |
136 | Etherbound | of Ethereal Shores | The bearer can see creatures in the Border Ethereal that overlap with their plane as clearly as if they were fully in the bearer's plane. Such creatures appear as apparitions or ghosts. |
137 | Exalting | of Exaltation | Contains 1d4 unreplenishable charges of the Bless spell (1st level). |
138 | Expeditious | of Expedience | Contains 1d4 unreplenishable charges of the Expeditious Retreat spell. |
139 | Fathoming | of Tongues | Contains 1d4 unreplenishable charges of the Comprehend Languages spell. |
140 | Feathered | of Feathers | Contains 1d4 unreplenishable charges of the Feather Fall spell (1st level). |
141 | Feybound | of the Fey | The bearer knows the general direction to the closest Fey Crossing within a 60 mile radius. (DMG p. 50) |
142 | Forgiven | of Forgiveness | When on the plane of Mount Celestia, the bearer of this item can receive the benefits of Blessed Beneficence regardless of their alignment. |
143 | Fortune Teller's | of the Fortune Teller | Every time you hit by a monster, you glimpse a random image of its future or past. |
144 | Friendly | of Friendship | Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level). |
145 | Gehennan | of Gehenna | When on the plane of Gehenna, the bearer has advantage on saving throws against Cruel Hindrance. (DMG p. 63) |
146 | Gracious | of Grace | The bearer may cast Spare the Dying once per day. |
147 | Hadean | of Hades | When on the plane of Hades, the bearer has advantage on saving throws against Vile Transformation. (DMG p. 63) |
148 | Healing | of Healing | This item contains 4 weak healing nodes. As an action, a character can use one node to heal 1d4 hit points at touch range. The item regains 1d4 charges at sunrise. |
149 | Hellish | of the Nine Hells | When in the Nine Hells, the bearer has advantage on saving throws against Pervasive Evil. (DMG p. 64) |
150 | Desperate | of Last Chances | The bearer has advantage on perception checks when searching for items long lost in the the Swamp of Oblivion on the Plane of Earth. (DMG p. 54) |
151 | Leaping | of Leaping | Contains 1d4 unreplenishable charges of the Jump spell (1st level). |
152 | Liar's | of Lies | The bearer cannot be magically compelled to speak the truth while wearing this armour. |
153 | Limbo | of Limbo | When on the plane of Limbo, the bearer has advantage to Intelligence checks to alter or move non-magical objects within the plane. (DMG p. 61-62) |
154 | Locating | of Locating | Once attuned, the bearer always knows the exact location of this item |
155 | Malediction | of Malediction | Contains 1d4 unreplenishable charges of the Bane spell(1st level). |
156 | Manipulating | of Manipulation | The bearer may cast Mage Hand once per day. |
157 | Master's | of Servants | Contains 1d4 unreplenishable charges of the Unseen Servant spell (1st level). |
158 | Maverick | of the Maverick | The bearer has a +1 bonus to any skill check involving gambling and games of chance (Insight, Sleight of Hand, Investigation, etc). |
159 | Messenger | of Messages | The bearer may cast Message once per day. |
160 | Meteoric | of Falling Stars | Contains 1 unreplenishable charge of Scorching Ray cast at 2nd level. |
161 | Miraculous | of Miracles | The bearer may cast Thaumaturgy once per day. |
162 | Mocking | of Mockery | The bearer may cast Vicious Mockery once per day. |
163 | Natural | of Nature | Contains 1d4 unreplenishable charges of the Locate Animals or Plants spell (1st level). |
164 | Neutralizing | of Neutrality | Contains 1d4 unreplenishable charges of the Protection from Good and Evil spell (1st level). |
165 | Nourishing | of Nourishment | The bearer rarely feels hungry, and only needs to consume one-fifth the usual amount of food. |
166 | Pandemonium | of Pandemonium | When on the plane of Pandemonium, the bearer has advantage on saving throws against the Mad Winds. (DMG p. 62) |
167 | Projecting | of Projection | The bearer can send messages mentally to willing characters within 30 feet. This communication is one-way only. |
168 | Protective | of Protection | The bearer may cast Blade Ward once per day. |
169 | Revealing | of Revelation | Contains 1d4 unreplenishable charges of the Detect Magic spell (1st level). |
170 | Riutal | of Rituals | Whenever the bearer is casting a spell as a ritual, they have advantage to maintain concentration during the ritual. |
171 | Sailor's | of the Sea | Treat as a +1 weapon after the bearer has taken a long rest at sea. If the bearer steps on dry land, this property becomes temporarily inert. |
172 | Secret | of Secrets | Contains 1d4 unreplenishable charges of the Illusory Script spell (1st level). |
173 | Shadowbound | of the Shadowfell | The bearer knows the general direction to the closest Shadow Crossing within a 60 mile radius. They have advantage on saving throws vs. Shadowfell Dispair (DMG p. 51-52) |
174 | Shielding | of Shielding | This item contains 1d4 unreplenishable charges of the Shield spell. |
175 | Smith's | of Reparations | The bearer may cast Mending once per day. |
176 | Sparkling | of Lights | The bearer may cast Dancing Lights once per day. |
177 | Striding | of Strides | Contains 1d4 unreplenishable charges of the Longstrider spell (1st level). |
178 | Translucent | of Translucence | The bearer gains an extra level one spell slot, which recovers only after a full moon rises. |
179 | Trickster's | of Trickery | If the bearer uses no movement this turn, they may use a bonus action activate the magic in this armor to record their action. At the beginning of their next turn, an intangible illusory replica of themselves appears within 5 ft., repeatedly doing that action. It will continue to do this for 1 minute or until dispelled. The bearer may not use this magic again until they take a long rest. |
180 | True | of Truth | The bearer may cast True Strike once per day. |
181 | Verdant | of Druidcraft | The bearer may cast Druidcraft once per day. |
182 | Windborne | of the Labyrinth Wind | When in the Plane of Air, the bearer can navigate the Labyrinth Wind intuitively, and knows the path to the nearest Earth Mote within 60 miles. |
183 | Wrathful | of Ysgard | When on the plane of Ysgard, the bearer is unaffected by Immortal Wrath. (DMG p. 61) |
184 | Thunderous | of the Rolling Thunder | Contains 1 unreplenishable charge of Shatter cast at 2nd level. |
185 | Chained | of Chains | Contains 1 unreplenishable charge of Hold Person cast at 2nd level. |
186 | Spider's | of the Spider | Contains 1 unreplenishable charge of Web cast at 2nd level. |
187 | Heliacal | of the Sun | Contains 1 unreplenishable charge of Flaming Sphere cast at 2nd level. |
188 | Crippling | of Crippling | Contains 1 unreplenishable charge of Ray of Enfeeblement cast at 2nd level. |
189 | Lunar | of the Moon | Contains 1 unreplenishable charge of Moonbeam cast at 2nd level. |
190 | Fatespinner's | of the Fates | Contains 1 unreplenishable charge of Augury cast at 2nd level. |
191 | Rooting | of Roots | Contains 1 unreplenishable charge of Entanglement cast at 2nd level. |
192 | Mirrored | of Mirrors | Contains 1 unreplenishable charge of Mirror Image cast at 2nd level. |
193 | Vulpine | of the Fox | Characters trying to track the bearer have a disadvantage on their skill checks. |
194 | Submerged | of the Depths | Treat as a +1 armor when completely submerged in water. |
195 | Comforting | of Comfort | Treat as a +1 armor if the bearer has any levels of exhaustion. |
196 | Brawler's | of Brawling | Whenever a bearer makes an attack with an improvised weapon, treat as a +1 armor until the beginning of the bearer's next turn. |
197 | Eagle-eye | of the Eagle | The bearer can clearly see twice as far and gains advantage on Wisdom (perception) checks that use sight. |
198 | Lupine | of the Wolf | The bearer can detect and distinguish scents like a wolf and gains advantage on Wisdom (Perception) checks that use smell. |
199 | Chiropteran | of the Bat | The bearer can hear a pin drop in a crowded room and gains advantage on Wisdom (Perception) checks that use hearing. |
200 | Black | of Darkness | Contains 1 unreplenishable charge of Darkness cast at 2nd level. |
201 | Sober | of Sobriety | The bearer cannot become intoxicated while this armor is donned. |
Trinket Properties
# | Prefix | Suffix | Property |
---|---|---|---|
1 | Abyssal | of the Abyss | When on the plane of the Abyss, the bearer has advantage on saving throws against Abyssal Corruption. (DMG p. 62) |
2 | Acolyte's | of the Acolyte | The bearer gains a +1 bonus to Wisdom (Religion) checks. |
3 | Adamantine | of Adamantine | The item is indestructible. |
4 | Adroit | of Intellect | The bearer gains +1 bonus to Intelligence saving throws. |
5 | Alarming | of Alarms | Contains 1d4 unreplenishable charges of the Alarm spell (1st level). |
6 | Arborean | of Arborea | When on the plane of Arborea, the bearer has advantage on saving throws against the effects of Intense Yearning. (DMG p. 61) |
7 | Arcadian | of Arcadia | When on the plane of Arcardia, the bearer is unaffected by Planar Vitality (DMG p. 67) |
8 | Arctic | of the North | The bearer suffers no harm in temperature as cold as -20 degrees Fahrenheit. |
9 | Arresting | of Safety | Once per day, the bearer may use their reaction to reduce fall damage by 1d6 until the end of turn. |
10 | Assassin's | of the Assassin | The bearer may add their proficiency bonus to damage rolls dealt during surprise rounds. |
11 | Astral | of the Astral Sea | When travelling the Astral Sea, it takes half the number of hours to locate a Color Pool to a specific plane. You have advantage on saving throws vs. the effects of Psychic Wind (DMG p. 47-48) |
12 | Barbarian's | of the Barbarian | The bearer gains a +1 bonus to Strength (Athletics) checks. |
13 | Bard's | of the Bard | The bearer gains +1 to Charisma (Performance) checks. |
14 | Beastial | of the Beastlands | When on the plane of The Beastlands, the bearer has advantage on saving throws vs. Beast Transformation (DMG p. 60) |
15 | Beastspeaker's | of Beastspeakers | Contains 1d4 unreplenishable charges of the Speak with Animals spell (1st level). |
16 | Benedictine | of Benediction | Contains 1d4 unreplenishable charges of the Healing Word spell (1st level). |
17 | Blasted | of Blasting | Contains 1d4 unreplenishable charges of the Fire Bolt spell (1st level). |
18 | Blessed | of Blessings | Whenever bearer of this item receives divine healing, they gain an additional 1d4 hit points. |
19 | Bold | of Boldness | Contains 1d4 unreplenishable charges of the Heroism spell (1st level). |
20 | Bountiful | of Bounty | Contains 1d4 unreplenishable charges of the Goodberry spell (1st level). |
21 | Burglar's | of the Burglar | The bearer gains +1 to Dexterity (Sleight of Hand) checks. |
22 | Bytopian | of Bytopia | When on the plane of Bytopia, the bearer has advantage on saving throws against Pervasive Goodwill. (DMG p. 59-60) |
23 | Carcerian | of Carceri | When on the plane of Carceri, the bearer knows the direction to the closest secret exit from this prison plane. (DMG p. 63) |
24 | Cardinal | of the Lodestone | The wielder can use an action to learn which way is north. |
25 | Cartographic | of Cartography | On its own volition, the item records a map of the environments that the bearer is exploring, and can magically project it for the bearer to see. |
26 | Channelling | of Channelling | Once per day, the bearer may ignore the Verbal and/or Somatic components of a spell they are casting. |
27 | Chill | of Chills | Contains 1d4 unreplenishable charges of the Ray of Frost spell (1st level). |
28 | Clockwork | of Gears | When on the plane of Mechanus, the bearer has advantage on saving throws against Imposing Order (DMG p. 66) |
29 | Cloy | of Cloying | The bearer may cast Friends once per day. |
30 | Compassionate | of Compassion | Contains 1d4 unreplenishable charges of the Cure Wounds spell (1st level). |
31 | Concordant | of Concordance | The bearer has advantage on saving throws vs. Psychic Dissonance when travelling the Outer Planes. (DMG p. 59) |
32 | Conjurer's | of the Conjurer | The bearer may cast Prestidigitation once per day. |
33 | Corrosive | of Dissolving | Contains 1d4 unreplenishable charges of the Acid Splash spell (1st level). |
34 | Crawling | of Vermin | The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame. |
35 | Dancer's | of the Dancer | The bearer gains a +1 bonus to Dexterity (Acrobatics) checks. |
36 | Defensive | of Defence | Whenever the bearer takes a dodge action, they may move an additional 5 feet. |
37 | Delver's | of the Delver | While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. |
38 | Desperate | of Last Chances | The bearer has advantage on perception checks when searching for items long lost in the the Swamp of Oblivion on the Plane of Earth. (DMG p. 54) |
39 | Druid's | of the Druid | The bearer gains a +1 bonus to Intelligence (Nature) checks. |
40 | Drunkard's | of Taverns | The bearer always knows the direction to the closest alcoholic beverage. |
41 | Dynamic | of the Dynamo | The bearer has +1 to Charisma saving throws. |
42 | Eavesdropper's | of Eavesdropping | As long as it is on the same plane, the bearer can hear through this item as if they were present. |
43 | Elysian | of Elysium | When on the plane of Elysium, the bearer has advantage on saving throws against the effects of Overwhelming Joy (DMG p. 60) |
44 | Etherbound | of Ethereal Shores | The bearer can see creatures in the Border Ethereal that overlap with their plane as clearly as if they were fully in the bearer's plane. Such creatures appear as apparitions or ghosts. |
45 | Exalting | of Exaltation | Contains 1d4 unreplenishable charges of the Bless spell (1st level). |
46 | Expeditious | of Expedience | Contains 1d4 unreplenishable charges of the Expeditious Retreat spell. |
47 | False | of Falsehoods | The bearer gains a +1 bonus to Charisma (Deception) checks. |
48 | Fathoming | of Tongues | Contains 1d4 unreplenishable charges of the Comprehend Languages spell. |
49 | Favored | of the Favored | Once per day, the bearer may roll a saving throw with advantage. |
50 | Feathered | of Feathers | Contains 1d4 unreplenishable charges of the Feather Fall spell (1st level). |
51 | Feybound | of the Fey | The bearer knows the general direction to the closest Fey Crossing within a 60 mile radius. (DMG p. 50) |
52 | First | of Speed | The bearer gain a +1 bonus to initiative rolls |
53 | Forgiven | of Forgiveness | When on the plane of Mount Celestia, the bearer of this item can receive the benefits of Blessed Beneficence regardless of their alignment. |
54 | Fortune Teller's | of the Fortune Teller | Every time you are hit by a monster, you glimpse a random image of its future or past. |
55 | Friendly | of Friendship | Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level). |
56 | Gehennan | of Gehenna | When on the plane of Gehenna, the bearer has advantage on saving throws against Cruel Hindrance. (DMG p. 63) |
57 | Gracious | of Grace | The bearer may cast Spare the Dying once per day. |
58 | Grim | of Coercion | The bearer gains a +1 bonus to Charisma (Intimidation) checks if the target can see this item. |
59 | Hadean | of Hades | When on the plane of Hades, the bearer has advantage on saving throws against Vile Transformation. (DMG p. 63) |
60 | Harmonious | of Harmony | Attuning to this item takes only 1 minute. |
61 | Healing | of Healing | This item contains 4 weak healing nodes. As an action, a character can use one node to heal 1d4 hit points at touch range. The item regains 1d4 charges at sunrise. |
62 | Hellish | of the Nine Hells | When in the Nine Hells, the bearer has advantage on saving throws against Pervasive Evil. (DMG p. 64) |
63 | Heroic | of Heroes | The bearer has advantage on saving throws vs. fear. |
64 | Histrionic | of Histrionics | the bearer gains +1 to Charisma (Performance) checks. |
65 | Holy | of Faith | When the bearer of this item rolls hit dice, they can choose to re-roll them and take the second result. |
66 | Iconic | of Symbols | The item is inscribed with holy symbols of the God of the DM's choice. A cleric or paladin that serves that god may use this item as a divine focus. |
67 | Inquisitor's | of the Inquisitor | The bearer gains a +1 bonus to Intelligence (Investigation) checks. |
68 | Inspired | of Inspiration | The bearer regains their Constitution modifier in temporary hit points whenever they gain or use inspiration. |
69 | Leaping | of Leaping | Contains 1d4 unreplenishable charges of the Jump spell (1st level). |
70 | Liar's | of Lies | Contains 1d4 unreplenishable charges of the Silent Image spell (1st level). |
71 | Limbo | of Limbo | When on the plane of Limbo, the bearer has advantage to Intelligence checks to alter or move non-magical objects within the plane. (DMG p. 61-62) |
72 | Locating | of Locating | Once attuned, the bearer always knows the exact location of this item |
73 | Loquacious | of the Silver Tongue | The bearer gains +1 to Charisma (Persuasion) checks. |
74 | Malediction | of Malediction | Contains 1d4 unreplenishable charges of the Bane spell(1st level). |
75 | Manipulating | of Manipulation | The bearer may cast Mage Hand once per day. |
76 | Master's | of Servants | Contains 1d4 unreplenishable charges of the Unseen Servant spell (1st level). |
77 | Maverick | of the Maverick | The bearer has a +1 bonus to any skill check involving gambling and games of chance (Insight, Sleight of Hand, Investigation, etc). |
78 | Messenger | of Messages | The bearer may cast Message once per day. |
79 | Meteoric | of Falling Stars | Contains 1 unreplenishable charge of Scorching Ray (1st level). |
80 | Mindful | of Mindfulness | The bearer gains a +1 bonus to Wisdom saving throws. |
81 | Miraculous | of Miracles | The bearer may cast Thaumaturgy once per day. |
82 | Mocking | of Mockery | The bearer may cast Vicious Mockery once per day. |
83 | Natural | of Nature | Contains 1d4 unreplenishable charges of the Locate Animals or Plants spell (1st level). |
84 | Neutralizing | of Neutrality | Contains 1d4 unreplenishable charges of the Protection from Good and Evil spell (1st level). |
84.1 | Night | of the Night | This item is only usable after the sun has set, or if in complete blackness including magical darkness. In any form of light, the item becomes a mundane stick (length determined by the type of item). When in darkness, it transforms into its normal form. [Credit to Rez] |
85 | Nimble | of Agility | The bearer gains a +1 bonus to Dexterity saving throws. |
86 | Nourishing | of Nourishment | The bearer rarely feels hungry, and only needs to consume one-fifth the usual amount of food. |
87 | Pandemonium | of Pandemonium | When on the plane of Pandemonium, the bearer has advantage on saving throws against the Mad Winds. (DMG p. 62) |
88 | Preacher's | of the Preacher | The bearer may extend the range of their Channel Divinity by 5 feet. |
89 | Projecting | of Projection | The bearer can send messages mentally to willing characters within 30 feet. This communication is one-way only. |
90 | Protective | of Protection | The bearer may cast Blade Ward once per day. |
91 | Reaper's | of the Reaper | The bearer has advantage on death saving throws. |
92 | Renaissance | of the Renaissance | Once per day, the bearer may gain +1 to any skill check. |
93 | Revealing | of Revelation | Contains 1d4 unreplenishable charges of the Detect Magic spell (1st level). |
94 | Riutal | of Rituals | Whenever the bearer casts a spell as a ritual, they have advantage to maintain concentration during the ritual. |
95 | Sacred | of the Sacred | The bearer may increase their Lay on Hands hit point pool by 5. |
96 | Sagacious | of Acumen | The bearer gains +1 to Wisdom (Insight) checks. |
97 | Sage's | of the Sage | The bearer gains a +1 bonus to Intelligence (History) checks. |
98 | Secret | of Secrets | Contains 1d4 unreplenishable charges of the Illusory Script spell (1st level). |
99 | Sentinel | of the Sentinel | Faintly glows when creatures of a certain race (DMs choice) are within a 100 foot radius. |
100 | Shading | of Shade | The bearer suffers no harm in temperatures as high as 120 degrees Fahrenheit. |
101 | Shadowbound | of the Shadowfell | The bearer knows the general direction to the closest Shadow Crossing within a 60 mile radius. They have advantage on saving throws vs. Shadowfell Dispair (DMG p. 51-52) |
102 | Shepherd's | of the Shepherd | The bearer gains a +1 bonus to (Wisdom) Animal Handling checks. |
103 | Shielding | of Shielding | This item contains 1d4 unreplenishable charges of the Shield spell. |
104 | Shifting | of Shifting | The bearer may change minor aspects of the physical appearance of this item. |
105 | Silent | of the Night | The bearer gains a +1 bonus to Dexterity (Stealth) checks. |
106 | Smith's | of Reparations | The bearer may cast Mending once per day. |
107 | Sojourner's | of the Sojouner | A poem, story, or map that describes a long-forgotten treasure is etched on the surface of the item. |
108 | Solemn | of Solemnity | The bearer may spend an action removing all the failed death saving throws from a target within 5 feet of them. The target is still not stabilized. |
109 | Sparkling | of Lights | The bearer may cast Dancing Lights once per day. |
110 | Striding | of Strides | Contains 1d4 unreplenishable charges of the Longstrider spell (1st level). |
111 | Surgeon's | of the Surgeon | The bearer gains a +1 bonus to Wisdom (Medicine) checks. |
112 | Tenacious | of the Tenacious | When the bearer takes a long rest, they gain back one additional hit die. |
113 | Tracker's | of the Tracker | The bearer gains a +1 to Wisdom (Survival) checks. |
114 | Translucent | of Translucence | The bearer gains an extra level one spell slot, which recovers only after a full moon rises. |
115 | Trickster's | of Trickery | The bearer may cast Minor Illusion once per day. |
116 | True | of Truth | The bearer may cast True Strike once per day. |
117 | Unbroken | of Heart | The bearer gains a +1 bonus to Constitution saving throws. |
118 | Verdant | of Druidcraft | The bearer may cast Druidcraft once per day. |
119 | Victorious | of Victory | Whenever the bearer kills a creature they gain temporary hit points equal to the creature's CR. |
120 | Vigilant | of Vigilance | The bearer gains +2 to their Passive Perception. |
121 | Vigorous | of Vigor | The bearer gains a +1 bonus to Strength saving throws. |
122 | Vital | of Vitality | The bearer's maximum hit points increases by their constitution modifier while attuned to this item. These hit points are lost when the bearer unattunes the item. |
123 | War Leader's | of the War Leader | The bearer can use an action to amplify their voice so that it clearly carries for up to 300 feet. |
124 | Waterborne | of the Sea | The item floats on water or other liquids. Its bearer has advantage on Strength (Athletics) checks to swim. |
125 | Windborne | of the Labyrinth Wind | When in the Plane of Air, the bearer can navigate the Labyrinth Wind intuitively, and knows the path to the nearest Earth Mote within 60 miles. |
126 | Wizard's | of the Wizard | The bearer gains a +1 to Intelligence (Arcana) checks. |
127 | Wrathful | of Ysgard | When on the plane of Ysgard, the bearer is unaffected by Immortal Wrath. (DMG p. 61) |
D&D: Five Ways To Make A +1 Sword Memorable by J.R. Zambrano
I don’t want to plagiarize their entire article, but just in case it disappears from the internet for some reason, here are the cliff notes & highlights.
1) Unique History or Origin
You can make a +1 sword a part of your world by giving it a specific backstory. Was it of elven make and, like Sting, glows blue whenever orcs are near? But there are other questions that go into the story of your sword: who made it, why did they make it, who used it before, what is it made out of?
Huh… I wonder where you could get a huge list of special materials and extra properties? Scroll up!
2) Enlarge Your World
Think about past kingdoms and civilizations the item might be from, what it means now. Maybe the sword fits into an ancient slot to unlock something long forgotten?
3) Minor Effect or Magical Property
Not talking about always adding a direct combat bonus, but think about Sting glowing blue when orcs are around. There is a long list of magical properties for your weapons and armor above, but these game play effects are only limited by your imagination.
You could also do some annoying (translation: hilarious) effects. For example, I had a DM once give us a very powerful sword… which was terrified of open spaces. If any room was larger than 30×30, or gods forbid we were outside, it would completely freak out.
4) It’s Not Just A Sword, It’s A Symbol
Again, thinking beyond something just being a weapon or another magical suit of armor. Who owned the item before? What did they do with it? How did it wind up where it was found? Would anyone recognize this weapon now? Yes! If someone took the time to craft a magical item, then you can bet your gold booty that they made it special.
5) You’re Not The Only One Who Wants This
Not every item is tied to a long forgotten kingdom. Maybe someone lost the item last week, and they want it back. If its a weapon or armor the finder is seen with, it would be pretty easy for you to have them encounter the NPC who died in the armor but was resurrected.