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Magic Items

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Assassin tatoo
Card of slots
Bracelet de zirana

Useful bag
Wondrous Item, rare
The first time you try to pull something from this bag each day, you find a useful item from the useful
robe table, or you can choose one of the item automatically included in the robe of useful item

Amulet of Forseeing
Wondrous Item, depend (requires attunement)
This magic amulet has a number of charges equal to its rarity (common = 1, legendary = 5). While
wearing it, at dawn, you can expend 1 or more charge to roll a number of d20, equal to the number
of charge expanded, even if you are sleeping, you can still roll the d20, keep note of the result. At any
moment until the next dawn, you can replace a d20 result for an attack roll, saving throw or skill
check of a creature you can see in a 60 feet range?
The amulet regains 1 expended charges daily at dawn

Catalyseur Arcanique
Cet objet peux être de n’importe quel forme, taille, matériaux
Choisisser un sort que vous connaisser, si vous lancer ce sort en tenant le catalyseur, vous pouver a la
place utiliser un nombre de charge égal au niveau du sort au lieu d’un slot, cet item a un nombre de
slot dépendant sa rareté (commun = 1,peu commune = 3,rare = 6,très rare = 14, légendaire = 25)
vous pouver changer le sort en castant le nouveau sort en tenant le catalyseur, le sort ne prend pas
effet et au boud d’un nombre de jour égal a : niveau du nouveau sort*charge max de l’item. Le sort
est changé, pendant ce temps le catalyseur ne sert a rien

Mime-magique
Commun, requiert harmonisation
Cet item a 3 charges, choisissez quand vous vous harmoniser a cet objet, une mineur de la liste de
magicien, vous pouver utiliser une charge pour caster cet mineur, cet objet regagne toute ses charge
a chaque aube.

Aimagique
Un petit disque d’environ 6 pouce de long argenté, quand il est en contact avec votre peau, il
augement vo chance d’avoir une vague de magie indomptable par un nombre égal a sa rareté
(commun = 1, legendary =5)
Catalyseur sauvage :
Cet objet peux être de n’importe quel forme, taille, materiaux
Choose one wild magic surge that you remember (if you read thoughts, you consider that you
remember every magic surge you have experienced in somebody’s mind), while you have this magic
item on yourself, the chance of getting this specific wild magic surge effect is increased by a number
corresponding to the item rarity :
RARETÉ CHANCE AUGEMENTÉ DE
COMMUN 2%
PEU COMMUN 8%
RARE 14%
TRES RARE 30%
LEGENDAIRE 75%
For example, if you have the the first effect of the second part of the nuisance table, you roll an
additional dice and if you have a rare catalyser, on any number between 1 and 14 you get this effect
instead of the other effect you would have, even if you had to roll on the first part of the extreme
table.

(all common item)


TCHONK bow
Any bow
When you attack with this weapon, you can say the word associated and you loose two hit dice and
add one to your damage, one per long rest you can loose only one hit dice and add it to your damage
TCHING sword
Any sword
When you attack with this weapon, you can say the word associated and you loose two hit dice and
add one to your damage, one per long rest you can loose only one hit dice and add it to your damage
BOOM axe
Any axe
When you attack with this weapon, you can say the word associated and you loose two hit dice and
add one to your damage, one per long rest you can loose only one hit dice and add it to your damage
COUIC dagger
Any dagger
When you attack with this weapon, you can say the word associated and you loose two hit dice and
add one to your damage, one per long rest you can loose only one hit dice and add it to your damage
Ploop hast weapon
Any hast weapon
When you attack with this weapon, you can say the word associated and you loose two hit dice and
add one to your damage, one per long rest you can loose only one hit dice and add it to your damage
Assassin Firearm
Weapon (any firearm that deals piercing damage), rare
This firearm is made of blued steel and ebony wood, and handling it seems to produce no sound, not
even when it brushes against other objects.
You have a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, attacks
made with this magical firearm produce no visible flash or audible noise.
Dragon Pistol
Weapon (pistol), rare (requires attunement)
This matchlock pistol has a flared muzzle decorated to look like a dragon's gaping maw, and the rest
of the barrel is covered in small scales.
When you load this magic weapon with lead shot, its normal and long ranges are not halved.
Whenever you make an attack with this magic weapon, all creatures within 5 ft. of where it strikes
must make a DC 12 Dexterity saving throw or take 3d6 fire damage.
Quipper Pistol
Weapon (starwheel pistol), rare (requires attunement)
This pistol is designed to to vaguely resemble a quipper fish. Its barrel is covered in scales and
stylized fins, and ends in a fanged maw resembling a quipper's.
Whenever you make an attack with this magic weapon and fire lead shot, the weapon unleashes
repeated volleys of pellets. Instead of making an attack roll against the target's AC, the target must
make a Dexterity saving throw against a DC of 8 + your attack bonus. On a failed saving throw the
target takes 2d10 points of damage, plus your dexterity modifier, or half as much on a successful
one.
Targets at long range have advantage on this saving throw.
Repeating Arquebus
Weapon (starwheel arquebus), rare
This arquebus has two hollow tubes inside the stock. One tube can be filled with seven attacks worth
of smokepowder and the other with seven loads of ammunition (bullet or shot), in addition to
the smokepowder and bullet that can be loaded down the barrel.
If you lower this magic weapon after making an attack with it, the clockwork mechanism inside of it
rotates the chamber to align with the powder tube, allowing it to fill with powder, before aligning
with the second tube, allowing it load ammunition.
When you then raise the firearm, the chamber aligns itself with the barrel, allowing you to fire the
loaded ammunition without the need to reload.
Each bullet and powder charger can be loaded separately as normal, or all eight can be loaded as an
action.
If you load the ammunition tube with a mixture of bullets and lead shot, the firearm will load them
into the chamber in the same order in which they were loaded into the tube.
Spellsniper Musket
Weapon (starwheel musket), rare (requires attunement by an artificer, sorcerer, warlock, or wizard)
This wheellock musket is made of a stark white, smooth material, similar to ivory, and etched with
intricate, arcane patterns.
As an action, you can use this weapon to perform a spellstrike. A spellstrike is similar to a ranged
weapon attack, except that you cast a single offensive cantrip as part of the attack. This cantrip must
be one that has a casting time of 1 action, deals damage to one or more targets, and has a range
greater than 10 feet.
If the attack hits, the target takes both the damage of the musket and the damage of the cantrip,
even if the cantrip would normally require a saving throw to harm a target.
If the cantrip normally harms multiple targets, then the spellstrike only harms the target of the
musket attack.
A spellsniper musket counts as an arcane focus, and you can provide somatic components for
spellcasting even while holding it with two hands.
The Firebrand
Weapon (revolver), legendary (requires attunement)
A great weapon of unknown origin, some say the Firebrandwas crafted by Gond himself, while those
on other worlds attribute it to any number of other gods, such as Murlynd, Hephaestus, or even
Reorx.
The Firebrand appears much as a normal revolver (See DMG p. 268), but its cylinder is loaded with six
empty, brass cartridges.
The Firebrand magically fills these empty cartridges with ammunition when the trigger is squeezed.
As a result, you never need to reload the Firebrand and it does not require ammunition unless you
wish to load it with magical ammunition.
A cartridge manually loaded with a magical bullet but no powder does not magically generate any
powder when the pistol cycles to that cartridge.
If you have access to modern bullets, you can load them into the Firebrand as into a normal revolver.
You have a +3 bonus to attack and damage rolls made with the Firebrand. Additionally, you can use a
bonus action to attack with the Firebrand on each of your turns, you do not add your Dexterity
modifier to the damage of the bonus attack, unless that modifier is negative.
Magic Ammunition
Baldrick Bullet
Weapon, uncommon (cursed)
You have a +1 bonus to attack and damage rolls made with this magic bullet.
Curse. When someone makes an attack with this magic bullet, the bullet flies in an arc and attempts
to harm the user instead of the target. Compare the attack roll to the user's own AC rather than that
of their target. If the attack exceeds their AC, they are hit by the attack instead of the target. If it does
not, the bullet still attempts to hit them, but they narrowly avoid being harmed by it.
This magic bullet appears to be a normal +1 bullet when examined. This bullet is not rendered non-
magical after use, only a remove curse spell can render it non-magical.
Illumination Bullet
Weapon, uncommon
This magic bullet causes the target to glow like a torch for 10 rounds (1 minute).
If fired into the air, it slowly falls back down to the ground whilst emitting light like a torch. It
descents at a rate of 60 ft. per turn, down from the firearm's maximum range, and stops glowing
after 10 rounds (1 minute).
Once fired, the bullet is rendered non-magical.
Explosive Bullet
Weapon, rare
This magic bullet explodes in a great ball of fire on impact. Each creature in a 20-foot-radius sphere
around the point where it strikes must make a DC 15 Dexterity save. Each affected creature takes 6d6
fire damage on a failed save, or half on a success. The fire spreads around corners and ignites
flammable objects that aren't being worn or carried.
Once detonated, the bullet is destroyed.
Poisonous Bullet
Weapon, rare
A creature struck by this magic bullet must succeed on a DC 15 Constitution saving throw or take
2d10 poison damage and become poisoned for 1 minute.
After dealing its poison damage, the bullet is rendered non-magical.
Named Bullet
Weapon, very rare
A named bullet is a magic bullet meant to slay a particular person and only that person. A named
bullet functions as an arrow of slaying with a very focused target (a single, specific creature).
Additionally, a named bullet has advantage on attack rolls made against its intended target.
After dealing additional damage to its intended target, the bullet is rendered non-magical.
Wondrous Items
Efficient Bandolier
Wondrous Item, uncommon
Each of this bandolier’s eight pouches connects to an extradimensional space that allows the
bandolier to hold numerous items while never weighing more than 2 pounds. Each compartment can
hold up to 60 bullets, 60 loads of shot, 6 pouches of smokepowder, two one-handed firearms, or one
two-handed firearm each.
You can draw any item the bandolier contains as if doing so from a regular pouch.
Lens of Distance
Wondrous Item, uncommon
This simple glass lens allows the user to see better at longer ranges. On its own it functions as a
spyglass, but when it is attached to a firearm it doubles the normal and long ranges of the firearm.
Attaching the lens is an action, while detaching it can be done as a bonus action.
The lens has an illusory dot in the center, with an illusory number next to it. The number shows the
distance, in feet, between the lens and whatever the dot is overlayed over.
Spyglass of Seeing
Wondrous Item, rare (requires attunement)
This small tube filled with many alchemical lenses functions as a Lens of Distance, even when used by
a character not attuned to it.
If a character attunes to, then that character can also use it as a Gem of Seeing.
Amulet of Bullet Protection
Wondrous Item, rare (requires attunement)
This magic amulet has 7 charges. While wearing it, you can expend 1 or more charge to cast one of
the following spells: blur (2 charges), mirror image (2 charges), shield (1 charge), or protection from
normal missiles (3 charges).
The amulet regains 1d6+1 expended charges daily at dawn

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