Charged Powers | 5e Magic Items

Charged Powers | 5e Magic Items

By Timothy Black

Give your players cool new rewards with these 5e magic items! Feel free to customize these 5e magic items as desired to fit your and your players' playstyle.

Basilisk Fang

Weapon (dagger), rare (requires attunement)

This glowing green blade oozes a sickly slime over its surface; the slime emits a pale light. While attuned to a Basilisk Fang, you gain a magical +1 bonus to attack and damage rolls made with this weapon. The dagger has three charges that power the following properties. It regains all expended charges at dawn, daily.

Serpent's Bite. As a bonus action, you can expend one charge to coat the blade in poison until the end of your turn. A creature you hit must make a DC 13 Constitution save or become poisoned for one minute.

Silent Strike. As a bonus action, you can expend three charges to gain advantage on the next attack you make with Basilisk Fang.

Ravenous Hunter

Weapon (longbow), very rare (requires attunement)

This ruby red longbow seems to almost pulse with a hungry crimson light as though it feeds off blood.  While attuned to Ravenous Hunter, you gain a magical +1 bonus to attack and damage rolls made with this weapon. This longbow has three charges that power the following properties. It regains all charges daily at dawn.

Hunter’s Bite. While attuned to Ravenous Hunter, you can use a bonus action to expend one charge and twist the grip on the bow to turn it into a longsword until you change it back with another bonus action. It retains all of its magical properties in this form.

The Red Thirst. When you hit a creature with a weapon attack from this weapon, you may expend one charge to deal an additional 1d4 necrotic damage. You regain hit points equal to half the necrotic damage rounded down (minimum of one).

Bloody Rain. When making an attack with this weapon, you can expend three charges to cause a hurricane of blood to spin around you. Any creature within 10 feet of you must make a DC 15 Strength saving throw or, on a failed save, be knocked prone and take 2d6 necrotic damage. On a successful save, a creature takes half as much damage and isn’t knocked prone.

Warkey

Weapon (warhammer), very rare (requires attunement by a dwarf)

This warhammer is designed to look like a key. While attuned to a warkey, you gain a magical +1 bonus to attack and damage rolls made with it. This warhammer has three charges that power the following properties. It regains all charges at dawn, daily.

Lockdown.  When you hit a creature with an attack while wielding this warhammer, you can expend one charge to cause the target to make a DC 15 Strength saving throw or become restrained for one minute (escape DC 13).

Shutout. While holding this warhammer, you can use an action to expend three charges to cast the wall of force spell.

Protector’s Armor

Armor (plate), very rare (requires attunement)

This gleaming armor looks almost brand new; this, however, could not be further from the truth. While attuned to and wearing Protector’s Armor, you gain a magical +1 bonus to your AC. This armor has three charges that power the following properties. It regains all charges daily at dawn.

Guardian Wall. As an action, you can expend one charge to cast false life on yourself.

Protection of the Sentinels. As an action, you can expend three charges to cast cure wounds at 3rd level using Constitution as your spellcasting modifier.

Boots of the Djinn

Wonderous item, uncommon (requires attunement)

These boots are incredibly light, almost like they are made of air itself. As a bonus action, you can click the heels of these boots together and increase your movement speed by 10 feet for one minute. When you use this property, you also gain a climbing speed equal to your walking speed as gusts of wind help lift you.

Once you've used the boots this way, you can't do so again until after the next dawn.

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