365 Magic Items
365 Magic Items
365 Magic Items
Credits
Author: Benjamin Medrano
In late 2016 I challenged myself to a project, one Benjamin is a genius with magic items. He’s a
which I was all but certain I’d fail. I decided to create published novelist who knows his prose. And his work
a different magic item every day for a year. is of the highest grade.
My goal was to produce something new with every The items crafted within are among the best I’ve
entry. I wanted each item to be memorable, unique ever seen.
and useful.
Inside you’ll find weapons and armor, shields and
Whether this was the feather token (wall) for a fleeing rings, rods, staves, crowns, and wondrous items of all
villain, or the sore lack of many magical crowns and sorts.
helms in the game, I tried to support a variety of
playstyles and concepts. You’ll find magical sets, such as the celestial
crescents and set of the fool. You’ll find sets of sin
To my own astonishment, one year later I looked ranging from envy to wrath.
back at my work and saw that I was finished: over
400 magical items of all shapes and sizes. I pruned, Within are weapons of incredible power, such as
improved, and cultivated the list, and then submitted bonedrinker, blade of the moon, and the elemental wheel.
it to Zenith Games when it was ready. Alongside them are commoner tools, such as the coin
of good fortune and magistrate’s gavel.
To my continuing astonishment, they accepted it.
Have a character concept? You’ll find something
I’m deeply thankful to Jeff, who chose to publish it, for it within. Need a campaign-driving MacGuffin ?
and to Charles for his editing, because they helped Try the pearl of life or crown of the necromantic lord (or
forge what I created into something far better. dozens more).
I hope you enjoy using these items as much as I Maybe you’d like an eternity seal to lock away a
enjoyed writing them up. cursed treasure? Or an ephemeral breastplate for a quick
escape? Or a clone amulet for the ultimate backup
— Benjamin Medrano plan?
Enjoy.
— Jeff Gomez
CRUSHING QUARTERSTAFF
Aura moderate transmutation; CL 10th ELECTROCUTION BOW
Slot none; Price 48,000 gp; Weight 6 lbs. Aura moderate evocation; CL 10th
Description Slot none; Price 32,400 gp; Weight 3 lbs.
This +1 impact/+1 impact quarterstaff is shod in adamantine Description
and heavily-reinforced. In any round when a creature is This +1 shocking burst composite longbow is set with amethysts
struck by both ends of the crushing quarterstaff, it deals and sparks with electricity when drawn. Additionally,
additional damage as though it were a rend attack (1d8 + following a confirmed critical resulting from a natural 20,
plus 1-1/2 times Str modifier). it deals an extra 5d6 electricity damage to the target.
Construction Construction
Requirements Craft Magic Arms and Armor, lead Requirements Craft Magic Arms and Armor, lightning
blades; Cost 27,000 gp bolt, shocking grasp; Cost 16,400 gp
CURSING CLUB
Aura Moderate Necromancy; CL 5th
ELEMENTAL WHEEL
Slot none; Price 32,300 gp; Weight 3 lbs.
Aura moderate evocation; CL 10th
Description
Slot none; Price 55,024 gp; Weight 3 lbs.
This slightly misshapen +1 impact club is carved from black
Description
wood. Any time a creature is damaged by the club, they
This +1 returning starknife has blades composed of four
receive a stacking –1 penalty to attack rolls and skill checks
different materials: adamantine, mithral, steel, and
against the wielder until the start of the wielder’s next
magically-hardened crystal. An elemental wheel bypasses
turn. This is a curse effect.
damage reduction as any of those materials (ie. mithral
Construction
counts as silver) and shimmers with a red, blue, green, and
Requirements Craft Magic Arms and Armor, bane;
white glow. As a move action, on command, the wielder
Cost 16,300 gp
may wreathe the blade in an elemental aura that deals an
additional 1d6 acid, cold, electricity, or fire damage on a
EARTH-SUNDERER successful hit (chosen when activated). While active, a
Aura strong evocation; CL 17th confirmed critical hit adds an extra 2d10 energy damage
Slot none; Price 203,015 gp; Weight 12 lbs. of the chosen type as well. Despite its composite
Description construction, the elemental wheel counts as steel for purposes
This +5 corrosive impact adamantine lucerne hammer has deadly- of hardness, hit points, and determining spells and effects
looking runes along the length of its haft. On a confirmed that can affect it. This weapon may not be further
critical following a natural 20, the weapon releases an enhanced with additional properties that add extra acid,
explosive burst that deals 10d6 magical bludgeoning cold, electricity, or fire damage.
damage and knocks prone all creatures within 10 feet of Construction
the target other than the wielder. Affected creatures may Requirements Craft Magic Arms and Armor, summon
attempt a Fortitude save (DC 15 + wielder’s Strength monster IV; Cost 30,024 gp
modifier) for half damage and to remain standing. The
struck target receives no saving throw.
GUTPIERCER
Aura moderate evocation; CL 10th
Slot none; Price 32,302 gp; Weight 1 lb.
Description
This compact +2 aberration bane dagger fits easily in its
wielder’s hand, making it ideal in tight spaces. It deals an
extra 2d8 damage whenever its wielder is swallowed
whole and cutting their way out. If the blade successfully
cuts free, the swallowing creature must succeed at a DC
18 Fortitude save or the cut remains open for one minute
(instead of being closed by muscular action as normal).
This deals no extra damage, but creatures swallowed
during this time need only succeed at a CMB or Escape
Artist check, with a +5 bonus, to find the opening and
escape rather than cut a new exit themselves.
Construction
Requirements Craft Magic Arms and Armor, summon
monster III; Cost 16,302 gp
WIND PIERCER
Aura moderate transmutation; CL 10th
Slot none; Price 51,110 gp; Weight 6 lbs.
Description
This +1 keen mithral ranseur functions identically to a lesser
wind piercer. As a standard action, however, the wielder
may make a single melee attack against each creature in a
30-foot line, dealing damage normally. If the wielder
possesses Lunge, they may double the range of this ability.
LUCKY HORSESHOES
Aura moderate divination; CL 8th
Slot feet; Price 12,000 gp; Weight 8 lbs.
Description
These mithral horseshoes are light, durable, and shine like
a new silver piece. When the horseshoes are worn by a
horse or other hooved creature for 24 hours, they gain the
benefits of the Toughness feat and a +1 luck bonus to all
saving throws. A mount’s rider also gains the bonus to
saving throws.
Construction
Requirements Craft Wondrous Item, prayer; Cost
6,000 gp
SHELTERING SYMBOL
Aura moderate abjuration; CL 7th
Slot neck; Price 12,000 gp; Weight 2 lbs.
Description
This holy (or unholy) symbol, made of adamantine and
dedicated to a specific deity with the Protection domain,
grants its wearer a +1 sacred bonus to AC and saving
throws. Once per day, a wearer dedicated to the worship
of that deity may channel energy through the symbol to
emanate a mobile field of protection in a 20-foot radius.
Creatures within this area when it is activated gain the
benefit of sanctuary, a +2 deflection bonus to AC, and a +2
resistance bonus to saving throws until they leave the field
or take an action that would break the sanctuary.
LUCKY BRACELET
Aura faint abjuration; CL 5th
GUARDIAN BRACELETS Slot wrists; Price 2,250 gp; Weight 0.5 lbs.
Aura moderate conjuration and divination; CL 7th Description
Slot wrists; Price 25,000 gp (for a pair); Weight 1 lb. This simple copper bracelet is created with three charms.
Description Whenever the wearer fails a skill check or saving throw by
This matched pair of adamantine bracelets are meant to one, the charms glow brilliantly. As an immediate action
be worn by two separate creatures. Each wearer treats the when this occurs, the wearer may add a +1 luck bonus to
other as though under a status effect and, three times per their result, causing one of the charms to crumble to dust.
day, may use cure light wounds on the other wearer if within When all three charms are gone, the bracelet loses all
30 feet. Once per day, the wearer may teleport, swapping magical abilities.
places and healing the other wearer as cure light wounds if Construction
within 200 feet. The daily uses of the guardian bracelets are Requirements Craft Wondrous Item, resistance; Cost
shared between the two wearers. If one bracelet is 1,125 gp
destroyed, a new one may be created for half the normal
cost.
Construction
Requirements Craft Wondrous Item, cure light wounds, PROTECTIVE BRACERS
dimension door, shield other, status; Cost 12,500 gp Aura faint necromancy; CL 3rd
Slot wrists; Price 7,500 gp; Weight 2 lbs.
Description
These sturdy iron bracers always look polished and
HEALER’S BRACELETS unmarred by stains or damage. They grant their wearer a
Aura faint conjuration; CL 5th +1 shield bonus to AC or count as +1 enhancement bonus
Slot wrists; Price 10,000 gp; Weight 1 lb. to existing shield AC. Up to three times per day while
Description taking a total defense action, the wearer may gain 15
This pair of gold bracelets is set with glittering chips of temporary hit points for one minute.
crystal and allow their wearer to increase the range of cure Construction
spells to 30 feet. Such targets require a ranged touch Requirements Craft Wondrous Item, false life, magic
attack to hit. Twice per day, the wearer may use cure vestment; Cost 3,750 gp
moderate wounds.
Construction
Requirements Craft Wondrous Item, crafter must have
Reach Spell, cure moderate wounds; Cost 5,000 gp
WHEEL OF THUNDER
Aura faint evocation; CL 5th
Slot none; Price 2,000 gp; Weight 3 lbs.
Description
This small, spoked iron wheel is six inches across and
attached to a small rod, like a pinwheel. When spun as a
standard action, the wheel generates a mobile ring of
lightning surrounding the user for five rounds. Any
creature starting its turn adjacent to the user takes 5d6
electricity damage (Reflex DC 15, half). The user may also
spend a standard action once during this duration to
release a peal of thunder that stuns all other creatures
within 10 feet (Fortitude DC 15, negates). This is a sonic
effect. A wheel of thunder may be used up to five times before
losing all power and crumbling to dust.
Construction
Requirements Craft Wondrous Item, energy aura,
lightning bolt, sound burst; Cost 1,000 gp
FOOL’S RAIMENT
SET OF THE FOOL Aura faint abjuration; CL 5th
This four-piece set is designed for a court jester and is
Slot body; Price 10,000 gp; Weight 5 lbs.
meant to give the wearer increased skill at entertaining
Description
others.
This colorful jester’s outfit is festooned with bright
2 pieces: +1 round of bardic performance per set piece
decorations and bells. The fool’s raiment grants energy
worn.
resistance 5 against acid, cold, electricity, and fire
3 pieces: Pyrotechnics 1/day
damage. Once per day, one round after the wearer falls
4 pieces: +10-foot enhancement bonus to base land
unconscious, the outfit heals the wearer for 1d8+1
speed.
damage. Additionally, up to three times per day the
Special: The bells on each piece give the wearer a
wearer may cast feather fall on themselves as an immediate
cumulative –2 penalty to Stealth checks involving
action.
remaining unheard. The wearer can be silenced but if the
Construction
bells are purposefully deadened or removed, that piece
Requirements Craft Wondrous Item, cure light wounds,
does not provide any benefits until repaired.
feather fall, energy resistance; Cost 5,000 gp
HELM OF GLUTTONY
Aura moderate transmutation; CL 10th
Slot head; Price 22,000 gp; Weight 3 lbs.
Description
These helms typically resemble a beast’s head, like a bear,
leopard, or wolf. The helm provides a bite attack to the
wearer as a primary attack (1d6 medium, 1d4 small) if
used alone or as a secondary attack if used as part of a full
attack with manufactured weapons. This bite is at a +1
enhancement bonus to attack and damage and counts as
magical. Three times per day, the wearer may use beast
shape II to take the form of a bear, leopard, or wolf
(regardless of the helm’s design) for up to 10 minutes.
While under the effects of beast shape, the melded helm
grants its +1 enhancement bonus to bite attacks.
Construction
Requirements Craft Wondrous Item, beast shape II,
magic weapon; Cost 11,000 gp
MANTLE OF SLOTH
Aura moderate transmutation; CL 10th HELM OF WRATH
Slot shoulders; Price 15,000 gp; Weight 5 lbs. Aura moderate transmutation; CL 10th
Description Slot head; Price 12,000 gp; Weight 4 lbs.
This broad-shouldered mantle has a fashionable elegance Description
to it while maintaining a rugged, durable look. Its wearer This helm is shaped like a roaring beast and grants its
treats their Strength score as 8 points higher for wearer a +5 competence bonus on Intimidate checks.
determining carrying capacity and encumbrance and may Twice per day as a standard action, the wearer may
use levitate at will. increase their size, as enlarge. If the wearer is under a rage
Construction effect, this may be done as an immediate action.
Requirements Craft Wondrous Item, ant haul, levitate; Construction
Cost 7,500 gp Requirements Craft Wondrous Item, eagle’s splendor,
enlarge person; Cost 6,000 gp
WRATH
This set is aligned with the sin of wrath. Wearers of this
set tend towards fits of rage and destruction. It provides
the following set bonuses to its wearer.
2 pieces: 1/day blistering invective (CL 10, DC 19).
3 pieces: +2 profane bonus to Constitution.
4 pieces: Increase the Strength bonus from a rage ability,
such as the barbarian or skald’s class features, or the
bonus of a rage-type spell by +2.