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Published by goroiamanuci, 2023-04-11 05:17:12

New 5E Attunement _ GM Binder

New 5E Attunement _ GM Binder

Magic Items Preface These Magic items are categorized by 6 types; Common, Uncommon, Rare, Very Rare, Legendary, Artifact. Common magic items can be found in most towns, not always extremely useful but include things like basic healing potions. Uncommon items are found with ease they are easily obtainable in relatively populated areas in small quantities. Rare items are harder to make and more expensive therefore the market is smaller and these are typically only found in places they are made, or more well off cities where they end up. Very Rare are typically only seen in the most well known enchantment selling establishments and come at steep prices. Legendary Typically only ever heard about, sung about by bards, most people in the world will work all their life and couldn't afford one of these. Artifact These items are unique, extremely powerful, and created by the gods. Now to the juicy bits! Variant Attunement Options Rather that the old 3 basic attunement slots this is a way to break the game (by allowing lower leveled characters the ability to take on much larger threats) while giving your characters alot more to strive for! Like I said This Will Break Your Game (5e) This is what your Main Hand attunement slots look like per level and class. You have these slots for all the weapons, shields, and spell casting foci. Class Type 1-4 5-8 9-12 13-16 17-20 Full Caster 3 4 4 5 5 Half Caster 3 3 4 4 5 Non Caster 2 3 3 4 4 Your character has all the main had attunement slots as as well as all of the "wearable" attunement slots. Helmet Eyes Armor Wrist Boots Cloak Necklace Belt Hands (5 rings and Gloves) Using these rules changes a few things about the base game 1 obviously being the number of attunement slots, 2 How over powered your characters will be, and 3 the fact that all wearable magic items now fit and use and attunement slot. Keep in mind The Lands of Demmavur is an extremely high magic setting and these rules may not be right for your game. The next section gives items Tiers (Common, ect.) and prices, Note that all of this can be changed! Common Items 50gp-500gp Eagles Eye Eyes 450gp An eagles eye encased in glass and linked to a thin leather head band As a bonus action you can look through the eye giving you sight out to 500 feet without disadvantage on Perception, but while looking through the eye this way you have Disadvantage on Investigation. You can move the eye from your face with a bonus action. Cloak of Flame Cloak 250gp A dark gray perpetually soot covered cloak, that when activated spits flames from its back As a bonus action you may ignite the cloak for 1 minute, for the duration any creature that hits you with a melee attack they must make a DC 12 Dex save or take 2d4 fire damage. Winter Hood Cloak 500gp A long warm leather cloak lined with dark fur, and covered in white fur You gain advantage on Stealth in the snow. as a reaction you can absorb damage done to you, equal to 1d10 + your CON modifier. Uncommon Items 501gp-5000gp Ring of Chaos Ring, Cursed 5,000gp A silver ring with the four card suits carved into the palm side, on top tops a multi-colored changing crystal swirling with energy. You gain the ability to cast Chaos Bolt using 6 charges the ring holds. The ring regains all expended charges at dawn. You may expend 1 charge to cast it at first level, additionally you may expend a number of charges equal to your Wisdom modifier, upcasting the spell by one level for each charge. Curse Each time you cast the spell there is a 5% chance it targets the caster, this chance increases by 5% for each additional point used to upcast the spell.


Loin Cloth of Fury Belt 4,500gp A thick dark green vine holds large leaves around the wearers waste, almost like a skirt (Can only be attuned by a Barbarian) When Using Reckless Attack, your enemy only gains advantage against you a number of time equal to the number of times you used Reckless Attack in you last turn (total between all combatants). Rare Items 5001gp-25,000gp Belt of Expeditious Return Belt 12,000gp This navy blue belt rather than holding up your pants is fashioned to be worn across your shoulder to your waist with one sheath for a dagger. When you attune to this belt choose a dagger you own to sheath in it, you can change which dagger is chosen this way on a short rest. As soon as you throw your weapon it returns to the belt (this includes returning the weapon to your belt as soon as it may be forced from your hand) allowing you to use one dagger for your entire turn. The dagger chosen this way also gains the Defensive property (you gain a +2 to Ac when holding it in your hand) Robes of the Wanderer Armor 16,000gp Ragged cloth wrappings, dark but bathed in eons of cruel heat. You become Resistant to Radiant. You no longer suffer any negative effects of sunlight, including the daylight spell. Captain Dune's Teeth Crushers Boots, Cursed 22,500gp Dark blue high leather boots covered in small chunks of coral and barnacles. These boots hold 6 charges that can be used to cast the following spells; Thunder Step 2 charges, Water Walk 3 charges. You regain 1d4+1 charges at dawn. It now costs you full movement to stand from prone. Very Rare Items 25,001gp-100,000 Looking Glass of the Midnight Marauder Belt, Cursed 35,500gp A silvery, rune covered looking glass dangling by a dark brown leather strap from a belt made of silver chain links When looking through the looking glass you can see out to 1000 feet in darkness both magical and non magical. Anyone not attuned who attempts to look through the glass is attacked as if a Shadow made a Strength Drain. Belt Of the Thrower Belt 80,000gp A Belt covered in dark black wolves fur, with runes stitching the fur to leather straps. You gain One main hand attunement slot that can only be used for a thrown weapon that requires only one attunement slot, at the end of your turn, if you threw the attuned weapon it returns to you. Ring of Clear Thoughts Ring, Cursed 60,000gp A dark metal shines with hints of purple, the ring is adorned with a well carved Mind Flayer head. You gain Resistance to Psychic damage. You gain Advantage on saving trows against mind reading effects or Charming magic. Curse You are considered and Aberration in addition to your other types. Necklace of the Living Weave Necklace 85,000gp A necklace woven of vines surrounds a dimly lit, magenta crystal that seems to have some type of smoke moving within. You gain an additional Main Hand attunement slot. You also gain access to the Cantrips Prestidegitation, and Light. Additionally you gain Minor Illusion as a cantrip, if you don't use magic already use Wisdom as your casting modifier. Sea's Bounty Wrists Two thin, silvery chain bracelets, each with four vibrant blue stones that seem to flow in their own space like water. +2 Spell casting Focus When attuned to Sea's Bounty you may summon a Water Elemental as an action, you may only have one creature summoned this way. You may use this ability a number of times a day equal to half your proficiency modifier rounded down (min 1). Additionally you may cast touch spells from your Elemental. You may also peer through its vision, up to 500 ft., as if it were a summons from Find Familiar. Legendary Items 100,001gp-250,000gp


Bracers of Dark Skys Wrists 225,000 Braces made of a brass like metal, covered in tiny runes that make picture of clouds spitting lightning +1 AC, Resistance to Lightning If you were to take lightning damage you can absorb and store up to 50 points of lightning Damage that can be added onto any attack before the roll is made. If you take damage that would exceed you 50 point MAX then you take the remaining damage. Umbrella of the Unyielding Storm Quarterstaff 180,000gp A White umbrella with blue metal for the handle and support, the top is reinforced with a golden looking metal forged into bolts of lightning +3 Quarter Staff This Umbrella can hold 6 charges that can be used to cast the following spells; Cantrip Prestidegitation 1 point Feather Fall Chaos Bolt 3 points Hallucinatory terrain Weather Warding 4 points Call Lightning 6 points Control Weather. Your spell casting ability for these are CHA. The Umbrella regains 1d6-1 charges at dawn. Atrifacts 250,001gp+ Zot Fund (God Killer) Dagger, 2 Main Hand Slots 440,000gp A stiletto like dagger with serrations near a wide pointed hilt, When Activated the blade glows with radiant fire from a topaz stone in the handle. +3 Dagger When you attune to the blade you become Resistant to Radiant, and Necrotic damage. Once per day as a Bonus Action you can ignite the blade for 1 minute, for the duration your attacks deal an additional 5d8 Radiant Damage. This Radiant damage bypasses any Celestial Resistances.You may also cast Faerie Fire three times per day as a bonus action. Harp of the Crying Seraph Harp, 2 Main Hand Slots 775,000gp A silver harp with a lavender hue, a crying womans face sits near the outer arc, forever sobbing +3 Spell Casting Focus Once per day you may attempt to cast a spell of a class and level you typically could not cast. Roll a d100, To succeed you must roll lower than your level + Performance. You may cast a Cantrip as a Bonus Action, even if you already cast a spell this turn. Shadows from the Walls Of Death Book, 2 Main Hand Slots, Cursed 550,000gp A dark green leather bound book with a skull etched into the front cover, the pages wreak of aging molded paper. +3 Spell Casting Focus (Must be attuned to by a Full Caster) You gain a pool of 6 sorcery points and can use them to use the Transmuted Spell Meta Magic option you also gain the following spells that are always prepared as long as you have the slots to prepare them; Cantrip Poison Spray 1st Ray of Sickness 2nd Protection from Poison 5th Contagion Additionally, as long as you are attuned and have the book you are proficient with both Alchemist's Supplies and the Poisoner's Kit


Non Attuned Items This list includes, potions, oils, Refined Chaos Potion, Very Rare 8,250gp A large bottle, corked with a runic seal. It's filled with thick dark green liquid that sloshes and floats for a moment longer than expected in the air of the bottle. When you imbibe this potion, you regain 5 spell slots, and make a Constitution Saving Throw. DC 17 or become stunned for 1 minute. If you fail the Con save your DM rolls on the Net Libram of Random Magical Effects. Support! Follow me on Patreon for more uploads, and your own custom content! More Here!


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