Friday, July 7, 2023

DnD Magic Item Conversions: Ankhs


          Ankh of Life

Wondrous Item, Legendary (requires attunement by a cleric or paladin)

Aura: Very Strong Evocation 

This powerful symbol of divinity is made of birchwood and bereft of ornamentation. It has the following powers: 

Spells. The ankh has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell modifier and spell save DC: protection from evil and good (1 charge), lesser restoration (2 charges), revivify (3 charges), regenerate (7 charges). 

The ankh regains 1d6 + 4 expended charges daily at dawn. 

Divine Light. This holy symbol shines with bright light in a 20-foot-radius and dim light for an additional 20 feet. As an action you can command the ankh to suppress or reactivate this effect. 

Turn Undead. As an action, you can present this holy symbol to repel Undead. Each Undead within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. 

Once you have used this property, it can’t be used again until the next dawn.


 Ankh of Power

Wondrous Item, Legendary (requires attunement by a cleric or paladin)

Aura: Very Strong Evocation and Abjuration


It is believed that only a dozen of these priceless objects exist. While holding this ankh, any spell you cast using a spell slot of 1st level or higher is cast as though you had used a spell slot one level higher.   


Sunbeam. As an action, you can cast the sunbeam spell using your spellcasting modifier. Once you have used this property, it can’t be used again until the next dawn.


Divine Health. You are immune to all forms of poison and disease and have immunity to poison damage.


Holy Ankh. This holy symbol shines with bright light in a 20-foot-radius and dim light for an additional 20 feet. As an action you can command the ankh to suppress or reactivate this effect.


 Nithian Ankh

Wondrous Item, Rare (requires attunement  by a spellcaster)

Aura: Moderate Evocation


These magical totems are given by the immortals, usually in times of need and as rewards for worthy deeds. Their powers vary depending upon which immortal created it. This ankh has one spell of up to 5th level associated with it. While holding the ankh, you can cast that spell using your spellcasting modifier and spell save DC.

Once you have used this property, it can’t be used again until the next dawn.

Divine Light. This holy symbol shines with bright light in a 20-foot-radius and dim light for an additional 20 feet. As an action you can command the ankh to suppress or reactivate this effect.

Here are some more items converted from the 2e Encyclopedia Magica into 5e and published on the DMsGuild under Artifacts of Antiquity Volume 1. I've been using AI generated art previously while freely showcasing some of these items, but I'm pretty conflicted about AI art as a whole- so until some legality and copyright things get a bit better hammered out there I think I'll just stick to more items per post. Right now, we're getting to the section about ankhs- a lot of them have an egyptian feel and are quite a bit more powerful than your average magic item, often themed around light and smiting undead.



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