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 ArmorArmor (leather), UncommonAura: 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 MailArmor (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 CharmArmor (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 ComfortArmor (light, medium or heavy), CommonAura: Faint Transmutation
This suit of magical armor is as comfortable to wear as ordinary clothing, and may be slept in without problems.
Monday, October 9, 2023
DnD Magic Item Conversions: Armor Part 3
Tuesday, October 3, 2023
DnD 3.5 to 5e Monster Conversions: Delver
A huge creature burrows through the solid rock wall. Its teardrop-shaped, rocky body glistens with slime, and it uses the blunt claws of its two great appendages to clear away debris.
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 AbjurationFashioned 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 EvocationThis 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 IllusionThis 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.
DnD 3.5 to 5e Spell Conversions: Antimagic Ray
Antimagic Ray
7th-level abjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pinch of powdered iron or iron fillings)
- Duration: Concentration, up to 1 minute
- Classes: Cleric, Sorcerer, Wizard
You project an invisible ray from your finger toward a creature or object in range. Make a ranged spell attack against the target. On a hit, the target and everything they are wearing and carrying are cut off from the magical energy that suffuses the multiverse. Spells and other magical effects, except for those created by an artifact or a deity, are suppressed and have no effect on the target and any magical items they are wearing or carrying cease to function and are considered nonmagical items while the spell lasts.
If cast on a willing target, your attack automatically hits. At the end of each of the target’s turns, it can choose make a Wisdom saving throw against the spell. On a success, the spell ends.
Monday, September 25, 2023
DnD 3.5 to 5e Monster Conversions: Chaos Beast
Foul and terrible, the creature before you has no set form. It constantly melts and reforms, apparently drawing each shape from every nightmare that has ever plagued humankind. It chaotically shifts through a dozen monstrous forms before shaping itself into a bulbous thing with ten eyes swimming in a viscous sac at the top of a body that's surrounded by a ring of smacking mouths.
DnD 3.5 to 5e Spell Conversions: Animate Elements
Animate Elements
1st-level conjuration
- Casting Time: 1 minute
- Range: 90 feet
- Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
- Duration: Concentration, up to 1 hour
- Classes: Druid, Wizard
You call forth an Elemental spirit, which manifests in an unoccupied space that you can see within range. This creature uses the Animated Element stat block. When you cast this spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a tiny version of a regular Elemental of the chosen type, and the type chosen determines certain traits in its stat block. The elemental is friendly to you and your companions for the duration and takes its turn immediately after you in initiative. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
While concentrating on this spell, you can use an action to dismiss the Elemental early. If your concentration is broken, the Elemental doesn’t disappear. Instead, you lose control of the elemental. When this happens, it becomes hostile toward you and your companions and it might attack. An uncontrolled Elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it.
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.
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Accelerator Wondrous Item, Very Rare (Requires Attunement) Aura: Strong Transmutation This device, looking like a cross between a gigantic ...
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Al-Azid’s Ghostly Palace Wondrous Item, Very Rare Aura: Strong Conjuration and Transmutation You can use an action to call into existence a ...
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Air Spores Wondrous Item, Uncommon Aura: Minor Transmutation This glass bottle contains enough spores for one use. When a creature inhales o...