4th edition random magic item generator




















This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. Once the book is read, the magic disappears from the pages and it becomes a normal book.

This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect.

This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. These magic emulsions enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the desired image. One pot of marvelous pigments is sufficient to create a 1,cubic-foot object by depicting it two-dimensionally over a square-foot surface.

Only normal, inanimate objects can be created. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft painting check to depict an object with the pigments.

Marvelous pigments cannot create magic items. Objects of value depicted by the pigments —precious metals, gems, jewelry, ivory, and so on— appear to be valuable but are really made of tin, lead, paste, brass, bone, and other such inexpensive materials.

The user can create normal weapons, armor, and any other mundane item including foodstuffs whose value does not exceed 2, gp. This ivory mask has been fashioned into the likeness of a human skull. It travels up to 50 feet away from the wearer and attacks a target assigned to it. If the attack succeeds, the target must make a DC 20 Fortitude save or be struck dead , as if affected by a finger of death spell. After attacking whether successful or not , the mask flies back to its user.

The mask has AC 16, 10 hit points, and hardness 6. Strong necromancy and transmutation; CL 13th; Craft Wondrous Item , animate objects , finger of death , fly ; Price 22, gp; Weight 3 lb.

This digging tool is 10 feet long. Any creature of at least Huge size can use it to loosen or tumble earth or earthen ramparts a foot cube every 10 minutes. It also smashes rock a foot cube per hour. This mallet is 8 feet long. However, the wielder must have a Strength of at least 18 to wield it properly.

Otherwise, she takes a -4 penalty on attack rolls. This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or nickel-silver, the medallion allows the wearer to read the thoughts of others, as with the spell detect thoughts. This crystal device is usually about 4 feet square and framed in metal or wood. It can be hung or placed on a surface and then activated by giving a command word.

The same command word deactivates the mirror. A mirror of life trapping has fifteen nonspatial extradimensional compartments within it. Any creature coming within 30 feet of the device and looking at its own reflection must make a DC 23 Will save or be trapped within the mirror in one of the cells. A creature not aware of the nature of the device always sees its own reflection.

When a creature is trapped, it is taken bodily into the mirror. Size is not a factor, but constructs and undead are not trapped, nor are inanimate objects and other nonliving matter. Another command word frees the trapped creature.

Each pair of command words is specific to each prisoner. If the mirror is broken, all victims currently trapped in it are freed. This mirror resembles an ordinary looking glass 5 feet tall by 2 feet wide. The possessor who knows the proper commands can cause it to perform as follows.

This item resembles a normal mirror about 4 feet long and 3 feet wide. It can be hung or placed on a surface and then activated by speaking a command word. This opposite immediately attacks the original. The duplicate has all the possessions and powers of its original including magic.

Upon the defeat or destruction of either the duplicate or the original, the duplicate and her items disappear completely. The mirror functions up to four times per day.

This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases such as cloudkill and stinking cloud effects, as well as inhaled poisons and allowing him to breathe, even underwater or in a vacuum. This device appears to be nothing but beads on a string, sometimes with the ends tied together to form a necklace. If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres.

The spheres are detachable by the wearer and only by the wearer , who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell Reflex DC 14 half. Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is gp for each die of damage it deals. Each necklace of fireballs contains a combination of spheres of various strengths.

Some traditional combinations, designated types I through VII, are detailed below. If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer. This glass sphere is 8 inches in diameter. The possessor can call forth all manner of weather, even supernaturally destructive storms.

Once per day she can call upon the orb to use a control weather spell, Once per month, she can conjure a storm of vengeance. The possessor of the orb is continually protected by an endure elements effect. This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells clerics , druids , rangers , paladins , and wizards.

Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day each of a different level, 6th or lower.

Strong transmutation; CL 17th; Craft Wondrous Item , creator must be able to cast spells of the spell level to be recalled; Price 1, gp 1st , 4, gp 2nd , 9, gp 3rd , 16, gp 4th , 25, gp 5th , 36, gp 6th , 49, gp 7th , 64, gp 8th , 81, gp 9th , or 70, gp two spells. This normal-seeming pearl is beautiful and worth at least 1, gp on that basis alone. The pearl enables its possessor to breathe in water as if she were in clean, fresh air.

Her swim speed is 60 feet, and she can cast spells and act underwater without hindrance. Moderate abjuration and transmutation; CL 8th; Craft Wondrous Item , freedom of movement , water breathing ; Price 15, gp. The wearer of this blue gem on a silver chain is immune to disease , including supernatural diseases. This item is a brilliant-cut black gem on a delicate silver chain. The wearer is immune to poison , although poisons still active when the periapt is first donned still run their course.

This stone is bright red and dangles on a gold chain. The wearer of this periapt automatically becomes stable if his hit points drop to between -1 and -9 inclusive. Hit point damage that involves bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes Constitution loss, such as that dealt by a wounding weapon.

This item is a small box containing religious scripture affixed to a leather cord and tied around the forehead. There is no mundane way to determine what function this religious item performs until it is worn. The wearer of a phylactery of faithfulness is aware of any action or item that could adversely affect his alignment and his standing with his deity, including magical effects.

He acquires this information prior to performing such an action or becoming associated with such an item if he takes a moment to contemplate the act. Faint divination; CL 1st; Craft Wondrous Item , detect chaos , detect evil , detect good , detect law ; Price 1, gp. This item is a boon to any character able to turn undead , allowing him to do so as if his class level were four levels higher than it actually is.

This magic item appears to be a small set of pan pipes. When played by a person who succeeds on a DC 15 Perform wind instruments check, the pipes create an eerie, spellbinding tune. Those within 30 feet who hear the tune must succeed on a DC 13 Will save or become frightened for 4 rounds. Creatures with 6 or more Hit Dice are unaffected. Pipes of haunting can be sounded twice a day. These appear to be like any other standard set of pipes with nothing to reveal their true nature.

When played by someone who succeeds on a DC 15 Perform wind instruments check, the pipes create a wondrous melody. All within 30 feet must make a DC 14 Will save or be fascinated by the sound. This is a mind-affecting sonic compulsion. As soon as the piping stops, all those affected are stricken by intense pain at even the slightest noise. Unless a character is in a totally silent area, she takes 1d4 points of damage per round for 2d4 rounds.

During this time, damage from sonic attacks is doubled. Thereafter, the least noise causes an affected character to become shaken except when she is in a totally silent area.

This hypersensitivity is a curse and therefore hard to remove see the bestow curse spell. Faint enchantment and evocation; CL 6th; Craft Wondrous Item , creator must have the bardic music class feature, sound burst ; Price 12, gp; Weight 3 lb. These wooden pipes appear ordinary, but if the possessor learns the proper tune, he can attract 1d3 rat swarms if rats are within feet.

For each foot distance the rats have to travel, there is a 1-round delay. The piper must continue playing until the rats appear, and when they do so, the piper must make a DC 10 Perform wind instruments check.

Failure indicates that they turn on the piper. If for any reason the piper ceases playing, the rats leave immediately. If they are called again within a day, the Perform check DC is If the rats are under the control of another creature, add the HD of the controller to the Perform check DC. Once control is assumed, another check is required each round to maintain it if the other creature is actively seeking to reassert its control.

When played by a character who has the Perform wind instruments skill, these pipes create a variety of sounds. The figment sounds are the equivalent of ghost sound caster level 2nd. A portable hole is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight.

When opened fully, a portable hole is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being.

This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains.

The only air in the hole is that which enters when the hole is opened. It contains enough air to supply one Medium creature or two Small creatures for 10 minutes. The cloth does not accumulate weight even if its hole is filled. Each portable hole opens on its own particular nondimensional space.

If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in that place.

Both the bag and the cloth are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane. The hole, the bag, and any creatures within a foot radius are drawn there, the portable hole and bag of holding being destroyed in the process.

A jar of this unguent is 3 inches in diameter and 1 inch deep and contains five applications. Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison as neutralize poison. Applied to a diseased area, it removes disease as remove disease. These always come in pairs—two iron rings, each about 18 inches in diameter. The rings must be on the same plane of existence and within miles of each other to function.

Whatever is put through one ring comes out the other, and up to pounds of material can be transferred each day. Objects only partially pushed through and then retracted do not count. This useful device allows for instantaneous transport of items or messages, and even attacks. A character can reach through to grab things near the other ring, or even stab a weapon through if so desired.

Alternatively, a character could stick his head through to look around. A spellcaster could even cast a spell through a ring gate.

Creatures of Tiny, Diminutive, or Fine size can pass through easily. Each ring has a "entry side" and an "exit side," both marked with appropriate symbols.

Its wearer, if an arcane spellcaster, gains the following powers. If a white robe is donned by an evil character, she immediately gains three negative levels. The reverse is true with respect to a black robe donned by a good character.

An evil or good character who puts on a gray robe, or a neutral character who dons either a white or black robe, gains two negative levels. While these negative levels never result in lost levels, they remain as long as the garment is worn and cannot be overcome in any way including restoration spells. Strong varied; CL 14th; Craft Wondrous Item , antimagic field , mage armor or shield of faith , creator must be of same alignment as robe; Price 75, gp; Weight 1 lb.

When this robe is put on, the wearer intuitively knows that the garment has very special properties. A robe of blending enables its wearer to appear to be part of his surroundings. The wearer can adopt the appearance of another creature, as with the disguise self spell, at will. All creatures acquainted with and friendly to the wearer see him normally. This handy item functions much like a robe of useful items for the serious necromancer.

It appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures. Only the wearer of the robe can see the embroidery and recognize them for the creatures they become, and detach them. One figure can be detached each round. Detaching a figure causes it to become an actual undead creature see the list below. The skeleton or zombie is not under the control of the wearer of the robe, but may be subsequently commanded, rebuked, turned, or destroyed.

A newly created robe of bones always has two embroidered figures of each of the following undead:. This valuable garment appears to be a normal robe until it is put on. Its wearer is able to see in all directions at the same moment due to scores of visible, magical eyelike patterns that adorn the robe.

She also gains foot darkvision. The robe of eyes sees all forms of invisible or ethereal things within feet. However, she is not able to avert her eyes or close her eyes when confronted by a creature with a gaze attack. A light or continual flame spell cast directly on a robe of eyes causes it to be blinded for 1d3 minutes. A daylight spell blinds it for 2d4 minutes. The wearer of this robe can cause the garment to display a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light.

The colors daze those near the wearer, conceal the wearer, and illuminate the surroundings. It takes 1 full round after the wearer speaks the command word for the colors to start flowing on the robe. The colors create the equivalent of a gaze attack with a foot range. This is a mind-affecting pattern effect.

Every round of continuous scintillation of the robe gives the wearer better concealment. This garment is typically black or dark blue and embroidered with small white or silver stars. The robe has three magical powers. This appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small cloth patches of various shapes.

Only the wearer of the robe can see these patches, recognize them for what items they become, and detach them. One patch can be detached each round. Detaching a patch causes it to become an actual item, as indicated below. A newly created robe of useful items always has two each of the following patches:. In addition, the robe has several other patches. Roll 4d4 for the number of other patches and then roll for each patch on the table below to determine its nature.

A foot-long rope of climbing is no thicker than a wand, but it is strong enough to support 3, pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner. A rope of climbing can be commanded to knot or unknot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a foot length until the knots are untied but lowers the DC of Climb checks while using it by A creature must hold one end of the rope when its magic is invoked.

A rope of entanglement looks just like any other hempen rope about 30 feet long. Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle a victim. The rope repairs damage to itself at a rate of 1 point per 5 minutes, but if a rope of entanglement is severed all 12 hit points lost to damage , it is destroyed. In addition, such obstructions as webs magical or otherwise do not affect an anointed individual.

Magic ropes and the like do not avail against this salve. If it is smeared on a floor or on steps, the area should be treated as a long-lasting grease spell. The salve requires 8 hours to wear off normally, or it can be wiped off with an alcohol solution even wine. Salve of slipperiness is needed to coat the inside of a container that is meant to hold sovereign glue see below. This scabbard is fashioned from cured leather and fine silver.

It can shrink or enlarge to accommodate any knife, dagger, sword, or similar weapon up to and including a greatsword. Up to three times per day on command, the scabbard casts keen edge on any blade placed within it. This device appears to be a silver medallion in the shape of a beetle.

If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device. The scarab can also absorb energy-draining attacks, death effects , and negative energy effects.

Upon absorbing twelve such attacks, the scarab turns to powder and is destroyed. This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate a standard action in order for the detection to take place. A scarab enables its possessor to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.

Moderate divination; CL 8th; Craft Wondrous Item , detect magic , creator must be at least 10th level; Price 2, gp. These burial wrappings look to be made of fine, embroidered materials. When a body is placed inside, a command word will turn it to dust.

The magic of the shrouds is usable only once, after which the wrappings become ordinary, fine cloth. This substance can be applied to a weapon as a standard action. Each trap set includes two traps with two elemental effects tied to a single trigger. Lazy DMs can use these traps as inspiration or roll 1d and choose one to throw into an encounter or make up an interesting scene in an otherwise bare room.

Random Traps roll 1d - reroll How To Use These Traps The easiest way to use these traps is to roll 1d and pick the appropriate trap set from the list. You can change the flavor of the trap to whatever suits your game. Instead of rolling, you can review the list and use whatever inspires you to add something fun into your game.

Because this list is randomly generated, many of the results might seem crazy. Is this intentional, and if so, does it mean that the shop has only that many items? That makes sense to me for the major items, but not as much for the minor ones.

When generating medium and major armors some of the abilities were listed twice on the armor. The shop size suggestion mentioned in the above comment section is a great one! You can include a couple of tables with prices for 3. I use one, too. But if you would consider enabling ads on this site , I'd appreciate it. Ads on the Free Edition help pay for my hosting expenses.

Alternately, consider joining my Patreon , which will give you the Keeper Edition, which has no ads and a few other fun features. Whether you play online or offline, digital tools can do a lot to enhance your gameplay experience. You'll find a few tools here at 5eMagic, and each one is designed and built by a regular DM. Most folks here enjoy how easy it is to generate a magic item shop quickly, but be sure to check out the other tools we provide below.

And check back often; more are coming. To learn more about how 5eMagic got started, check out the About Us page. If you like what you see, support us on Patreon to become a Keeper, and get access to a lot of extra features on the site. Quickly generate a shop inventory of magic or mundane items with prices.



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