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forged from silver, e lectrum, and steel alloys whose edges constantly

ITENS MÁGICOS shimmer with a deep blue luminescence.


Uma aventura de D&D 5E de nível alto sem itens mágicos não faria
nenhum sentido. A seguir, apresento regras e observações para a escolha You gain a +3 bonus to attack and damage rolls made with this magic
dos itens mágicos de seus personagens para essa aventura. weapon. The shield spell provides no defense against the axe, which passes
through that spell's barrier of magical force. When you hit a fiend or an
Itens Mágicos e itens comuns. Cada personagem terá acesso de graça a undead with the axe, cold blue flames erupt from its blade and deal an extra
todos os equipamentos base do livro do jogador (desde que não exista 2d6 radiant damage to the target.
exagero). Seu personagem poderá ter qualquer arma, armadura ou outro
Hurling. The battleaxe has 3 charges. You can expend 1 charge and make a
equipamento do livro do jogador, desde que faça sentido e em quantidades
ranged attack with the axe, hurling it as if it had the thrown property with a
razoáveis.
normal range of 60 feet and a long range of 180 feet. Whether it hits or
misses, the axe flies back to you at the end of the current turn, landing in
Além disso, cada jogador terá acesso a dois itens mágicos uncommon, um
your open hand or al your feet in your space (as you choose). The axe
item mágico rare e um item mágico legendary. É possível trocar dois itens regains all expended charges daily at dawn.
mágicos uncommon por um item mágico rare ou trocar um item mágico
rare por dois itens mágicos uncommon. Illumination. While holding the axe, you can use an action to cause the axe
to glow blue or to quench the glow. This glow sheds bright light in a 30-
Exemplo: Um personagem poderia ter um item mágico legendary e quatro foot radius and dim light for an additional 30 feet.
itens mágicos uncommon ou um item mágico legendary e dois itens
mágicos rare. Sentience. Azuredge is a sentient lawful neutral weapon with an
Intelligence of 12, a Wisdom of 15, and a Charisma of 15. It has hearing
Os itens legendary são únicos. Sendo assim, pode apenas existir um de cada and darkvision out to a range of 120 feet. The weapon communicates
durante essa aventura. telepathically with its wielder and can speak, read, and understand
Common. It has a calm, delicate voice. The weapon can sense the presence
Sintonização (Attunement). Um item pode ser sintonizado por apenas uma of non-lawful creatures within 120 feet of it.
criatura de cada vez, e uma criatura pode ser sintonizada a não mais do que
três Itens Mágicos por vez. Essa é uma regra limitadora bastante importante BELT OF GIANT STRENGTH (Storm giant)
na hora de decidir quais serão os itens mágicos de seu personagem. O Wondrous item, Legendary (requires attunement)
hiperlink leva ao site do roll20 com as regras completas sobre Attunement.
While wearing this belt, your Strength score changes to 29. If your Strength
Lista de itens mágicos disponíveis. Os itens mágicos legendary permitidos is already equal to or greater than the belt's score, the item has no effect on
nessa aventura estão presentes nesse arquivo. Caso você encontre algum you.
outro item dessa categoria em um livro oficial de D&D 5E e esteja muito
interessando em dá-lo ao seu personagem, entre em contato comigo para CLOAK OF INVISIBILITY
que eu possa analisar a possibilidade de permiti-lo ou adaptá-lo, mas Wondrous item, legendary (requires attunement)
recomendo focar apenas nos itens contidos nesse arquivo.
While wearing this cloak, you can pull its hood over your head to cause
Existem vários itens mágicos da categoria uncommon e rare. Seria inviável yourself to become invisible. While you are invisible, anything you are
para mim criar uma lista dos itens permitidos ou proibidos graças a essa carrying or wearing is invisible with you. You become visible when you
grande quantidade. Sendo assim, nenhum item dessas categorias está 100% cease wearing the hood. Pulling the hood up or down requires an action.
aprovado. Em vez disso, selecione seus itens dessas categorias (uncommon
e rare) usando esse site. DAWN BRINGER
Weapon (longsword),legendary (requires auunemcnt by a creature of non·evil
Skins de itens Mágicos. Caso você escolha um item mágico que tenha certa alignment)
aparência e você deseja que ele tenha uma outra aparência, basta entrar em
Dawnbringer has all the properties of a sun blade (see Dungeon Masters
contato comigo para que eu possa analisar essa possibilidade. É possível
Guide, pag. 206). While holding the weapon. you can use an action to touch
também em alguns casos, alterar “mecanicamente” um item mágico. Por a creature with the blade and cast lesser restoration on that creature. Once
exemplo, fazer a poderosa Dawn Bringer (que originalmente é uma espada used, this ability can't be used again until the next dawn.
longa) se tornar um machado ou alguma outra arma. O importante é manter
a essência do item e alterar minimamente a sua mecânica. Sentience. Dawnbringer is a sentient neutral good weapon with an
Intelligence of 12, a Wisdom of 15, and a Charisma of 14.It has hearing and
ITENS MÁGICOS LEGENDARY darkvision out to a range of 120 feet. The sword can speak. read, and
understand Common and it can communicate with its wielder
Essa é a lista de itens mágicos da categoria Legendary permitidos durante telepathically. Its voice is kind and feminine. It knows every language you
essa aventura: know while you're attuned to it.

ARMOR +3 DEFENDER
Armor (light, medium, or heavy), legendary Weapon (any sword), legendary (requires attunement)

You have a bonus to AC while wearing this armor. The bonus is +3. You gain a +3 bonus to attack and damage rolls made with this magic
weapon. The first time you attack with the sword on each of your turns, you
ARMOR OF INVULNERABILITY can transfer some or all of the sword's bonus to your Armor Class, instead
Armor (plate), legendary (requires attunement) of using the bonus on any attacks that turn. For example, you could reduce
the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC.
You have resistance to nonmagical damage while you wear this armor. The adjusted bonuses remain in effect until the start of your next turn,
Additionally, you can use an action to make yourself immune to although you must hold the sword to gain a bonus to AC from it.
nonmagical damage for 10 minutes or until you are no longer wearing the
armor. Once this special action is used, it can't be used again until the next EFREETI CHAIN
dawn. Armor (chain mail), legendary (requires attunement)

Plate consists of shaped, interlocking metal plates to cover the entire body. While wearing this armor, you gain a +3 bonus to AC, you are immune to
A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and fire damage, and you can understand and speak Primordial. In addition, you
thick layers of padding underneath the armor. Buckles and straps distribute can stand on and walk across molten rock as if it were solid ground.
the weight over the body.
CURT'S GREATAXE
AZUREDGE Weapon (greataxe), legendary (requires attunement)
Weapon (battleaxe), legendary (requires attunement)
You gain a +l bonus to attack and damage rolls made with this magic
Azuredge has a solid steel handle etched with tiny runes, wrapped in blue weapon. It is sized for a giant, weighs 325 pounds (150kg), and deals 3d12
dragon hide with a star sapphire set into the pommel. The axe head is slashing damage on a hit, plus an extra 2d12 slashing damage if the target is
human.
The axe sheds light as a torch when the temperature around it drops below
0 degrees Fahrenheit. The light can't be shut off in these conditions. As an
action, you can cast a version of the heat metal spell (save DC 13) that
deals cold damage instead of fire damage. Once this power is used, it can't LUCK BLADE
be used again until the next dawn. Weapon (any sword), legendary (requires attunement)

Especial. Esta arma não é feita para ser usada por criaturas de tamanho You gain a +1 bonus to attack and damage rolls made with this magic
médio. Com criatividade, podemos bolar formas interessantes para que ela weapon. While the sword is on your person, you also gain a +1 bonus to
possa ser usada por um personagem, mas irei considerar que um portador saving throws.
que esteja Sintonizado com um Belt of giant strength de qualquer tipo é
capaz de empunhar essa arma normalmente. Luck. If the sword is on your person, you can call on its luck (no action
required) to reroll one attack roll, ability check, or saving throw you dislike.
HAZIRAWN You must use the second roll. This property can't be used again until the
next dawn.
Weapon (greatsword), legendary, requires at tenement
Wish. The sword has 1d4- 1 charges. While holding it, you can use an
Even if you aren't attuned to the sword, you gain a +1 bonus on attack rolls
action to expend 1 charge and cast the wish spell from it. This property can't
and damage rolls made with this weapon. Plus you deal an extra 1d6
be used again until the next dawn. The sword loses this property if it has no
necrotic damage when you hit with the weapon.
charges.
While you are attuned to this weapon, its bonus on attack rolls and damage
rolls is +2, and a hit deals an extra 2d6 necrotic damage. MATALOTOK, THE FROST FATHER
Weapon (warhammer), legendary (re quire s attunement)
Spells. Hazirawn has 4 charges to cast spells. As long as the sword is
attuned to you and you are holding it in your hand, you can cast detect Matalotok is frigid to the touch and wreathed in mist. You are immune to
magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 cold damage while holding Matalotok. Whenever it deals damage to a
charges). Each night at midnight, Hazirawn regains 1d4 expended charges. creature, the hammer radiates a burst of intense cold in a 30-foot-radius
sphere. Each creature in that area takes 10 (3d6) cold damage.
Wounding. While you are attuned to the weapon, any creature that you hit
with Hazirawn can't regain hit points for 1 minute. The target can make a PLATE ARMOR OF ETHEREALNESS
DC 15 Constitution saving throw at the end of each of its turns, ending this Armor (plate), legendary (requires attunement)
effect early on a success.
While you're wearing this armor, you can speak its command word as an
Sentience. Hazirawn is a sentient neutral evil weapon with an Intelligence action to gain the effect of the etherealness spell, which last for 10 minutes
of 14, a Wisdom of 15, and a Charisma of 12. It has hearing and darkvision or until you remove the armor or use an action to speak the command word
out to a range of 120 feet. The sword can speak. read, and understand again. This property of the armor can't be used again until the next dawn.
Common and Netherese and it can communicate with its wielder
telepathically. His voice is firm and masculine. It knows every language RING OF DJINNI SUMMONING
you know while you're attuned to it.
Ring, legendary (requires attunement)

HOLY AVENGER While wearing this ring, you can speak its command word as an action to
Weapon (any sword), legendary (requires attunement by a paladin) summon a particular djinni from the Elemental Plane of Air. The djinni
appears in an unoccupied space you choose within 120 feet of you. It
You gain a +3 bonus to attack and damage rolls made with this magic remains as long as you concentrate (as if concentrating on a spell), to a
weapon. When you hit a fiend or an undead with it, that creature takes an maximum of 1 hour, or until it drops to 0 hit points. It then returns to its
extra 2d10 radiant damage. While you hold the drawn sword, it creates an home plane. While summoned, the djinni is friendly to you and your
aura in a 10-foot radius around you. You and all creatures friendly to you in companions. It obeys any commands you give it, no matter what language
the aura have advantage on saving throws against spells and other magical you use. If you fail to command it, the djinni defends itself against attackers
effects. If you have 17 or more levels in the paladin class, the radius of the but takes no other actions. After the djinni departs, it can't be summoned
aura increases to 30 feet. again for 24 hours, and the ring becomes nonmagical if the djinni dies.

HORN OF VALHALLA (Iron) RING OF SPELL TURNING


Wondrous item, legendary (Requires Proficiency with all martial weapons) Ring, legendary (requires attunement)

You can use an action to blow this horn. In response, 5d4 + 5 warrior spirits While wearing this ring, you have advantage on saving throws against any
from the plane of Ysgard appear within 60 feet of you. These spirits use the spell that targets only you (not in an area of effect). In addition, if you roll a
berserker statistics from the Monster Manual. They return to Ysgard after 1 20 for the save and the spell is 7th level or lower, the spell has no effect on
hour or when they drop to 0 hit points. Once you use the horn, it can't be you and instead targets the caster, using the slot level, spell save DC, attack
used again until 7 days have passed. If you blow the horn without meeting bonus, and spellcasting ability of the caster.
its requirement, the summoned berserkers attack you. If you meet the
requirement, they are friendly to you and your companions and follow your ROBE OF THE ARCHMAGI
commands. Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)

INSTRUMENT OF THE BARDS (Ollamh Harp) This elegant garment is made from exquisite cloth of white, gray, or black
Wondrous item, Legendary (requires attunement by a bard) and adorned with silvery runes. The robe's color corresponds to the
alignment for which the item was created. A white robe was made for good.
An instrument of the bards is an exquisite example of its kind, superior to gray for neutral, and black for evil. You can't attune to a robe of the
an ordinary instrument in every way. Seven types of these instruments archmagi that doesn't correspond to your alignment.
exist, each named after a legendary bard college. A creature that attempts to
play the instrument without being attuned to it must succeed on a DC 15 You gain these benefits while wearing the robe:
Wisdom saving throw or take 2d4 psychic damage. You can use an action  If you aren't wearing armor, your base Armor Class is 15 + your
to play the instrument and cast one of its spells. Once the instrument has Dexterity modifier.
been used to cast a spelt, it can't be used to cast that spelt again until the  You have advantage on saving throws against spell and other magical
next dawn. The spells use your speltcasting ability and spelt save DC. effects.
When you use the instrument to cast a spell that causes targets to become  Your spell save DC and spell attack bonus each increase by 2.
charmed on a failed save, the targets have disadvantage on the saving
throw. This effect applies whether you are using the instrument as the ROD OF RESURRECTION
source of the spelt or as a speltcasting focus.
Rod, legendary (requires attunement by a cleric, druid, or paladin)

Spells of Ollamh Harp: Fly, invisibility, levitate, protection from evil and The rod has 5 charges. While you hold it, you can use an action to cast one
good, Confusion, control weather, fire storm. of the following spells from it: heal (expends 1 charge) or resurrection
(expends 5 charges). The rod regains 1 expended charge daily at dawn. If
the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a
burst of radiance.
staff's total number of charges above 50, the staff explodes as if you
activated its retributive strike (see below).
SCARAB OF PROTECTION Spells. While holding the staff, you can use an action to expend some of its
Wondrous item, legendary (requires attunement) charges to cast one of the following spells from it, using your spell save DC
and spellcasting ability: conjure elemental (7 charges), dispel magic (3
If you hold this beetle-shaped medallion in your hand for 1 round, an charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges),
inscription appears on its surface revealing its magical nature. It provides ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning
two benefits while it is on your person: bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7
 You have advantage on saving throws against spells. charges), telekinesis (5 charges), wall of fire (4 charges), or web (2
 The scarab has 12 charges. If you fail a saving throw against a charges).
necromancy spell or a harmful effect originating from an undead
creature, you can use your reaction to expend 1 charge and turn the You can also use an action to cast one of the following spells from the staff
failed save into a successful one. The scarab crumbles into powder and without using any charges: arcane lock, detect magic, enlarge/reduce, light,
is destroyed when its last charge is expended. mage hand, or protection from evil and good.

SHIELD OF THE HIDDEN LORD Retributive Strike. You can use an action to break the staff over your knee
or against a solid surface, performing a retributive strike. The staff is
Armor (shield), legendary (requires attunement)
destroyed and releases its remaining magic in an explosion that expands to
The Shield of the Hidden Lord is of celestial origin and serves as a prison fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to
for the pit fiend Gargauth, whose mortal followers revere it as a god. Over instantly travel to a random plane of existence, avoiding the explosion. If
time, Gargauth's evil has warped the shield's appearance, so that its celestial you fail to avoid the effect, you take force damage equal to 16 x the number
motif and designs have become twisted into a fiendish face that subtly of charges in the staff. Every other creature in the area must make a DC 17
moves in disturbing ways. While holding this shield, you gain a +2 bonus to Dexterity saving throw. On a failed save, a creature takes an amount of
AC and resistance to fire damage. damage based on how far away it is from the point of origin, as shown in
the following table. On a successful save, a creature takes half as much
Sentience. The Shield of the Hidden Lord is sentient as long as it imprisons damage.
Gargauth. While sentient, the shield has the following properties:
Distance from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
 The shield has an Intelligence of 22, a Wisdom of 18, and a Charisma 11 to 20 ft. away 6 x the number of charges in the staff
of 24, as well as hearing and truesight out to a range of 120 feet. 21 to 30 ft. away 4 x the number of charges in the staff
 The shield can speak, read, and understand Common and Infernal, and
it can communicate telepathically with any creature it can sense within
120 feet of it. Its voice is a deep, hollow whisper. SWORD OF ANSWERING
 The shield has 3 charges. You can use an action to expend 1 charge to Weapon (longsword), legendary (requires attunement by a creature with the same
cast fireball or 2 charges to cast wall of fire from the shield (save DC alignment as the sword)
21 for each). The wall of fire spell lasts for 1 minute (no concentration
In the world of Greyhawk, only nine of these blades are known to exist.
required). The shield regains all expended charges daily at dawn.
Each is patterned after the legendary sword Fragarach, which is variously
 Anytime during your turn, the shield can choose to radiate an aura of translated as "Final Word." Each of the nine swords has its own name and
dread for 1 minute. (This is not a power of the shield that you control.) alignment, and each bears a different gem in its pommel.
Any creature hostile to you that starts its turn within 20 feet of the
shield must make a DC 18 Wisdom saving throw. On a failed save, the Name Alignment Gem
creature is frightened until the start of its next turn. On a successful Answerer Chaotic good Emerald
save, the creature is immune to this power of the shield for the next 24 Back Talker Chaotic evil Jet
hours. Once the shield uses this power, it can't use it again until the Concluder Lawful neutral Amethyst
next dawn. Last Quip Chaotic neutral Tou rmaline
Rebutter Neutral good Topaz
Replier Neutral Peridot
SPELL SCROLL (9th level) Retorter Lawful good Aquamarine
Scroll, legendary Scather Lawful evil Garnet
Squelcher Neutral evil Spinel
A spell scroll bears the words of a single spell, written in a mystical cipher.
If the spell is on your class's spell list, you can read the scroll and cast its You gain a +3 bonus to attack and damage rolls made with this sword. In
spell without providing any material components. Otherwise, the scroll is addition, while you hold the sword, you can use your reaction to make one
unintelligible. Casting the spell by reading the scroll requires the spell's melee attack with it against any creature in your reach that deals damage to
normal casting time. Once the spell is cast, the words on the scroll fade, and you. You have advantage on the attack roll, and any damage dealt with this
it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the special attack ignores any damage immunity or resistance the target has.
spell is on your class's spell list but of a higher level than you can normally
cast, you must make an ability check using your spellcasting ability to
determine whether you cast it successfully. The DC equals 10 + the spell's TOME OF THE STILLED TONGUE
level. On a failed check, the spell disappears from the scroll with no other Wondrous item, legendary (requires attunement by a wizard)
effect. The level of the spell on the scroll determines the spell's saving
throw DC and attack bonus, as well as the scroll's rarity, as shown in the This thick leather-bound volume has a desiccated tongue pinned to the front
Spell Scroll table. cover. Five of these tomes exist, and it's unknown which one is the original.
The grisly cover decoration on the first tome of the stilled tongue once
A wizard spell on a spell scroll can be copied just as spells in spellbooks belonged to a treacherous former servant of the lich-god Vecna, keeper of
can be copied. When a spell is copied from a spell scroll, the copier must secrets. The tongues pinned to the covers of the four copies came from
succeed on an Intelligence (Arcana) check with a DC equal to 10 + the other spellcasters who crossed Vecna. The first few pages of each tome are
spell's level. If the check succeeds, the spell is successfully copied. Whether filled with indecipherable scrawls. The remaining pages are blank and
the check succeeds or fails, the spell scroll is destroyed. pristine.

STAFF OF THE MAGI If you can attune to this item, you can use it as a spellbook and an arcane
focus. In addition, while holding the tome, you can use a bonus action to
Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)
cast a spell you have written in this tome, without expending a spell slot or
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to using any verbal or somatic components. Once used, this property of the
attack and damage rolls made with it. While you hold it, you gain a +2 tome can't be used again until the next dawn.
bonus to spell attack rolls. The staff has 50 charges for the following
While attuned to the book, you can remove the tongue from the book's
properties. It regains 4d6 + 2 expended charges daily at dawn. If you
cover. If you do so, all spells written in the book are permanently erased.
expend the last charge, roll a d20. On a 20, the staff regains l d l 2 + 1
charges. Spell Absorption. While holding the staff, you have advantage on
saving throws against spells. In addition, you can use your reaction when
another creature casts a spell that targets only you. If you do, the staff
absorbs the magic of the spell, canceling its effect and gaining a number of
charges equal to the absorbed spell's level. However, if doing so brings the

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