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NEW MAGIC ITEMS

BULLETPROOF SHIRT BREAK-IN HAMMER


Armor (leather jacket), rare (requires attunement) Weapon (warhammer), uncommon

This inconspicuous shirt provides the same protection as a +1 This weapon resembles a forced entry tool with a rune
leather jacket. Additionally, you gain Resistance against inscribed in the striking face. This shield allows you to cast
damage from nonmagical projectiles, such as bullets and knock, using only verbal components, three times per long
arrows. rest.

RIOT SHIELD OF FEAR THUNDERCLAP TASER


Armor (shield), rare (requires attunement) Weapon (taser), rare (requires attunement)

While holding this shield, you receive a +1 bonus to AC. This This taser releases a deafening blast of thunder when it
bonus is in addition to the shield's normal bonus to AC. strikes an opponent. It deals normal damage (1d4 lightning)
Additionally, this shield allows you to cast fear, using only plus an additional 2d6 points of thunder damage.
verbal components, once per short or long rest.
DOPPLER STAFF
MAIL OF THE SILVER DRAGON Staff, very rare (requires attunement by a cleric, druid, or
Armor (scale mail), rare (requires attunement) wizard)

Arti cers working for the Knights of the Silver Dragon This staff has 10 charges. While holding it, you can use an
fashion suits of silvery scalemail for high-ranking warriors of action to expend 1 or more of its charges to cast one of the
the order. This suit functions as a +1 suit of scalemail. following spells from it, using your spell save DC and
Additionally, the suit weighs half as much as a normal suit spellcasting ability modi er: fog cloud (1 charge per spell
and does not impose disadvantage on Stealth checks. level, up to 5th), gust of wind (2 charges), sleet storm (3
charges), wind wall (3 charges), control weather (8 charges)
BLADEGUN The staff regains 1d8 + 2 expended charges daily at dawn.
Weapon (any pistol), uncommon If you expend the last charge, roll a d20. On a 1, the staff
becomes a nonmagical quarterstaff.
A bladegun is a magic pistol that transforms into a magic
short sword (and back again). This change requires no STAFF OF THE URBAN JUNGLE
action. Each bladegun is a speci c make of handgun, such Staff, rare (requires attunement by a cleric, sorcerer, wizard,
as a Autoloader or Revolver. or warlock)

CHAIN SAW OF THE PSYCHO This staff is crafted from a long piece of rebar and topped
Weapon (chainsaw), rare (requires attunement) with a variety of bangles, including doll heads, wires, and
bolts. It requires that the user hold it forth in at least one
You have a +1 bonus to attack and damage rolls made with hand.
this battered chainsaw. The chain saw of the psycho deals an The staff holds 10 charges. While holding it, you can use an
additional damage die on a critical hit. action to expend 1 or more of its charges to cast one of the
following spells from it, using your spell save DC and
CLOUDKILL GRENADE spellcasting ability modi er: on/off (no charges), disguise self
Weapon (smoke grenade), very rare (1 charge), nondetection (3 charges). or synchronicity (4
charges).
This smoke grenade contains greenish ooze. When used, it
The staff regains 1d8 + 2 expended charges daily at dawn.
releases a pungent green cloud, as the cloudkill spell cast as
If you expend the last charge, roll a d20. On a 1, the staff
a 5th-level spell. The grenade is destroyed once used. These
becomes a nonmagical quarterstaff.
grenades are bought in boxes of six.

DEADEYE RIFLE STAFF OF VOLTAGE


Staff, rare (requires attunement by a cleric, sorcerer, wizard,
Weapon (any sniper ri e), rare (requires attunement)
or warlock)
The stock of this scoped ri e covered with elaborate runes.
This staff is made from a solid piece of copper and etched
You have a +1 bonus to attack and damage rolls made with
with lightning bolts or electrical symbols resembling
this magic weapon, and its range is 400/2000.
circuitry. It requires that the user hold it forth in at least one
hand.
DEMOLITION HAMMER The staff holds 10 charges. While holding it, you can use an
Weapon (sledgehammer), uncommon
action to expend 1 or more of its charges to cast one of the
This weapon resembles a standard sledgehammer with following spells from it, using your spell save DC and
runes carved into its wooden handle. When attacking an spellcasting ability modi er: on/off (no charges), haywire (3
object with this hammer, that object is treated as if its AC charges), lightning bolt (3 charges), or shutdown (4 charges).
were 10, and the hit is a critical hit.

1
ELDRITCH CELL PHONE
Wondrous item, rare

This cell phone has an unusually long and odd-shaped


antenna but is otherwise nondescript. It has the ability to
connect to any other phone regardless of weather
conditions or distance. The connection has a slight warble to
it, but is otherwise free of static and other interference. If the
person being contacted doesn’t have a phone, the eldritch
cell phone automatically dials the phone nearest to the
individual (even though the contact might be unable to
reach it). Furthermore, the eldritch cell phone magically
encrypts the conversation so that anyone who taps into the
conversation (using a cellular interceptor or other hardware)
hears only gibberish.
The eldritch cell phone has a built-in caller ID defeater and
cannot be traced by mundane technology.

POTION OF ANT HAUL


Potion, uncommon

When you drink this potion, your carrying capacity is


doubled for 1d4 hours.

This is unof cial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the

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