Showing posts with label magic item. Show all posts
Showing posts with label magic item. Show all posts

Tuesday, November 7, 2023

DnD Magic Item Conversions: Armor Part 6


Elven Chain Mail
Armor (chain mail), Rare
Aura: Moderate Transmutation

You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with heavy armor.

Armor of Energy Drain
Armor (light, medium or heavy), Rare (requires attunement)
Aura: Moderate Necromancy

You have a +1 bonus to AC while wearing this armor.

Curse. This armor drains your vitality. Whenever you take damage while wearing the armor, your hit point maximum is reduced by an equal amount. The reduction lasts so long as you remain attuned to the armor. You die if this effect reduces your hit point maximum to 0.

Armor of Etherealness
Armor (light, medium, or heavy), Very Rare (requires attunement)
Aura: Strong Transmutation

While you're wearing this armor, you can speak its command word as an action to gain the effects of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.

Evil Dragon Armor
Scale Mail, Rare 
Aura: Moderate Abjuration

This armor is fashioned from the hide of a chromatic dragon, granting the wearer resistance to one damage type depending on the kind of dragon it was created from.

Color - Resistance 
Black - Acid
Blue - Lightning
Green - Poison
Red - Fire
White - Cold

Armor of Fear
Armor (heavy), Uncommon (requires attunement)
Aura: Minor Necromancy

This magical armor has 7 charges and regains 1d4 expended charges each day at dawn. As a bonus action you can speak a command word and expend one charge to radiate an aura of fear in a 15-foot radius sphere centered on you until the start of your next turn. While the fear aura lasts, any creature other than you that starts its turn in the area or enters the area for the first time in a turn must succeed on a DC 12 Wisdom saving throw or be frightened of you until the aura ends. A Construct or an Undead is immune to this effect.


Here are some more magic items converted from the Dungeons and Dragons 2e Encyclopedia Magica into 5e and published on the DMsGuild under Artifacts of Antiquity Volume 2. More and more armor. For the rest of my life armor.

Monday, October 30, 2023

DnD Magic Item Conversions: Armor Part 5


Armor of the Desert Evening

Armor (scale mail), Common

Aura: Faint Evocation


This armor is designed to be worn in the desert heat without ill effects to the wearer. While wearing this armor, you and everything you wear and carry are unharmed by temperatures up to 150 degrees Fahrenheit. This does not grant any sort of resistance against fire damage. 


Dragonarmor
Armor (heavy), Very Rare (requires attunement)

Aura: Strong Abjuration


You have a +1 bonus to AC while wearing this armor and have resistance to cold damage and fire damage.


Eastern Wooden Armor
Armor (splint), Rare (requires attunement)

Aura: Moderate Transmutation


Created from strips of highly flexible wood, which have been treated and enchanted, you have +1 bonus to AC while wearing this armor and do not have disadvantage on Dexterity (Stealth) checks normally caused by wearing splint armor. In addition, Druids are always considered proficient with this armor.


Armor of Eelix
Armor (light, medium or heavy), Rare (requires attunement)

Aura: Moderate Conjuration


When not in use, this armor appears to be a silver ring. As an action you can activate it, causing armor made of blue light to appear around you. The kind of armor is determined when the ring is created and cannot be changed afterwards. You are considered proficient with this armor even if you lack the appropriate proficiency. You cannot activate this armor while already wearing another suit of armor.


Armor of Electricity
Armor (light, medium or heavy), Rare (requires attunement)

Aura: Moderate Evocation


While wearing this armor, you can use a bonus action and speak a command word to cause the armor to become charged with magical, electrical force for the next ten minutes. The next time a creature hits you with a melee weapon attack while within 5 feet of you, the armor discharges this energy and the attacker must make a DC16 Constitution saving throw. The creature takes 6d6 lightning damage on a failed save, or half as much damage on a successful one. Once you have used this trait, you cannot do so again until the following dawn.


Here are some more magic items converted from the Dungeons and Dragons 2e Encyclopedia Magica into 5e and published on the DMsGuild under Artifacts of Antiquity Volume 2. More and more armor. For the rest of my life armor.

Tuesday, October 24, 2023

DnD Magic Item Conversions: Armor Part 4

 


Armor of Command

Armor (heavy), Rare (requires attunement)

Aura: Moderate Enchantment


While wearing this armor, you project an aura of confidence, bolstering allied forces. Each allied creature within 120 feet of you that can see you has advantage on Wisdom saving throws.  


Armor of Concealed Wizardry
Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)

Aura: Moderate (+1) , Strong (+2) or Very Strong (+3) Illusion


You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. In addition, the armor appears nonmagical to spells and magical effects that detect magic.


Armor of Continual Cleanliness
Armor (light, medium or heavy), Common

Aura: Faint Transmutation


This suit of magical armor is continuously clean. It is never dirty, nor does it rust or show blemishes. 


Armor of Coolness
Armor (light or medium), Common

Aura: Faint Evocation


While wearing this armor, you and everything you wear and carry are unharmed by temperatures up to 150 degrees Fahrenheit. This does not grant any sort of resistance against fire damage. 


Armor of Cure Wounds
Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)

Aura: Moderate (+1) , Strong (+2) or Very Strong (+3) Evocation


You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. In addition, you can cast the cure wounds spell, targeting yourself, using your spellcasting ability modifier. Once you have done so, you cannot do so again until the following dawn.


Here are some more magic items converted from the Dungeons and Dragons 2e Encyclopedia Magica into 5e and published on the DMsGuild under Artifacts of Antiquity Volume 2. As you could imagine, among 6,000+ magic items, there are quite a few different sets of armor that show up, which means there are still a few more of these left.

Monday, October 9, 2023

DnD Magic Item Conversions: Armor Part 3

       

Blue Armor of the Crystalmist Mountains

Armor (scale mail), Rare (requires attunement)

Aura: Moderate Abjuration


This armor is created from the hide of a blue dragon. You have a +1 bonus to AC while wearing this armor and resistance to lightning damage. 



Bradlie's Leather Armor
Armor (leather), Uncommon

Aura: Minor Enchantment


You have a +1 bonus to AC while wearing this armor.


Curse. This armor is incredibly ugly and causes people you interact with to have an instinctive negative reaction. So long as you wear the armor, you have disadvantage on Charisma ability checks.



Callarduran Smoothhands's Chain Mail
Armor (chain mail), Very Rare (requires attunement)

Aura: Strong Abjuration


You have a +2 bonus to AC while wearing this armor. In addition, you have advantage on saving throws against spells cast by drow.



Armor of Charm
Armor (light, medium or heavy), Uncommon (requires attunement)

Aura: Minor Enchantment 


When you are hit by an attack while wearing this armor, the attacker must succeed on a DC 13 Wisdom saving throw or be charmed by you for 1 minute, or until you do anything harmful to them. Once the armor has successfully charmed a creature, it cannot do so again until the following dawn.


Notes:


Armor of Comfort
Armor (light, medium or heavy), Common

Aura: Faint Transmutation


This suit of magical armor is as comfortable to wear as ordinary clothing, and may be slept in without problems.



Here are some more magic items converted from the Dungeons and Dragons 2e Encyclopedia Magica into 5e and published on the DMsGuild under Artifacts of Antiquity Volume 2. More and more armors, many of these ones fairly basic and with minor enchantments.

Tuesday, October 3, 2023

DnD Magic Item Conversions: Armor Part 2

       

Arcane Armor

Armor (light), Legendary (requires attunement)

Aura: Very Strong Abjuration and Transmutation


You have a +2 bonus to AC while wearing this armor. If you die while wearing the armor, the armor is destroyed as it slowly melts away and dissipates.


Arcane Ward. The armor has 50 charges and regains all expended charges each day at dawn. Whenever you take any damage, that damage is reduced by 3, and the armor expends 3 charges. In addition, whenever you are the target of a spell of 3rd level or below, that spell fails and has no effect, and the armor expends charges equal to 5 + the spell’s level. So long as the armor is at 0 charges, neither of these traits function.


In addition, so long as the armor has at least 1 charge remaining, you have darkvision to a range of 60 feet, advantage on saving throws against being charmed or poisoned, and magic can't put you to sleep.



Arvoreen's Chain Mail
Armor (chain mail), Very Rare (requires attunement by a halfling)
Aura: Strong Evocation


You have a +2 bonus to AC while wearing this armor. 


This armor has 10 charges and regains 1d6+2 expended charges daily at dawn. While wearing it, you can use an action to expend 1 or more of its charges to cast the cure wounds spell, targeting yourself. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.



Aslyferund's Armor
Armor (scale mail), Legendary (requires attunement)
Aura: Very Strong Abjuration

Fashioned by a renowned smith from golden dragon scales and decorated with three holly berries etched into the center of the chest, there were only six of these breastplates known to have been created. You have a +2 bonus to AC while wearing this armor and are considered proficient with this armor even if you lack proficiency with medium armor. This armor does not impose disadvantage on your Dexterity (Stealth) checks like regular scale mail would. In addition, while wearing the armor, you are immune to fire damage as well as bludgeoning, piercing and slashing damage from nonmagical weapons.



Armor of Blackflame
Wondrous Item, Very Rare (requires attunement)
Aura: Strong Abjuration and Evocation

This armor appears to be a shimmering black suit of plate. The armor weighs nothing and does not impose disadvantage on Dexterity (Stealth) checks, but it also provides no AC and can’t be worn over other armor. You may wear this armor even if you do not have proficiency with heavy armor.


While being worn, the armor creates a vague, shifting aura of darkness, concealing you from magical scrutiny. You can’t be targeted by any divination magic or perceived through magical scrying sensors. In addition, you have resistance to cold and fire damage.



Armor of Blending
Armor (light), Uncommon (requires attunement)
Aura: Minor Illusion

This armor appears to be a mundane suit of armor, and anyone who views it with detect magic spell, must succeed on a DC 14 Intelligence saving throw to see anything other than an ordinary suit of nonmagical armor. As a bonus action, you can command the armor to change its appearance either to look like a set of normal clothing or to return to its normal appearance.



Here are some more magic items converted from the Dungeons and Dragons 2e Encyclopedia Magica into 5e and published on the DMsGuild under Artifacts of Antiquity Volume 2. You haven't seen the last of armors here, and the list goes on and on!

Sunday, September 24, 2023

DnD Magic Item Conversions: Armor Part 1

       

Abbathor's Armor

Armor (leather armor), Very Rare (requires attunement)

Aura: Strong Necromancy


While wearing this leather armor, you gain a +2 bonus to AC. In addition, you can use a bonus action to force a creature you can see within 30 feet to make a DC 15 Constitution saving throw. On a failed save, the target is blinded until the end of your next turn.



Armor of Absorption
Armor (light, medium, or heavy), Rare 
Aura: Moderate Abjuration


While wearing this armor, you gain a +1 bonus to AC. The armor has 3 charges. Whenever you are subjected to a spell or magical effect that would reduce one of your ability scores or hit point maximum, one charge is expended and your ability score or hit point maximum is not affected.


The armor regains 1d3 charges daily at dawn.



Armor of Acidic Secretion
Armor, Rare (requires attunement)
Aura: Moderate Abjuration


While wearing this armor, you gain a +1 bonus to AC.


Curse. Whenever you take damage from a weapon attack, you take an additional 1d4 acid damage as the armor begins to secrete a corrosive acid.



Anything Armor
Armor (plate), Uncommon (requires attunement)
Aura: Minor Transmutation


You have a +1 bonus to AC while wearing this armor. As a bonus action you can speak a command word and cause this armor to transform into any other kind of armor. This transformation lasts for 24 hours before the armor reverts to its original form.



Aquatic Armor
Armor (light, medium, or heavy), Uncommon 
Aura: Minor Transmutation


This armor has been designed for fledgling underwater adventures. While wearing this armor, you have a swimming speed equal to your walking speed. 



Here are some more magic items converted from the Dungeons and Dragons 2e Encyclopedia Magica into 5e and published on the DMsGuild under Artifacts of Antiquity Volume 2. Here we go with one of the bigger categories that will take up most of the rest of the way through volume 2: armors!

Tuesday, September 19, 2023

DnD Magic Item Conversions: Armbands Part 2

 

Armband of Snake Changing

Wondrous Item, Uncommon (requires attunement)

Aura: Minor Transmutation


As an action you can transform yourself into either a constrictor snake or poisonous snake. The transformation lasts for 1 hour, or until you end it early as a bonus action, drop to 0 hit points, or die. Your statistics are replaced by the statistics of the chosen snake. You retain your mental ability scores, alignment and personality. 


You assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.


You are limited in the actions you can perform by the nature of your new form and you can't speak, cast spells or take any other action that requires hands or speech.


Your gear melds into your new form. You can’t activate, use, wield, or otherwise benefit from any of your equipment.


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



Armband of Strength
Wondrous Item, Uncommon 

Aura: Minor Transmutation


This armband bears the symbol of a lion, and can be used to bolster your own strength in times of need. This armband has 3 charges. Whenever you make a Strength-based ability check, attack roll, or saving throw, you can expend one charge to gain advantage on that roll.


The armband regains 1d3 expended charges daily at dawn.



Trueheart's Warding
Wondrous Item, Artifact (requires attunement by a creature of good alignment)

Aura: Overwhelming Abjuration, Evocation and Transmutation


This artifact is the third in the Circle of Love, created by Sirrion for the goddess Mishakal during the Age of Dreams. To prove the strength of love over deceit, Mishakal drew the girl Mirri to the young enemy warrior Trae. They fell in love. Allied with Trae's brother Heris, the lovers set out to establish peace between their warring nations. The evil god Hiddukel, however, betrayed the lovers, imprisoning each of their spirits in one artifact from the Circle of Love. Trae is bound in the Trueheart's Warding. The armband opposes the Dagger of Vengeance in Hiddukel's Triad of Betrayal. It appears as a bronze armband etched with a hawk that bears arrows in its talons and four roses upon its breast, and it confers several benefits upon the one who wears it. 


The armband has a permanent nystul’s magic aura effect on it, causing it to appear as a common magic item with an aura of faint abjuration to anyone that can detect magic auras.


Trae’s Protection. You have a +2 bonus to AC while wearing this armband and resistance to bludgeoning, piercing and slashing damage from nonmagical attacks. You also have advantage on saving throws against spells and other magical effects.


Avoidance. If you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. 


Undying Bond. You no longer age while attuned to this armband. As an action, you can regain all your hit points, and end all effects on you described in the greater restoration spell. Once you have used this trait, you cannot do so again until the following dawn.


Random Properties. Trueheart’s Warding has the following random properties. 

  • 2 minor beneficial properties.

  • 1 major beneficial property.



Armband of Variable Strength
Wondrous Item, Uncommon (requires attunement)

Aura: Minor Transmutation


This armband bears the symbol of a lion, and can be used to bolster your own strength in times of need. This armband has 3 charges. Whenever you make a Strength-based ability check, save or attack roll, you can expend one charge to gain advantage on that roll.


The armband regains 1d3 expended charges daily at dawn.


Curse. This armband causes your Strength to fluctuate wildly. Each day at dawn, roll a d8. Until the following dawn, your Strength score changes based on the following table:


D8

Strength

1

4

2

6

3

8

4

10

5

12

6

14

7

16

8

18



Here are some more magic items converted from the Dungeons and Dragons 2e Encyclopedia Magica into 5e and published on the DMsGuild under Artifacts of Antiquity Volume 2. Not a ton to add, the main standout being a Dragonlance artifact. It is a pretty powerful, though I guess that's the point of an artifact.